Starfinder alien archive pdf free download
Oct 17 A detailed review of the Starfinder Alien Archive 2 from Paizo we consider Alien Archive 2 to be a successful addition to the Starfinder line. Starfinder Adventure Path 1. Mar 18 Alien Invasion Outer space is full of alien species both benign and malevolent. October 25 Type. Starfinder Alien Archive 4 Paizo Inc. Read ebook Ebook download Starfinder Adventure Path.
Very few parties have successfully obtained more than a handful of viable samples—if they survive at all. While gray goo is more commonly found among abandoned space debris and can survive the coldness of space, instances of the entity have cropped up in low-population spacecrafts and stations, especially among the Diaspora.
The construct-populated Pact World of Aballon has outlawed any work related to the gray goo out of an abundance of caution—including even research projects related to the dangerous entities—and any being found in violation of this restriction receives an immediate and permanent ban from the planet.
On a failure, you gain the shaken condition. On a success, you experience only a bitter taste and a strange tingling throughout your body. Your skin gains an odd, gray pallor or if already gray, it becomes weirdly iridescent. You take a —2 penalty to Diplomacy and Stealth checks. Your physical capabilities are bolstered. Once during the duration, you can reroll a failed Fortitude or Reflex saving throw. Nanites focus on maintaining your structural integrity.
The first time you take Hit Point damage during the duration, you gain fast healing equal to one-quarter your character level minimum fast healing 1 for 1 minute. A surge of nanites through your body helps you achieve extraordinary results.
Nanites form a protective shell around your weakest areas. While standard operating procedure mandates the destruction of these nanites to prevent any possibility of future replication, scientists have recruited adventurers to obtain such samples for study in the hopes of recovering data from the parent goo and learning more about its strange abilities. An ambitious scientist or inventor, their identity lost to the Gap, eventually found a use for the inert goo in the form of ingestible capsules.
Some claim it has the power of transforming the living into constructs, while others claim it simply functions as an expensive placebo. Each non-grioth creature within 30 feet takes 2d6 damage and is shaken for 1d4 rounds.
A creature that succeeds at a DC 12 Will save takes half damage and negates the shaken condition. Creatures that are immune to mind-affecting effects are immune to this poison. Sadistic psychics and religious fanatics, grioths raid other worlds under the cover of darkness. These unfathomably cruel creatures take delight in inflicting pain and sowing terror.
Ancient grioths once inhabited planets adrift in the Dark Tapestry, where they encountered unthinkable horrors and embraced them as kin. Subsumed by darkness and fouler things, grioths are devoted thralls to their patron, the Haunter of the Dark, an aspect of the chaotic evil Outer God Nyarlathotep. Grioths appear as lean, stooped bat-like humanoids with four narrow eyes and exceptional hearing.
They typically stand around 5 feet tall. They have dry, raspy voices and speak in an eerie language of clicks, squeaks, and sibilant sighs. Grioths live in vast crystalline spire cities. With few resources available on their frozen, lightless worlds, they depend on raiding, theft, and war to obtain the resources they need to survive. Powerful grioth psychics known as eclipse seers organize raids that span entire galaxies.
They serve as conduits to the Hunter of the Dark, enacting eldritch rituals to establish temporary portals to worlds undergoing an eclipse. Grioth soldiers and mercenaries pour through these mystical portals in a wave of blood and terror, glutting on violence and pillaging resources—primarily food, technology, and living sapient creatures.
In addition to temporary portals, grioths maintain a series of permanent gateways to sunless worlds like their own, creating a web of cities among countless lost worlds.
In their sleek voidglass starships, they travel the Drift and beyond in search of easy prey and resource-rich worlds to subjugate. Overview A-D Due to prolonged exposure to the Dark Tapestry, grioths can be born with strange physiological alterations, the terrors of the unknowable realm intruding into their forms or giving them powers far beyond their kin.
The most powerful become potent psychics who boast nigh-impenetrable mental defenses. These grioth paragons, known as Vessels, are considered blessed by the Haunter of the Dark and swiftly rise to positions of power, becoming CEOs of major corporations, military generals, religious leaders, or overseers of entire colonies. Nurtured by grioths in the lightless depths of space and composed of solidified psychic anguish, voidglass resonates with the minds of those who wield it—intensifying their aggression, bolstering their mental defenses, and focusing their thoughts.
Targets that are immune to mind-affecting effects are immune to the bonus damage granted by voidglass. A hadrogaan can install an additional brain augmentation. Obsessive historians have reconstructed pieces of their history, but uncertainties and inconsistencies still plague the field. Faced with extinction, they scrambled for a possible solution. These scientists claimed that the crystalline organisms, collectively called kallestrine, not only willingly participated in these experiments, but that they had sent psychic signals to the scientists—leading the latter to discover them—and had even proposed merging the entire hadrogaan species with kallestrine.
Successful merging caused a rapid processing-power expansion that many felt could propel the two organisms into a new era of enlightenment, and in fact, many hadrogaans saw this way as their only hope for salvation. Most hadrogaans stand at about 8 feet tall with long limbs, thin bodies, and elongated fingers.
Large hollows perforate their torsos, limbs, and sometimes their necks and faces, each filled with glimmering crystals—the organism that hadrogaans merged with during the Gap. From infancy, hadrogaans have a constant internal dialogue between their organic brains and the crystalline neural network inhabiting their body. The crystal pushes them to consider the practicality and utility of every action, as well as that of any person or object they might encounter.
What is its purpose? How might it be of use? At what point does its usefulness outweigh its drawbacks? Luma hadrogaans have more dominant crystalline features and frailer bodies, while doluma hadrogaans have fewer crystals—sometimes only one or two hollows—but far more bulk. While genetically distinct, these two subspecies can still reproduce with the other. Luma hadrogaans possess the increased intellect that was, in theory, the goal of the merging.
The crystals of doluma hadrogaans, on the other hand, tend to instead reinforce their musculature. Despite these physical differences, hadrogaans of both subspecies can serve in a variety of societal roles, though luma hadrogaans lean toward positions that require strategic thinking or deep and rapid analysis. Outside their home systems, they typically work as explorers, scientists, and diplomats.
Starfaring dolumas, on the other hand, more likely eke out their living as lone thrill-seekers, mercenaries, or bounty hunters.
Most hadrogaans see no practical purpose in returning to their home planet and have made few efforts to directly study or explore the surface of Hadrogess, instead preferring to focus on future developments for their current lunar homes.
A few iconoclastic philosophers and scientists have directed their attention to the planet, however, and the discovery of obliterated cities, desolate landscapes, and signs of a once-extant mutant population hint at a possibly more sinister past.
Dual Nervous Systems: See page A hadrogaan has blindsense vibration with a range of 30 feet. This functions as a 4th-level holographic image spell CL 5th, Will DC 15 , but the harpy jasmine can only replay events it has already experienced and has no conscious control over the images, sounds, and sensations it creates.
Many of these flora boast complex protein chains that function as both nerves and fast-twitch muscles. Although the assassin vine is one of the most well-known examples, harpy jasmine infamously has one of the most sinister lures: psychic powers that draw in and pummel curious prey. Despite its colorful moniker—derived from its songs and fascination-based abilities—the blossom has nothing in common with actual harpies.
In the wild, harpy jasmines grow as a large shrub with long runners, each studded with five-petaled flowers, stretching from their leafy bodies. Instead, harpy jasmines record nearby events and emotions that they replicate with little variation or apparent understanding. Animal memories rarely show more than instinctual scenes of distress or content grazing, but intelligent prey can inadvertently surrender secrets to the plants, which in some cases result in jarringly inappropriate lures.
However, eccentric detectives and security companies have occasionally cultivated or provoked harpy jasmines to have the plants replay scenes of a nearby crime.
The flowers play a small role in lashunta mythology, serving as a symbol of death and knowledge. Lashunta legend claims that especially old and large examples of harpy jasmines grow to tree-like proportions and develop their own minds, amalgams built from the psychic impressions of countless previous victims. ALIEN ARCHIVE 4 After siphoning away the nutritious fluids of their prey to store in their bulbous taproots, harpy jasmines leave corpses to decay and nourish the soil, often burying a kill to protect the remains from scavengers.
While the plants can disperse seeds into the wind, few sprouts reach the ideal, marshy conditions that juvenile plants need to sustain themselves until they develop the ability to move on their own. The severed tendril can move independently and soon grows into a clone of the original.
Like true jasmine, harpy jasmine prefers warm and humid environments, though it has the hardiness to survive anywhere that the ambient temperature stays above freezing. It grows across much of Castrovel, and shortsighted horticulturalists have transplanted it to many other warm climes throughout the Pact Worlds and Near Space. At least one luxury cruise line has also tried growing the plant aboard starships to enjoy their sweet, perfumed scent and the mild euphoria the plants generate when content—though a failure to properly prune and control the plants has led to bloodshed and lawsuits on at least one occasion.
MOGRANT DRUGS Native lashuntas have domesticated smaller and less aggressive strains of harpy jasmine to exploit its natural psychic abilities, even developing techniques for breeding and pruning the jasmine to coax out different spell-like abilities: mourning wreaths record memories of a dying loved one, the brilliant yellow blossoms of float canary induce a relaxing trance, and scream blossoms trap traumatic memories for psychiatric patients to confront in a controlled environment.
Given these uses, biologists hypothesize that cousins of harpy jasmine— such as the desert-dwelling pyro flower or the leviathan lilies that grow in tropical lakes—were once domesticated by far older societies before being released into the wild. Despite the thriving niche market, the most common industrial application for harpy jasmine remains the cultivation of psychic drugs called mogrants. While they can provide relatively cheap and reliable psychic powers, mogrants also inflict narcotic side-effects, meaning they rarely see use except by criminals, reckless start-up companies, cultists, and adventurers.
During this time, gain fear 2nd level and share language as spell-like abilities CL 6th , each usable once. Dragontongue bonds to the language center of the brain, granting psychic confidence and an intuitive understanding of languages. During this time, gain dancing lights, deep slumber, and wisp ally as spell-like abilities CL 9th , each usable once.
The most challenging mogrant to refine, fairy tale triggers soothing hallucinations, which the user can project into the minds of others or conjure into reality as flitting lights. During this time, gain detect thoughts and mind thrust 1st level as spell-like abilities CL 4th , each usable once. Moonflower develops into webs of sensory filaments that cause synesthesia, and they let the user sense psychic emanations and focus their own psychokinetic energy into a powerful attack.
During this time, gain detect magic as a spell-like ability CL 2nd , usable three times. The most common mogrant on the market, white petal causes a mild, dreamy high that lends itself to restful sleep. Spine Assault Ex See page While some experience flashes of the future in stunning clarity, others have preternaturally strong gut feelings that turn out true or even experience the foretelling of a positive or negative outcome as a particular shade of color or musical note.
Instead, large choirs sing haunting melodies that drift down from the treetops. Some hunger for exploration; others follow fleeting visions of themselves on strange new worlds. Predreaming: See page Spine Assault: See page As such, they often seem wary of cutting-edge tech at first, but many take their time to study it and adapt. With other hulsas, this ability functions as telepathy. Otherwise, the hulsa mentally broadcasts to technological comm units.
Flashing Strikes Ex When making a full attack entirely with melee weapons, a hulsa takes a —3 penalty to each attack roll instead of the normal —4 penalty. Kaleidoscopic Glow Su A hulsa is supernaturally luminous, shining bright light out to a range of 30 feet, normal light for another 30 feet, and dim light for another 30 feet. A magical effect can reduce the light in this area only if its source has a higher level or CR than the hulsa.
A hulsa can extinguish or relight their light as a move action. In addition, the hulsa can spend 1 Resolve Point to oscillate the bright light from this ability for as long as the fey maintains concentration Starfinder Core Rulebook Creatures within 90 feet of the hulsa that can see this light become fascinated while the effect lasts and for 1 round after it ends Will DC 19 negates. The hulsa can instead focus the glow on one creature, which works like the hypnotic glow stellar revelation Starfinder Core Rulebook of a 10th-level solarian DC 19, 10 rounds.
Hulsas are immune to this ability. They can heal themself or one other living creature as a standard action, or themself and other creatures of their choice in their bright light as a full action. Each target regains 8d8 Hit Points. When using this ability as a full action, the hulsa can spend 1 additional Resolve Point to also harm undead in the area, dealing 8d8 electricity and fire damage to each one Fortitude DC 19 half. These stout fey resemble metallic golems with their animated armor plates that emit bright, kaleidoscopic light.
A typical hulsa stands about 5 feet tall and weights pounds, though a few outliers tower more than 7 feet in height. Hulsa heads bear few features and virtually no expressions, offering only a few lines to suggest eyes or mouths. Rather than representing terrestrial environments like forests and oceans, hulsas connect to specific stars.
In many ways, this connection is symbolic, such as how hulsas often speak of directions in relation to their star rather than by magnetic poles. Likewise, those fey tied to stars of a similar type such as white dwarves and red giants acknowledge each other as peers. These relationships can last eons, for hulsas appear ageless and claim to be as old as their respective stars. There are no known instances of hulsas expiring when their stars die, yet those whose stars have extinguished or exploded are never seen again.
Only two things seem consistent with their behavior. First, a hulsa demands that they and the forces they represent be treated with respect. Any insult, either direct or dismissive, marks the perpetrator for retribution. The hulsa even matter-of-factly explains why it punishes these other parties and rarely allows for other ways to seek atonement. The second consistent aspect of hulsa behavior is education. A hulsa might refuse to teach anything but the basics, require an obscure form of compensation for their efforts, or deny secrets to anyone unwilling to commit to a decades-long apprenticeship to absorb the lessons with the proper depth.
Several kasatha-led monasteries maintain that a legendary hulsa taught their founders the solarian arts. Although most hulsas contently travel alone, individual hulsas might seek out companions with whom they can experience cosmic phenomena. A few of these fey even find senior roles on starships that explore the Vast, trading their expertise for the opportunity to cruise around the cosmos with like-minded company. The weapon gains the kaleidoscopic charm critical hit effect.
The target takes no damage from the attack and instead is charmed for 1d4 rounds, as though you had cast charm monster on it Will save negates. If the target is immune to this effect or negates it with a successful saving throw, the target takes the double damage as normal. When you score a critical hit with a weapon that has multiple critical hit effects, you can apply only one of those effects of your choice. This fusion can only be applied to weapons that deal electricity or fire damage, or that have the aurora AR, bright, or fiery AR weapon special properties.
Vent Su As a move action, or in place of making a bite attack when using multiattack, an ignurso can forcefully exhale a foot-radius cloud of choking smoke centered on itself. Non-ignursos in or entering the area are sickened for 1 round Fortitude DC 13 negates , and the cloud otherwise functions as fog cloud with a duration of 1d6 rounds.
Ignursos are ursine mammals typically found in geothermally active areas, from hot springs to calderas. Standing up to 10 feet tall when on their hind legs and weighing up to pounds, ignursos are physically intimidating. When they do act out of hunger or stress, ignursos become forces of destruction, their cyclopean eyes blazing with ferocity as the creatures exhale gouts of fire.
Wiry, flame-resistant fur covers its legs and belly, giving the creature crucial insulation in cooler areas. Its back and head are protected by thick scales able to shed incoming blows and fiery ash with equal ease, allowing an ignurso to remain active even during moderate volcanic events. Thick foreclaws allow the ignurso to dig swiftly through soil and softer igneous rock, climb with ease, and knock down prey. The only part of its body ill-suited to its fiery, subterranean terrain is its single eye—a liability around spraying soil or stray sparks.
Except in regions with consistently hot surface climates, ignursos tunnel deep underground during winter to avoid the chill, hibernating for months at a time. In their volcanically active homes, burrowing means not only avoiding cold air but also getting closer to deep magma veins. Closer to the surface, ignursos tear through the soil in search of insect larvae and burrowing creatures.
During volcanic events, ignursos seek out carrion, feasting on creatures that have suffocated by toxic gases or crushed by debris. They even carve surface trenches well ahead of eruptions and use the trenches to funnel lava into long barriers in which they trap their prey. When other food is scarce, ignursos grudgingly leave their favored haunts—especially when trying to fatten up for hibernation.
Dozens of viral videos chronicle the rare cases when ignursos wander into settlements. Unaware of the flammability of objects around them, ignursos often accidentally cause fiery explosions, then scramble away while roaring in shock as their surroundings go up in flame.
Ignursos remain usually solitary unless courting a mate or raising cubs. Females give birth to live young and raise them for about 18 months before urging them to fend for themselves. Younger ignursos, known as burrowers, aggressively dig out their own domains and live out fairly animalistic existences. Ignursos have a natural lifespan of about 25 years, and in the last decade of life, the creatures develop exceptional cunning and resilience.
This seems to come from an intensifying attunement to their volcanic surroundings, as if communing with the fires deep below. In fact, not only do these elders apparently learn to understand Ignan and sense impending eruptions, but their fire breath changes to superheated plasma. Known as masons, these ignursos tunnel less and build more, using their breath to melt rock to a liquid consistency before shaping it into crude structures. Along with basic shelters, ignurso masons sculpt strange monuments and statues, the purpose of which continues to vex biologists.
For all the danger they represent, ignursos serve two crucial roles in their ecosystems: volcanic mitigation and habitat creation. In such events, the destruction is minimal, and geologists have determined that these vents release some of the underground pressure, making true eruptions less frequent and devastating. As some of the few creatures able to tunnel through solid rock, ignursos are also a keystone species in volcanically active areas.
Their heavy claws pulverize the hard surface, making way for small plants to colonize the new soil, and their broad tunnels create new habitats for a variety of animals. As hot spots migrate over the millennia, so too do ignurso populations, consistently reshaping the land.
This fascination lasts as long as the itmi vruh can see the object or the fascination ends normally, whichever comes first, up to a maximum of 24 hours. Once the effect ends, the itmi vruh is immune to fascination by such objects for 24 hours. Drift Attraction Su The energies that ripped the itmi vruh from their body hold a strange attraction to the creature, drawing them in like a moth to flame. If a ship exits the Drift into a solar system with an itmi vruh, the itmi vruh can fly toward the ship at incredible speeds, arriving at the ship in 2d20 hours.
A creature that touches or is hit by the itmi vruh must succeed at a Will saving throw or take 1d3 Wisdom damage. Possess Body Su Once per day as a full action, an itmi vruh can attempt to possess the body of an adjacent living creature. The itmi vruh does not need to know a common language to direct their victim.
Leaving a possessed creature voluntarily is a move action. This is a mind-affecting compulsion effect. Possess Body Su See page Travel through space and the Drift is not without hazards. Even making the transition from normal space to the Drift presents a rare danger.
Such a lost soul is known as an itmi vruh. The trauma of being ripped from their body and left adrift in space compels this spirit to crave only one thing: a return to their corporeal form. Meanwhile, crew members who make the jump unscathed often find the corpse of their companion showing no signs of injury or illness.
Thanks to the nature of the Drift and the utter trauma of the severance, jumping back to the point of departure is no help, and only those most familiar with the dangers of Drift travel ever guess at what might have happened. Doomed to wander, an itmi vruh sometimes encounters living creatures that remind the spirit of who they were during their life. In such circumstances, the undead finds themself compelled to take over the familiar creature in a futile effort to reclaim their old life.
Usually, though, an itmi vruh possessing another creature concludes that the body the undead now inhabits is not their own. The more similar that body and its associated life is to their own, the longer it takes the intruding spirit to realize this.
Most possessions last somewhere between a few hours and a few days. While living in the new body, the itmi vruh behaves like they used to, going through the motions of eating, sleeping, and basic communication.
In this fugue state, they often resemble a normal creature experiencing amnesia. One telltale sign of an itmi vruh possession is that they can become frantic when a ship is about to travel into the Drift; this is a manifestation of the trauma they suffered when they lost their original body. An itmi vruh that has possessed numerous bodies can slowly grow stronger as they absorb some of the residual energy, memories, and sometimes even abilities of those they have possessed, eventually becoming a powerful itmi vruh reminiscent.
These rarer undead often have a number of additional magical abilities garnered from their victims over time. This untethered soul can then become an undead creature obsessed with finding its body. Traits: blindsight life 60 ft. This is a poison effect. Liquid Crystal Display Ex An ixtangi has an innate ability to change their coloration as a standard action; this produces one of the following effects. Glimmer: The ixtangi flashes their coloration in a display that distracts onlookers.
A creature can be affected by this ability only once per day. Stealth: The ixtangi mimics their surroundings, becoming almost invisible. Unflappable Climber Ex An ixtangi is an adept climber, using their sticky paw pads, tongue, and prehensile tail to stay stuck to surfaces. An ixtangi is not flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger.
Liquid Crystal Display Ex See above. Unflappable Climber Ex See above. Ixtangis are a species of chameleon-like people, originating from the jungle planet of Doganga in the Vast. Their scales are actually mostly transparent; any colors that ixtangis display result from their manipulation of the liquid crystals beneath their layer of glass-like scales. Also included are new equipment-themed player options for every Starfinder character class!
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