Cleric

Dreamer of the Host's page

884 posts. Alias of therealthom.


About Dreamer of the Host

D beast:

Saves 14 easy : 16 medium : 18 hard
Skill 18, easy : 23 medium : 28 hard

Use the vehicle chase rules (Starfinder Core Rulebook 282–
287) to determine the results of this chase. The sand slitherer
begins in the first zone while the PCs start one zone ahead. Treat
the slitherer as a vehicle and use its Acrobatics skill in place of its
Piloting skill for the purposes of the chase. The GM should assist
the PCs with the chase and explain their objective in the chase.
The sand slitherer chases the PCs until they reach the canyon,
the PCs deal enough damage to the worm to scare if off (85
damage in Subtier 1–2, 105 damage in Subtier 3–4, 120 damage
in Subtier 5–6, and 140 damage in Subtier 7–8), or the worm
deals enough damage to wreck one of the vehicles. If a vehicle
is wrecked, the PCs fail the mission but can escape and return to
the ship in the other vehicle while the worm continues playing
with the broken vehicle.
ZONE EFFECTS
1. Open desert No effects.

2. Dunes Altered Movement: Deep sand (–2 to Piloting)

3. Stone monoliths Altered Attacks: Rock spires (cover); New Trick: Topple rocks (Piloting or ranged attack roll, New Active Hazard: –2 to Piloting and must evade or vehicle takes 5d8 damage).

4. Giant Anthill Active Hazard: Defensive ants (must evade or vehicle takes 5d8 damage); New Trick: Bolting ants (–4 to Piloting)

5. Ramps Split Routes: Jump across a ravine (Piloting DC 20 + item level or vehicle takes 5d8 damage; hardness applies), go around (–4 to Piloting checks to keep pace or speed up)

6.Salt flats Altered Movement: Good grip (+4 to Piloting).

7. Sandstorm Altered Attacks: Sandstorm (concealment).

8.Canyon Altered Movement: Narrow canyon (–2 to Piloting); Active Hazard: Falling rocks (must evade or vehicle takes 5d8 damage).

Stuff:

SAND SLITHERER CR 9
N Gargantuan magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +17
DEFENSE HP 145
EAC 21; KAC 22
Fort +13; Ref +13; Will +8 (+12 vs. mind-affecting effects)
OFFENSE
Speed 50 ft.
Melee bite +22 (3d6+10 P plus swallow whole)

Space 20 ft.; Reach 15 ft.
Offensive Abilities speedster, swallow whole (4d6+15 A, EAC
19, KAC 17, 36 HP)
STATISTICS
Str +6; Dex +4; Con +3; Int –4; Wis +2; Cha –2
Skills Acrobatics +17, Athletics +17, Survival +22
SPECIAL ABILITIES
Speedster (Ex) A sand slitherer can move at a speed of up
to 450 ft. (roughly 50 mph) so long as it can move in a
reasonably straight line. While moving at its top speed, the
sand slitherer is considered flat-footed. In a vehicle chase,
the slitherer gains Attack (Collision) 3d6+10 (DC 15). It
can use its Acrobatics instead of Piloting to control itself;
it takes a –8 penalty to such checks, but its item level is
always considered 0.

Scout Missions:

MAXILLASAUR CR 7 21609549
N Large animal Init +2; Senses low-light vision; Perception +14 DEFENSE HP 105 EAC 19; KAC 21 Fort +11; Ref +11; Will +6 OFFENSE Speed 50 ft. Melee bite +17 (2d10+12 P plus swallow whole) Space 10 ft.; Reach 10 ft. Offensive Abilities intimidating roar, swallow whole (2d10+12 A, EAC 19, KAC 17, 26 HP)
STATISTICS Str +5; Dex +2; Con +4; Int –4; Wis +1; Cha +1 Skills Athletics +19, Intimidate +19 SPECIAL ABILITIES Intimidating Roar (Ex) As a standard action, a maxillasaur can bellow ferociously, causing all enemies within 60 feet to become shaken for 1d4+1 rounds (Will DC 15 negates). This is
a mind-affecting, sense dependent fear effect.

Spoiler:
1. Starfinders have recovered a signal beacon from a steamy swamp on Agillae-2. Our analysis of the data indicates there is a large group of survivors on another planet in the same system, and we will soon be ready to commence the evacuation mission.

2. Our agents explored a starship graveyard on Agillae-5, where they found many more of our comrades kept comatose in stasis chambers. Our scientists are studying the strange technology so we can decide how to safely release them.

3. Our comrades investigated the derelict starship Aeon Horizon and recovered mission data and logs from the ship. The logs indicate that there may be a large number of Starfinders on a barren moon orbiting the ice giant Bastiar-8.

4. We sent our scouts to investigate derelicts in the ice rings of Bastiar-7. Those agents discovered that a few Starfinder ships escaped the fate of our other ships in the area. We are now determining the current locations of these ships so we can start a mission to evacuate the survivors.

5. Starfinders have penetrated the defenses of an ancient automated city on Callion-2. They discovered that a group of Starfinders visited the city a year ago, trying to find a way to help other Starfinders stuck on the desert planet of Callion-1. We’ll begin moving resources to Callion-1 immediately.

Graveyard:
Shortly after the PCs begin their descent
to the planet’s surface, an insidious
virus infects their landing craft
via Starfinder communication
channels, easily bypassing
firewalls and other defenses. The
virus hijacks all systems and starts
running a simulation of a gravitational
anomaly that results in the ship crashing on the
planet’s surface unless the PCs can intervene to
stop it. The virus uses the ship’s own systems to
create false data and to play messages captured
from ships that crashed on the planet in
the past.
Viral Phases: The viral simulation
progresses through the steps listed
below. During each step, each PC can
attempt one of the skill checks listed in
that phase. Everything happens so fast that
the PCs must decide who attempts which skill
check or aid another check prior to rolling. For
each skill check that the PCs succeed at, the PCs increase their
total number of successes by one. Multiple PCs succeeding at the
same check do not increase this total. These successes represent
the PCs fixing a problem affecting the ship’s maneuverability or
accurately anticipating what’s happening next, giving them more
time to react. The total number of successes determines how
much damage the PCs take when the ship lands, as detailed in
the Development section.
Communication Request: The PCs receive a message from one
Venture-Captain Whiskan. If the PCs accept the communication
request, they hear a distressed voice warning them about
gravitational anomalies and asking them to turn back. A PC who
succeeds at a Hard Sense Motive check realizes the message
seems overly familiar in tone, as if it had been sent to someone
whom the venture-captain knew well. A PC who succeeds at a
Hard Computers check notices that the metadata of the message
indicates it was sent 9 months ago. A PC who succeeds at a Hard
Culture check recognizes Venture-Captain Whiskan as a senior
Starfinder who was lost during the original Scoured Stars incident.
Sensor Readings: The ship’s sensors indicate nearby gravitational
anomalies, and the ship starts gently shaking. A PC succeeding
at an Average Computers or Physical Science check realizes the
sensor scan data must be false and can calculate more accurate
navigational information; in this case, successful checks with the
two skills count as separate successes. A PC succeeding at a Hard
Perception check notices the shaking doesn’t feel natural; it’s as if
the ship’s own engines were creating the effect.

Loss of Controls: The ship starts shaking uncontrollably and barely
responds to controls. A PC who succeeds at a Hard Piloting check
can steer the ship—albeit with great difficulty. A PC succeeding at
an Average Engineering check or a Hard melee attack roll (using
the DC for skill checks as the KAC) can implement a quick fix that
momentarily stabilizes the ship; the PCs can attempt only one of
these two checks. A PC succeeding at a Hard Computers check
realizes a virus is interfering with the controls and can write a script
on the fly that allows limited access to the hijacked systems.
Sudden Acceleration: The ship’s engines stop working altogether,
and the ship starts rapidly losing altitude. A PC succeeding at a
Hard Engineering check can manually activate some of the
thrusters to decelerate. A PC succeeding at a Hard Piloting check
can ride the winds in the planet’s atmosphere, causing the ship to
fall at a gentler angle.
Blaring Alarms: The ship’s computer issues the following
message: “Landing gear functioning at 50%. Collision imminent,
brace for impact.” A PC who succeeds at a Hard Engineering or
Piloting check can activate the landing thrusters at full power.
Each PC can attempt an Hard Acrobatics or Athletics check to
brace for impact; if any of them succeed, it counts as one success
toward the group’s total.
Development: The PCs take damage depending on how many
of their skill checks were successful. The landing craft also takes
damage if the PCs do, but this doesn’t affect their ability to fly back
to a carrier when the mission is over. After landing, the PCs may
take a 10-minute rest before proceeding to the next encounter.
9 or more successes: The PCs and ship take no damage.
6–8 successes: Each PC takes 1d4 damage per APL.
3–5 successes: Each PC takes 1d6 damage per APL.
0–2 successes: Each PC takes 1d8 damage per APL.

Starfinders:

STARFINDER OPERATIVE CR 5
Detective (Starfinder Pact Worlds 177) Shirren operative LN Medium humanoid (shirren) Init +7; Senses blindsense (vibration) 30 ft., Perception +17 DEFENSE HP 65 RP 4 EAC 17; KAC 18 Fort +4; Ref +7; Will +8 Defensive Abilities evasion OFFENSE Speed 40 ft. Melee tactical baton +10 (1d4+6 B) Ranged frostbite-class zero pistol +12 (1d6+8 C; critical staggered [DC 15])
Offensive Abilities debilitating trick, trick attack +3d8 STATISTICS Str +1; Dex +5; Con +1; Int +3; Wis +2; Cha +1 Skills Computers +12, Culture +17, Diplomacy +12, Piloting +12, Sense Motive +17
Languages Common, Shirren; limited telepathy 30 ft. Other Abilities communalism, operative exploits (glimpse truth, uncanny mobility, uncanny pilot), specialization (detective)
Gear business stationwear, frostbite-class zero pistol with 2 batteries (20 charges each), tactical baton, flashlight, laser microphone, manacles, personal comm unit, tool kit (hacking)
STARFINDER SCHOLAR CR 3
Security specialist (Starfinder Pact Worlds 177) Android technomancer LN Medium humanoid (android) Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 DEFENSE HP 32 EAC 13; KAC 14 Fort +2; Ref +2; Will +6 +2 vs. disease, mind-affecting effects,
poison, and sleep
OFFENSE Speed 30 ft., fly 30 ft. (jump jets, average) Melee tactical baton +5 (1d4+4 B) Ranged static arc pistol +7 (1d6+3 E; critical arc 2) Technomancer Spells Known (CL 3rd; ranged +7) 1st (3/day)—magic missile, supercharge weapon 0 (at will)—daze (DC 15), energy ray
STATISTICS Str +4; Dex +2; Con +0; Int +4; Wis +1; Cha –1 Skills Computer +13, Intimidate +8, Mysticism +8, Sense Motive +13
Feats Amplified Glitch Languages Castrovelian, Common, Kasatha, Shirren, Vesk, Ysoki
Other Abilities constructed, flat affect, magic hacks (empowered weapon), spell cache (badge), upgrade slot (jump jets)
Gear casual stationwear, static arc pistol with 2 batteries (20 charges each), manacles, personal comm unit, tool kit (hacking)
STARFINDER VENTURE-CAPTAIN CR 7 21609550
Pirate lord (Starfinder Pact Worlds 171) Vesk solarian LN Medium humanoid (vesk) Init +8; Senses low-light vision, Perception +14 DEFENSE HP 110 EAC 19; KAC 21 Fort +9; Ref +7; Will +8; +2 vs. fear Resistance cold or fire 5 OFFENSE Speed 30 ft. Melee advanced doshko +17 (2d12+12 P) or unarmed strike +17 (1d3+15 B)
Ranged red star plasma pistol +14 (1d8+7 E & F; critical burn 1d8)
Offensive Abilities flashing strikes, natural weapons, stellar revelations (black hole [25-ft. radius, pull 15 ft., DC 15], gravity surge [+17], stellar rush [3d6 F, DC 15], supernova [10-ft. radius, 8d6 F, DC 15])
STATISTICS Str +5; Dex +4; Con +2; Int +0; Wis +1; Cha +2 Skills Athletics +14, Intimidate +14, Mysticism +14, Piloting +19 Languages Common, Sarcesian, Vesk Other Abilities armor savant, solar manifestation (armor), stellar alignment
Gear silver AbadarCorp travel suit, advanced doshko, red star
plasma pistol with 4 batteries (20 charges each)

bluethorn:

BLUETHORN RAVAGER
N Huge plant Init +4; Senses blindsense (vibration) 60 ft., low-light vision; Perception +14 DEFENSE HP 105 EAC 19; KAC 21 Fort +11; Ref +9; Will +6 Defensive Abilities regeneration 5 (cold); Immunities plant immunities OFFENSE Speed 30 ft. Melee slam +17 (2d6+12 B & P) Space 15 ft.; Reach 10 ft.
Offensive Abilities trample (2d6+12 B & P, DC 15)
STATISTICS Str +5; Dex +4; Con +1; Int –4; Wis +2; Cha –2 Skills Acrobatics +14, Athletics +14, Survival +19

Refugee crowd moves 30 feet per round at initiative count 0. The first group starts moving immediately, while the second group starts moving on the following round. Each group takes up a 10-by-10-foot area. Once both groups have made it safely past the map’s left edge, the PCs can also withdraw without defeating the remaining creatures. A group of survivors has EAC 10, KAC 10, and a +0 bonus to all saves. Each crowd has 50 HP