Dragonstarfinder


Homebrew


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See this thread on EN world: http://www.enworld.org/forum/showthread.php?610373-Dragonstarfinder

I will post stuff here too once I go more in depth regarding what I'm working on. Right now I'm trying to find Legacy conversions for the Pathfinder classes, so I don't have to reinvent the wheel.

I did do my own version of what I call the "Outlands Fighter," but it's only a second draft.

Someone on the DSD20 Yahoo! Group mentioned the PF Technology Guide as a possible resource, especially for a premade feat to replace Dargonstar's Technical Proficiency feat.

Anyway, just sharing and seeing what you all think. Any help pointing me in the right direction would be greatly appreciated.

FYI, my Arcanum of the Stars setting is where I have set my Realmsian Dragonstar story hour and now a pbp game over on EN World, which is why the bulk of the work will get posted over there.

Cheers!

KF


Starfinder Superscriber
Knightfall1972 wrote:
See this thread on EN world: Linky!

The Starfarer's Companion has conversions for Wizard, Cleric, Magus, Bard, Ranger, and Paladin. They also have conversions for a lot of spells, if you need those. There's a Barbarian floating around the boards here, but at a glance in your thread, I think you already found it. I haven't seen any others yet.


pithica42 wrote:
The Starfarer's Companion has conversions for Wizard, Cleric, Magus, Bard, Ranger, and Paladin. They also have conversions for a lot of spells, if you need those. There's a Barbarian floating around the boards here, but at a glance in your thread, I think you already found it. I haven't seen any others yet.

Yes, I'm aware of the Starfarer's Companion and will acquire a copy at some point. And yes, I already found the Starfinder Barbarian.

Do the SFC conversions go up to 9th-level for the cleric and wizard or are they capped at 6th-level like the SFCR Mystic and Technomancer?


Quick Class Conversion Concepts
Barbarian (Imperial) > Soldier class (1st FS - Blitz; 2nd FS - Hit-and-Run) or Starfinder Barbarian
Barbarian (Outlands) > Barbarian (PF Legacy)
Bard (Imperial) > Operative (Explorer specialization)/Technomancer [multiclass]/Icon theme
Bard (Outlands) > Bard (PF Legacy)
---
Cleric (Unification Church) > Mystic class (any connection but Xenodruid)/Priest theme
Cleric (Duelist) > Mystic (Star Shaman connection)/Solarian [multiclass]/Priest theme
Cleric (Outlands) > Cleric (PF Legacy)
---
Druid (Imperial) > Mystic class (Xenodruid connection)
Druid (Outlands) > Druid (PF Legacy)
---
Fighter (Imperial) > Soldier class (any fighting styles)
Fighter (Outlands) > Outlands Fighter
---
Gundancer (PrC) > Soldier class (1st FS - Sharpshoot; 2nd FS - Blitz)/Mercenary theme; or Gunslinger (PF Legacy)
---
Mechanist > Mechanic class
Monk (Imperial) > Operative (Ghost specialization)/Solarian [multiclass]/Priest theme
Monk (Outlands) > Monk (PF Legacy)
---
Negotiator (PrC) > Envoy class/Spacefarer theme
---
Paladin (Imperial) > Soldier class (1st FS - Guard; 2nd - any)/Priest theme
Paladin (Outlands) > Paladin (PF Legacy)
Pilot > Operative class (Explorer specialization)/Ace Pilot theme
---
Ranger (Imperial) > Soldier class (1st - Hit-and-Run; 2nd - Sharpshoot)
Ranger (Outlands) > Ranger (PF Legacy)
Rogue (Imperial) > Operative class (Daredevil or Thief specialization)/Outlaw theme
Rogue (Outlands) > Rogue (PF Legacy)
---
Sorcerer (Imperial) > Technomancer class (change Key Ability and spellcasting to Cha)/Icon theme [or new class design based on PF Sorcerer]
Sorcerer (Outlands) > Sorcerer (PF Legacy)
---
Technomancer (PrC) > Technomancer class/Themeless
Thug (NPC class) > Soldier class (any fighting styles)/Themeless
---
Wizard (Imperial) > Technomancer class/Scholar theme
Wizard (Outlands) > Magus (PF Legacy) or Wizard (PF Legacy)


Player's Companion Prestige Classes
Adamantine Infiltrator > Operative class (Spy specialization)/Scholar theme
Arcane Commando > Soldier class (1st FS - Arcane Assailant; 2nd FS - any)
---
Celestial Guardsman > Mystic (Healer connection)/Soldier (1st FS - Guard; 2nd - any) [multiclass]
Combat Ace > Mechanic (w/Exocortex)/Operative (Daredevil specialization) [multiclass]/Ace Pilot theme
---
Dark Zone Explorer > Operative class (Explorer specialization)/Xenoseeker theme
Dragon Slayer > Soldier class (Arcane Assailant and Blitz fighting styles)/Bounty Hunter theme
---
Ecoterrorist > Envoy class/Outlaw theme
---
Imperial Arcanist > Mystic class (Overlord connection)/Scholar theme
Infowarrior > Operative class (Hacker specialization)/Outlaw theme
Imperial Legionnaire > Soldier class (Armor Storm and Guard fighting styles)/Spacefarer theme
---
Noetic Warrior > Solider class (any fighting styles) w/Phrenic Adept archetype
---
RES Trailblazer > Operative class (Explorer specialization) or Mechanic class, w/Forerunner archetype/Xenoseeker theme
Royal Marshal Inspector > Operative class (Detective specialization)/Bounty Hunter theme
---
Scientific Arcanist > Technomancer class/Scholar theme
---
Unification Missionary > Mystic class (Overlord connection)/Xenoseeker theme


Starfinder Superscriber

They go up to 9th level spells (for Cleric/Wizard). The Magus and Bard only go up to 6th (as normal). I don't remember what the Pally/Ranger get up to off the top of my head, but I assume it's 4th.

There is something like 50 pages of spells in the book. Personally, for me, that (and the extra feats) alone was worth the $20.

I'm probably going to just use the spells, some of the races, the Magus and the Ranger in my home games. Magus looked like a straight copy from PF with some obvious minor adjustments, at least from memory. Ranger was a complete re-write, and pretty complicated, but it looked interesting and fun.

Bard looks like a complete rewrite. I like their interpretation of Bard, but it steps all over the Envoy, so I probably won't use it.

Cleric/Wizard are just as broken out of the SFC as they are in PF/d20, but I didn't expect them to be able to fix that. Noone else has managed to. Honestly, if they had done Sorcerer/Oracle instead, I'd probably use them, because for me the game lacking full casters was a big disappointment.

None of my players have expressed any desire to play a paladin in any game in like 30 years, so I honestly didn't even read it.


Player's Companion: Psionic Classes/PrCs
Ascetic of the Noetic Order > New Theme/Other Ideas?
---
Bio-Psion > Mystic class (Xenodruid connection) w/Phrenic Adept archetype/Themeless (or, maybe, Xenoseeker)
---
Cyberkineticist PrC > Mechanic class w/Phrenic Adept archetype/Themeless[?]
Psion (Imperial) > Mystic class (Akashic connection) w/Phrenic Adept archetype/Scholar theme
Psion (Outlands) > Psychic (PF Legacy)
Psychic Warrior (Imperial) > Soldier class (1st FS - Armor Storm; 2nd FS - any) w/Phrenic Adept archetype/Mercenary theme (or themeless?)
Psychic Warrior (Outlands) > Psychic Warrior from Psionics Unleashed Revised (as a PF Legacy class)
Netwalker PrC > Mechanic w/exocortex/Operative (Hacker specialization) w/Phrenic Adept archetype [multiclass]


Copying over my race lists...

Dragonstar Races
Centaur [Galactic Races] > conversion required
Derro [Galactic Races] > conversion required
Doppel [Galactic Races] > conversion required
Drow [Alien Archive]
Dwarf
Elems (basically "Genasi") [Galactic Races] > conversion required
Eleti [Galactic Races] > conversion required
Elf
Gnome
Half-Dragon > conversion required (but see Lord Fyre's homebrewed Draconic Bloodline theme on the Paizo messageboard)
Half-Elf
Half-Orc
Halfling
Human
Ikeshti [Alien Archive] (replaces Lizardfolk from Galactic Races)
Ith-Kon [Galactic Races] > conversion required
Kobold [Galactic Races/PF Reference Doc]
Orc [PF Reference Doc] or Scro conversion
Oruk [Galactic Races] > conversion required
Pershala [Galactic Races] > conversion required
Pevishan [Galactic Races] > conversion required
Quasta [Galactic Races] > conversion required
Sathoni [Galactic Races] > conversion required
Siarran [Galactic Races] > conversion required
Soulmech > use core Android race w/changed flavor or a new Soulmech theme
Tarn Idoun [Galactic Races] > conversion required
Tsalokhi (s-Human) [Player's Companion] > conversion required
Ulb [Galactic Races] > conversion required


Additional races required for an Arcanum of the Stars game...

Arcanum of the Stars Races
Aasimar [Starfarer's Companion]
Aellar [d20PFSRD/Bloodforge]
Android (Mechalus)
Boccord > conversion required
Canidae (Woffen *) [Wildstorm Industries] [LINK]
Catfolk (Crugar *) [Starfarer's Companion]
Cleash > conversion required
Dohiryuu (Dragonborn *) [Wildstorm Industries]
Formian (Klick) [Alien Archive]
Gray (Fraal) [Alien Archive]
Grendle [d20PFSRD/Bloodforge]
Grippli (Blount *) [Starfarer's Companion]
Hobgoblin [PF Reference Doc]
Houri [d20PFSRD/Bloodforge]
Minotaur [d20PFSRD/Midgard Campaign Setting]
Muadra > conversion required
Piper [d20PFSRD/Bloodforge]
Ramian > conversion required
Sesheyan > conversion required
Thriddle > conversion required
Tiefling [PF Reference Doc]
T'sa > conversion required
Ursine (Bronth *) [Wildstorm Industries]
Watcher [d20PFSRD/Bloodforge]
Weren > conversion required
* These races will be reworked to fit them into Arcanum of the Stars.


New Races
Races in this list that are marked with an asterisk (*) are now considered core for Arcanum of the Stars. The other races aren't as likely to be included in my setting, although I might include some of them once I actually have a copy of Alien Archive. NOTE: Dragonkin may stand in for Half-Dragons, if I decide I don't want to do my own conversion.

Barathu, Early Stage [Alien Archive]
Boggle [d20PFSRD/Remarkable Races] *
Contemplative [Alien Archive]
Draelik [Alien Archive]
Dragonkin [Alien Archive]
Faelyn [Wildstorm Industries] *
Gargoyle, Awakened [d20PFSRD/Scions of Stone] *
Goblin, Space [Alien Archive/First Contact] *
Haan [Alien Archive/First Contact]
Kalo [Alien Archive]
Kasatha *
Kitsune [Starfarer's Companion]
Lashunta *
Lemurfolk [d20PFSRD/Southlands Bestiary] *
Maraquoi [Alien Archive]
Nuar [Alien Archive]
Numistian [d20PFSRD/Remarkable Races] *
Reptoid [Alien Archive]
Ryphorian [Alien Archive]
Sarcesian [Alien Archive/First Contact] *
Shirren *
Shobhad [Alien Archive]
Skittermander [Alien Archive]
Soman [Wildstorm Industries] *
Sombra [Wildstorm Industries] *
Svartalfar [d20PFSRD/Wayfinder#2] *
Taur'fei [Wildstorm Industries]
Urog [Alien Archive]
Verthani [Alien Archive]
Vesk *
Witchwyrd [Alien Archive]
Woodkyn [Wildstorm Industries]
Wrikreechee [Alien Archive] *
Ysoki *
Xax [d20PFSRD/Remarkable Races] *


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Starfinder Superscriber
Knightfall1972 wrote:
Elems (basically "Genasi") [Galactic Races] > conversion required

Just in case you missed it, since it looks like you're using SFC anyway, it includes individual races that are essentially air/earth/water/fire genesi. IIRC, the Ifrit are basically Fire Genesi, for example. I don't remember the names of the others off the top of my head.

Shadow Lodge

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Undine for Water, Sylph for Air, Oread for Earth.

And Ifrit.


pithica42 wrote:
Knightfall1972 wrote:
Elems (basically "Genasi") [Galactic Races] > conversion required
Just in case you missed it, since it looks like you're using SFC anyway, it includes individual races that are essentially air/earth/water/fire genesi. IIRC, the Ifrit are basically Fire Genesi, for example. I don't remember the names of the others off the top of my head.

I did see those on the Pathfinder SRD web site, but i wasn't sure if I wanted to use them. It's probably the best solution. They're know as Elems in the Dragon Empire, and on many Outlands worlds they're known as genasi, but there SFC names are what starfaring members of those races call themselves.

I like it.

And I don't actually have the SFC. I'm simply using the content that is on the Starfinder SRD, so I didn't know that they are in there. How many race are in the book in total?


Starfinder Superscriber

There are 20 races in there if you count the Genesi as separate races (they're listed seperately). Most of them are solid.

I don't like their conversion of Aasimar/Tieflings (which is basically a copy+paste from PF). Farlanghn and JetSetRadio both have a better interpretation of those on the boards somewhere that works better in SF (basically, it just gets rid of SR and makes the ER 2 across the board instead of 5). There have already been a couple of threads about it in homebrew and/or advice.

As far as I know, two of the races are completely new for the Blood Space setting. At least, I haven't seen them before myself. The other 18 were ones I've seen before in d20/PF books.

RPG Superstar 2009 Top 32

By the way ...
Check this out


pithica42 wrote:

There are 20 races in there if you count the Genesi as separate races (they're listed seperately). Most of them are solid.

I don't like their conversion of Aasimar/Tieflings (which is basically a copy+paste from PF). Farlanghn and JetSetRadio both have a better interpretation of those on the boards somewhere that works better in SF (basically, it just gets rid of SR and makes the ER 2 across the board instead of 5). There have already been a couple of threads about it in homebrew and/or advice.

You know, shortly after asking the question, I relaized I could probably find out the races on RPGNow. Heh. But thanks for your take on the aasimar and tiefling.

pithica42 wrote:
As far as I know, two of the races are completely new for the Blood Space setting. At least, I haven't seen them before myself. The other 18 were ones I've seen before in d20/PF books.

Hmm, I'll have to take a look atthat setting to see if there is anything else to mine from it.


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Lord Fyre wrote:

By the way ...

Check this out

I saw that a week or so ago, and have already linked to it as a possibility for the Half-Dragon race. But thanks!

There are some other ideas posted there I might use as well.


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A few themes I'm going to use, pulled from other threads on this messageboard:

Draconic Bloodline (by Lord Fyre)
Liasion (by A Wizard Did It)
Outlander (by A Wizard Did It)
Repentant (by VampByDay)
Security [Security Officer] (by A Wizard Did It)
Stellar Noble (by Pax Rafkin and Lord Fyre)


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

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

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

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

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

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

====================================================================

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

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

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

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

====================================================================

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

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

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


Eletum (Galactic Races)
Physical Description: An Eletum (plural eleti) has an appearance similar to that of an animated humanoid skeleton. The bones of an eletum is held together by magic not by any type of flesh remaining on its bones. Eleti are genderless and can be either Small or Medium in size. When traveling in regions where undead aren't as accepted, they often hide their appearance under robes and hoods.

Homeworld: n/a
Starting Languages: Common and Eleti Sign Language (used in deep space).

Average Height: Medium: 5 - 6 ft.; Small: 3 - 4 ft.
Average Weight: Medium: 60 - 80 lbs.; Small: 20 - 25 lbs.
Age of Maturity: 1 (or rarely 2)
Maximum Age: n/a

Eletum Racial Traits
+2 Dex
Hit Points: 2
--------------------------------------------------------------------
Size and Type: Eleti are either Medium or Small undead with the eletum subtype.
Darkvision: Eleti have darkvision with a range of 60 feet.
Unliving: Eleti do not have a Constitution score or modifier. See under Unliving on p. 158 of the Starfinder Alien Archive for more details.
Undead Immunities: Eleti have all the undead immunities listed on p. 158 of the SFAA.
Stealthy: Eliti receive a +2 racial bonus on Stealth checks.
Gravity Tolerance: All penalties due to high or low gravity (see p. 402 in the Starfinder Core Rulebook) are halved for eleti. Eleti are still affected by extreme and zero gravity as normal.

====================================================================

Eletum in Arcanum of the Stars
The eleti have long been citizens of the Dragon Empire and they are garanteed the same rights as all races in the empire due to the Tenet of Active Morality. A being is judged on its actions not its alignment, or in the case of the eleti, its perceived alignment. The eleti, as a race, are no more prone towards evil than humans or other standard races.

However, life for an eletum isn't always a perfect thing. Yes, they are valued as space workers and soldiers due to not having to need to eat or breath, but there are still stigmas against undead in the empire and an eletum must be on guard when traveling in the Outlands. Often an eletum has come face to face with a overzealous cleric or mystic that has tried to turn or destroy him as an evil abomination.

In the Aegis Region, the eleti find solace in many places such as The Zafferan Colonies in the Domain of Golion and the wide expanse known as The Darkshift that divides the edge of the Domain of Altara from the Unknown Territories. There are many 'civilized' systems where they are not welcome including the Aegis System and the colonies in the systems along the Thei'math'shar Frontier, especially Lernaean and Tinja. They are also not welcome in the Leben System, the prime system of the crugar. The region of stars known as the Thunder Cluster is where they are most often encountered, although their colonies there are mystic hideaways where non-eleti are rarely welcome.


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

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

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

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

====================================================================

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

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

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

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