Ghoul Huntsmaster

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Gilfalas wrote:
KuroSapphire wrote:
Imnotgoodwithnames wrote:
I am up for collaborating on adding some more races. However, I am trying to make an all encompassing document at the moment and don't want to make it too large. Maybe it will have to be a separate race document.

A separate document sounds good. It could be a star wars bonus races document.

As for races to start putting work into I was thinking:

Aqualish
Arcona
Bith
Dug
Givin

I have the SWD20 Ultimate Alien Anthology. I will be using that pdf as a reference source.

If there is an easier way to talk to you please let me know.

Someone in the Starfinder Facebook group has done a 119 page PDF of Star Wars races for Starfinder if that helps. It is in the groups file section. Not sure if I am allowed to link to it here or not.

It is called Star Wars Races in Starfinder 1.2.pdf by Teemu Heinonen.

That does sound cool, thank you for the information. I would like to see them.


Imnotgoodwithnames wrote:
I am up for collaborating on adding some more races. However, I am trying to make an all encompassing document at the moment and don't want to make it too large. Maybe it will have to be a separate race document.

A separate document sounds good. It could be a star wars bonus races document.

As for races to start putting work into I was thinking:

Aqualish
Arcona
Bith
Dug
Givin

I have the SWD20 Ultimate Alien Anthology. I will be using that pdf as a reference source.

If there is an easier way to talk to you please let me know.


Imnotgoodwithnames wrote:

I've been creating a bunch of Star Wars stuff on this thread (including species): Star Wars Starfinder .

Here is a direct link to the Species Doc. Feel free to take from it or make comments in the thread. And here is a link to the whole document Star Wars Starfinder if you are interested in playing in the Star Wars universe.

I really love your ideas for giving star wars life of its own in a starfinder setting. I would like to see more races from the star wars universe. If you like we can collaborate on more races. I am new on trying to form new alien life that fits starfinder standards but I have a eye for what makes a race unique. I would love to see all sorts of alien races come into functionality.


Brotter24 wrote:

Has anyone statted out Zerg creatures for the game? I've asked in other places and get a rather unhelpful "Just use the Swarm and flavor it." I've done a little work myself on some, and would like to share for thoughts.

Zergling CR 1/2
XP 200
Genderless Zerg
CN Tiny Abberation (Swarm)
Init +3 Senses Darkvision 60 Ft. Perception +4

DEFENSE
HP 13
EAC 10
KAC 12
Fort +4
Ref +4
Will +0
Immunities: Swarm Immunities
Defense Abilities: Swarm Defense

OFFENSE
Speed 40ft.
Melee Swarm attack (1d4+6+2(Str) P)
Space 10ft.; Reach 0ft.
Special Attack: Distraction (DC9)

STATISTICS
Str +2
Dex +3
Con +1
Int +0
Wis +0
Cha +0
Skills: Athletics +9; Intimidate +4; Stealth +4
Languages: Limited Telepath(Hive Minded)

Hive Minded(EX)
The Zerg have a constant connection to each other that allows them to know what other Zerg see and here. This ability can be spread across many hive swarms, but only if the controlling mind behind the hive swarm allows this 'sense' to be shared with hive swarms that it does not control.

Let me know of any suggestions or ideas, I'm planning to try and get all the Zerg critters statted out, just a work in progress.

I was browsing around for alien's to add to Starfinder and I found this piece on zerg. http://knowdirectionpodcast.com/2017/10/monstrous-physique-zerg-part-1/


I have a Ysoki Operative player in my Starfinder game, and just like the rat he is, he enjoys sneaking through air ducks and the ventilation system of various places. I would like some creative ideas on how to deal with this behavior, more so to teach him that Vents are not always the smartest place to be and after to kill if the behavior becomes too much of a problem.

Couple Ideas of my own -

1. Vermin Detection Response. The AI in the Ventilation system thinks he is a pest in the vent, so it will attempt to flush him out via -liquid, poison, heat, or other means.

2. Trap Shoot Surprise. As the PC walks over a part of the vents it opens below him dropping him into a inactive heating system "furnace" The PC must find his way out through strength checks climbing back up or blast his way out where the noise with alert enemies in the area. Otherwise, he will take damage from the heat as the "furnace" slowly starts to turn on and cook him.


KuroSapphire wrote:

This is my first thread. I hope this comes off as something a lot would like to join in on. The first alien I would like to tackle from the Star Wars universe was the Barabel. They are sort of like Vesk, but they are more primitive. I draw a lot of my inspiration from Vamp's homebrew's.

Barabel +2 Str, Con, -2Wis. HP:6

Our Scales are Strong: The Barabels are from a harsh feral world. Dangers abound on their planet has breed a race that can survive the unrelenting dangers. +1 to KAC and EAC.

Under the Red Sun: Barabels world is constantly bombarded by strong radiation from their red giant star. Barabels treat all levels of radiation as one level lower and ignore the lowest level of radiation completely.

Nocturnal: Barabel have low light vision, and dark vision, their evolution makes it harder for them to see during the day. - 2 to sight based perception checks in day light. -4 to sight based perception checks in bright light.

( hope this seems balanced and works, p.s. I know the Barabel can see in all lights, but this is all I could think of to balance them, would love to hear opinions and more star wars races for starfinder.)

For those that want a visual of a Barabel. An Edit that I might do to this race is make their racial stat block a net gain of 0 by making their wisdom -4 and adding one more AC to there total natural AC giving them a +2 natural Armor. I wonder if that sounds better than what i have?


The Next Race I would Like to tackle is the Arcona. They are the Triangular Head Shaped race with large eyes. They are known for become salt addicts.
I was wondering if I should take a page directly from the SWD20 system for their salt poisoning they would receive or create my own. I like what they have employed thought.
"When an Arcona Consumes Sodium Chloride he must make a DC22 Fort save or suffer from Salt Poisoning. If check is failed she takes 1d4 Temporary Con Damage and a -2 penalty to all attack rolls, skill checks, ability checks, and saving throws. After 24 hours she my make a will save of DC20 to resist the addiction. Failed roll can be re-rolled every 24 hours, the effects of Salt poisoning last for 1d3 days after addiction is broken. "
-this isn't an exact word for word quote from the SWD20 Ultimate Alien Antology book, but it's pretty close to what is stated in it.


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CeeJay wrote:
Knight_Druid wrote:
What's your campaign like?

I have a Campaign Journal running here.

We run pretty much RAW (saving a couple of house-rule widgets for XP and dice rolls) in the Pact Worlds setting. I create my own adventures for the table, drawing on the official setting and materials.

As I note in one of the early journal posts, my group come to the table for:

- Getting out and exploring the cosmos.
- "Find a crew. Find a job. Keep flying." Varied jobs Firefly-style, everything from heists to wedding security to shipping wacky critters to obscure moons.
- Also somewhat Firefly-style (or Mass Effect-style, or Cowboy Bebop-style, or Dark Matter-style), adventures that let us explore one or another character's background and/or backstory and sometimes have some fun with the contrasts between their worldviews.

Thus far our adventures have run on Akiton, Absalom Station, Castrovel and in the Diaspora, and we've done a one-off on Eox. A mixture of shoot-'em-up action and more cerebral space opera (with complicated moral quandaries and diplomatic challenges). Great fun thus far.

For my Starfinder adventure, I currently have it as an open universe and seeing where it goes to test out the limits of Starfinder itself as a whole (1st and 3rd party). The party ranges from neutral to evil and there are 7 PCs in total. They are apart of a "Mercenary Company" They were given control over the company by a friendly, but mysterious benefactor. This Benefactor is a nice way for the Characters to talk to the "GM" with out being so meta. They have yet to use this privilege so far.

The party consists of a Ysoki Operative (quiet and has a huge fear of xenos, the creepy crawly kind ex:things that can get into vents), Vesk Solider (who is taking a more scientist approach wanting to improve on life), Strix Operative (very cautious, likes to hang back and snipe), Android Mechanic (he has a rather dull perosnality but his exocortex usually interjects into converstions making for some strange conversations), Shirren Technomancer (he is a Professional Video Gamer - Usually playing Operative's Creed on Spasm.tv), Lashunta
Aeoncarnate (3rd party class, wants to meet new life), and finally the Kasatha Mystic (want's this cooking online cooking show to become great while seeking balance in the universe). One more note, I added a insanity table to the game, similar to Dark Heresy. Increases to this are caused by witnessing things they minds can't handle like horrific beasts (ex: Chaos Spawns, or the Horrors of a Xeno breaking through the chest cavity of a crew memeber), near death experiences, or severe wounds in a traumatic way.

The "Mercenary Company" so far is just starting out trying to establish a reputation. (I'm usually a brutal GM having been baptized in the TRPG of Dark Heresy) I had them face 12 space goblins as their first encounter on Absalom Station. After that I gave them 5 choices for work. 1 was going to be a 1st party made adventure line by Paizo, (they skipped past that in a heart beat) another one was a 3rd party made adventure (they ignored that one two) Instead they decided to flex my mental abilites with this game by picking my one of my own homebrewed missions. They decided to eliminate a Rovagug Cult that was starting to take seed in the Station.
I used this mission as another testing ground to see how strong the team was, I had no intention of killing any of them yet. They were able to get through 2 fights before 2 of them were knocked down unconscious. 1st fight was against 3 goblins, 2 rabid hounds, and 3 cultists. (mind you the cultists were towned down so it wouldn't be a extreme battle) All of my cultists had injection gloves but not a single one was able to pass rabies to the party, not even the rabid hounds, they were very lucky with their saving throws. I even on the fly turned one of their canisters used for injection into a gas grenade with airborne properties to the rabies. Still super lucky rolls on their part.
Next was the 2nd fight were I had a Vesk named Ole One Eye Skeeve fight them with 5 other NPCs 3 of which being lesser followers of the cult. (no injection gloves) A Half Orc bouncer with a Doshko, and a Vesk bartender with a shotgun.(I gave the party the opportunity to ambush this group) The Kashtha Mystic and the Lashunta Aeoncarnate were the ones that got knocked out and were stabilized. After that encounter they were ready to call it. So I had the Hell Knights Clean Up the rest of the Cultist Den. I have two more encounters planned to push the limits. but they could only handle those two. They have only had a total of 3 sessions so far. There is more to their tale but I guess I will stop here for now. Hope you enjoyed what I did thus far.


This is my first thread. I hope this comes off as something a lot would like to join in on. The first alien I would like to tackle from the Star Wars universe was the Barabel. They are sort of like Vesk, but they are more primitive. I draw a lot of my inspiration from Vamp's homebrew's.

Barabel +2 Str, Con, -2Wis. HP:6

Our Scales are Strong: The Barabels are from a harsh feral world. Dangers abound on their planet has breed a race that can survive the unrelenting dangers. +1 to KAC and EAC.

Under the Red Sun: Barabels world is constantly bombarded by strong radiation from their red giant star. Barabels treat all levels of radiation as one level lower and ignore the lowest level of radiation completely.

Nocturnal: Barabel have low light vision, and dark vision, their evolution makes it harder for them to see during the day. - 2 to sight based perception checks in day light. -4 to sight based perception checks in bright light.

( hope this seems balanced and works, p.s. I know the Barabel can see in all lights, but this is all I could think of to balance them, would love to hear opinions and more star wars races for starfinder.)