Telakin (Doppleganger)

Lucas VerBeek's page

Pathfinder Lost Omens, Rulebook Subscriber. 59 posts (458 including aliases). 1 review. No lists. 1 wishlist. 1 alias.


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Pathfinder Lost Omens, Rulebook Subscriber

Finally got around to reading about that Crimson Reclaimers

Even more convinced of the identity of the mysterious Patron now.


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Pathfinder Lost Omens, Rulebook Subscriber

Oh now these I am really excited to read.

My home-brew uses many of the Pathfinder Gods, and I’m excited to see what else comes out of Windsong Abbey


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Pathfinder Lost Omens, Rulebook Subscriber

Huh, you know it actually makes sense that Half-Elves and Half-Orcs are technically Human Ethnicities considering they've always been truly Half-Human since I feel like an Orc and Elf would make something entirely different.

Love all the art for the different ethnicities and races, though gonna be honest a Fungus Leshy walking into a tavern is going to deeply unsettle quite a few people with teeth like that.

Also "The flower of Iruxi culture is Droon, a vast empire of dinosaur riders in southern Garund."

STOP TAUNTING ME! GIVE ME MORE WORLD BOOKS POR FAVOR!


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Pathfinder Lost Omens, Rulebook Subscriber

You know I don't know what I expected the Star Stone, and the Room it was stored in to look like but for some reason, I didn't expect all those skeletons.


Pathfinder Lost Omens, Rulebook Subscriber

Wait....there's a Human Ethnicity with a Breath Weapon?!


Pathfinder Lost Omens, Rulebook Subscriber

Those are exoskeletons...


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Pathfinder Lost Omens, Rulebook Subscriber

Is that Arazni? Man...I really love how she’s drawn and this part of the adventure sounds the most dynamic, having to fight a cult and possibly a holy order all at the same time. Give me that True Nuetral pathing baby!


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Crayon wrote:
Well, his head looks less triangular now that it's coloured which is good, but the anatomy still strikes me as 'off' somehow. Particularly with regard his neck and shoulders...

The anatomy could purposefully be a little off, after all Halflings aren’t supposed to just be little Humans, or at least not anymore. Paizo has been going out of its way to make its races and creatures look a bit more distinct this could be an example of that.


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Pathfinder Lost Omens, Rulebook Subscriber

That is a *sexy* new cover, I like!


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Pathfinder Lost Omens, Rulebook Subscriber

*Looks at Halfling gear* I LOVE it!

Especially the shield cooking pots!


Pathfinder Lost Omens, Rulebook Subscriber

I like the Aeon concept but isn't there a race that got added recently that kind of works a bit better for an Inevitable replacement? The Automatons from the Jistka Imperium...actually on second thought there are too few of them aren't there.


Pathfinder Lost Omens, Rulebook Subscriber

That was quite a talkative troll...I like it.

I'm very curious about her stances.


Pathfinder Lost Omens, Rulebook Subscriber

I like it, the shoes are a bit off but over all the poofier cloths make sense since she’s from a desert country. I don’t get why people are levying so many complaints about this...I know for a fact I could never draw anything half as this nice.


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I like this one and Harsk’s the best, mainly because of many thing people have pointed out before, I mean Amiri looks down right feral here, and isn’t that the point? Barbarians live rough lives but that doesn’t always mean they are f*~+ing beef cakes...and I really enjoy Harsk because he doesn’t look like a stunted human anymore his facial features are almost Neanderthal is, the panes of his face something close but not Human.

Kyra’s boots...are a bit weird but other than that she hasn’t changed all that much appearance wise nor has Ezren


Pathfinder Lost Omens, Rulebook Subscriber

Damn Harsk...isn't playing around anymore. Like that they kept his love of tea though.

I do find it a bit odd that he needs this to be personal though, he used to be about efficiency.


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Pathfinder Lost Omens, Rulebook Subscriber
Marco Massoudi wrote:

While the artwork in books 1 & 2 of Dawn of Flame is really good, the science-fantasy aspects really don't work for me, i'm sorry.

I really like Dead Suns, Against the Aeon Throne & Signal of Screams, but those were almost 100% sci-fi.
This feels like a re-interpretation of "Legacy of Fire" (which i liked), but not really science-fiction nor fantasy - neither fish, nor meat.

I will buy the AP books none the less and i like the Alien Archives & articles though.

It's not all that similar having read the overarching plot of the adventure path to Legacy of Fire, sure the overarching enemy is an Efreet...but other than that the plots are not all that similar at all.

Also, I would say Signal of Screams was a bit Science-Fantasy since you actually go to another Plane in that storyline.

Also isn't Starfinder Science Fantasy to begin with...


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MaxAstro wrote:
DerNils wrote:

Theres no diplomacy quite like Barbarian diplomacy :)

What irks me slightly about the picture is that Amiris sword actually looks a bit too small to be a giants blade - if you look at the sword at the Jarls side, it is quite a bit larger, never mind his axes. But perspective is complicated and we don't see the full sword. That was just my first Impression.

Great stuff on showcasing Amiris inner thoughts and how rage empowers her. Specifically her strength being challenged - so quite a bit of Nuance here, introducing the Giant totems anathema very naturally into the storytelling.

I think the giant is also presented as slightly larger than it maybe should be, which plays into that.

Frost giants are supposed to be Large size - 10-12 feet tall and roughly double the girth of a human. This one looks significantly bigger than that - I'd almost call it Huge size.

Frost Giants are Fifteen Feet tall according to the bestiary entry, so I think the size is pretty accurate.


Pathfinder Lost Omens, Rulebook Subscriber

Am...am I FINALLY GONNA GET TO PLAY A FRANKENSTEIN?! GREEN SKIN AND ALL!


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Pathfinder Lost Omens, Rulebook Subscriber

If Nocticula can redeem herself, I see no reason why Sorshen couldn't.

And in the end, you do all the fighting in Runeplague anyway and smackdown yet another Runelord at the end.

Honestly out of the five that were left...Sorshen being the only one left alive and willing to change for the better is honestly the best situation we could have gotten.


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I want to know if we can get the Oliphant and Mhar to throw down.


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Pathfinder Lost Omens, Rulebook Subscriber

Wait, what's the Crimson Festival? Are they celebrating Ileosa or are they celebrating her defeat?

I have so many questions and worries about what happened in Korvasa now, considering the reprint was one of the first Adventure Paths I ever got into.


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Silver Scarab wrote:
are there kytons?!!

Not sure if they're going to be in the Archive, but in the second part of the Third Starfinder Adventure Path they get looked at, oh and they're known as Velstrac now.


Pathfinder Lost Omens, Rulebook Subscriber
Marco Massoudi wrote:
I hope ORCS are in this volume, as they (and mongrelmen & troglodytes) are now residents of Apostae.

Apparently, Orcs are nearly extinct.


Pathfinder Lost Omens, Rulebook Subscriber
ButterPanda888 wrote:

You had me at uplifted bear.

Also, with D&D re-introducing the Giff, I feel Starfinder could use some interplanetary pachyderms. Could be rhinos (like the Judoon) or could be elephants, or hey maybe it could be hippos. Please consider.

Elephants would be pretty nice, give me those Loxodons!

I did homebrew a Pachyderm race...for my home game.


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TROX!!!!! I love those damned bugs so much I’m glad there making a return! Also Mi-Go...maybe playable and some kind of Gremlin by the looks of it.


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Uplifted Bears? From like Golarion? I honestly don't care I've been wanting to play a bear like race for forever now.


Pathfinder Lost Omens, Rulebook Subscriber

The trek through the jungle had been hard, but at least you'd lost your pursuers. You stopped to breath in a small gap between the trees, quickly checking your pack for your canteen when you here the sound of a gun charging up. You look up slowly, as slinking our of the undergrowth to your left is a lithe, humanoid creature with a distinctively cat like features. "Did you honestly think you'd gotten away? I've hunted quad-horns quieter than you."

Amurrun- 4 HP

Attributes- +2 Dexterity +2 Cha, -2 Wis Amurrun are fast and sociable, but often lack common sense

Size and Type- Amurrun are Medium Humanoids with the Amurrun subtype.

Low-Light Vision- In dim light, Amurruns can see twice as far as humans.

Cat's Luck- Once per day when a Amurrun attempts a Reflex saving throw, they can roll the saving throw twice and take the better result.

Natural Hunter- Amurrun receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Cat's Claws- Amurrun are always considered armed. They can do 1d3 lethal damage with unarmed strikes.

Amurrun, also known as Catfolk, are a people in disarray. The Gap found their race fractured, separated along ethnic and cultural lines for reasons they have yet to remember. Looking back through their own history they discovered the supposed origin of their race on Lost Golarion, as the Hunters of some unnamed darkness. This instigated a cultural renaissance where numerous Amurrun's formed a fleet, called the Claws of Bast, pulled from each of their new homelands of Castrovel, Absalom Station, Verces, and Triaxus. These crusading explorers, set out almost immediately seeking Golarion or any clues on it's whereabouts.

There are several different breeds of Amurrun, separated truly only in appearance and culture.

The Castroveli Amurrun tend to be taller, standing around six feet tall and weighing a lithe hundred-fifty pounds. They tend towards brightly colored fur with stripes or spots perfect for blending into the lush jungles they now call home. Interestingly, these Cat-folk are allowed to enter Sovyrian while non-native Amurrun are not, the reason behind this the Elves do not feel at all bothered to say.

The Absolum Amurrun are much smaller, standing about four feet and weighing ninety pounds. Tending towards darker fur colors, that they usually paint with fluorescent paint. Most spend their time amongst the Arms and Spire, often committing small amounts of burglary. It is of note that these Amurrun, have a burning hatred of Goblins and go out of there way to exterminate any they find.

The Vercite Amurrun are fast runners, with sand colored fur and have longer legs than the other breeds. They stick towards the Fullbright, avoiding much of the Inner Ring of Nations. They live in constantly moving caravans, moving in a circuit along the edge of the Ring of Nations.

The Triaxus Amurrun tend to be more active in the Winter years, covered in thick spotted white fur and are much more compact than the other breeds. Standing around five feet and weighing around a hundred-ninety pounds.

Amurrun over all have heads reminiscent of the great cats of Lost Golarion, with slit pupils, sharp fangs and rounded ears. Their entire bodies are covered in thick soft fur that changes coloration depending on breed. Almost all have long tails that tend move in different ways depending on their moods, and their legs have a digitigrade bend ending in heavily calloused paws.

Amurruns make quick friends with most races excluding Ysoki and Goblins with whom they share a antipathy. They also hold a great hatred for the Dominion of the Black, many believing that they are the darkness they were created to hunt down. This has lead to several small mercenary groups that assault any Dominion ships that leave Aucturn space. Strangely the closet relationship the Amurrun race has is with the Dwarves, which seems odd due to each races attitudes, and beliefs. However despite personality clashes, the Amurrun and Dwarven people are united in one goal, the eventual rediscovery of Golarion. It is quite likely to find Amurrun dressed in the gold-and-green armor of the Claws of Bast walking around Dwarven Star Citadels, they're joint fleets hunting their way across the galaxy.


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Steven "Troll" O'Neal wrote:
xidoraven wrote:
Zaister wrote:

There are some sample NPCs for cultists, the Free Captains, Hellknights, mercenaries, security forces and street gangs. Nothing especially dedicated to gods or threats, besides maybe in the individual world's sections.

Nothing outside the Golarion system, but well, this is the Pact Worlds book.

I was sort of hoping something on the Veskarium would be included, seeing as they are Pact Worlds members..... No?
No. Some Vesk are citizens of the Pact Worlds, the Veskarium is a formerly antagonistic military empire in a neighboring system.

It's kind of a Cold War situation, the Pact Worlds and the Veskarium except their mutual destruction is them getting into a fight and the Swarm or Azlanti bowl them over. That being said, in the Core Rulebook it's stated that things are getting increasingly tense between them.

This also means we could get an entire book detailing the Veskarium which I would be down for.


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I am so excited for this book to come out, also isn't that the Vagabond in the first picture? The ship you get with the first Adventure Path.


Pathfinder Lost Omens, Rulebook Subscriber

My players have been chomping at the bit to take the fight to the Azlanti so this will go over swimmingly!


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mswbear wrote:

I'm hoping that there is more detail on the Veskarium. As Part of an alliance with the Pact Worlds, I just want a bit more information. I know the main focus will be the official Pact Worlds solar system but still....more info would be great.

Also a little bit more information on boarder tensions with none Pact World governments or independent powers. A little bit more information on the Azlanti Star Empire for these purposes would be wonderful. Just something that lets people know there government structure and culture so that they can be used as antagonists

I imagine both the Veskarium and the Empire are going to get their own books.


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I am so excited for this book! Large animal companions, and tardigrades, and the origins of the Green Faith YEEEEEESSSSS!


Pathfinder Lost Omens, Rulebook Subscriber

Man now I'm even more excited for this book to come out! So many new characters to make and races to play with!


Pathfinder Lost Omens, Rulebook Subscriber
Distant Scholar wrote:
Lucas VerBeek wrote:
Patrick Newcarry wrote:
How often can the race use it's abilities?
Phase and Fearful Scream are once per day, while Mind Thrust can be used as a 0 Level spell.
Even though mind thrust is usually a level 1-6 spell?

Wait...hmm...I should change that.


Pathfinder Lost Omens, Rulebook Subscriber

You had gotten a mile away from the prison before the Hobvesk hunters had tracked you and your companions down. In a short time however the hunters had become the hunted, standing above you great-axe covered in the blackish gore of five Hobvesk stood a large goat-headed figure covered in thick brown fur dressed in salvaged Vesk armor. "More no-hooves the greyskins have taken captive we see...come we bring you to Shepard-Mother.

Fathari- 6 HP

Attributes- +2 Str +2 Con -2 Int Fathari are a hearty people but they lack some higher functioning.

Size and Type- Medium Humanoids with the Fathari subtype.

Bestial Knowledge- Fathari gain a +2 bonus to Athletic, Stealth and Survival checks.

Iron Rage- In the heat of battle Fathari can enter a blood rage that allows them to gain a +2 to any melee attacks.

Hated Enemy- Fathari gain a +4 bonus to attacks against beings with the goblinoid or vesk subtype.

Bounder- Fathari gain a jumping ability of twenty feet thanks to their powerful leg muscles.

The Fathari were the first race to waken in the plains and moss forests of what is now known as Kaoling. Formally a peace-loving druidic race that lived in harmony with nature, grazing peacefully while tracing the stars in the sky, the Fathari have taken a turn for the savage since the arrival of the Hobgoblin war-machine. Under the yoke of the Hobs the Fathari perished in droves leaving a only a few tribes left alive barely hanging on. In their desperation these last few tribes came together and prayed to all their ancestors and gods for salvation and something from beyond their world answered. Appearing before them was a being with gleaming red eyes the only part of it's body visible under it's full suit of ancient plate armor. "You have asked for aid and I the Lord in Iron have heard you, bow to me and I will give you the power to take back your home." After a period of brief debate the desperate individuals bent the knee and found themselves rewarded with strength and rage beyond their imagining.

The Fathari of the past were lithe, white furred beings with thin straight horns and placid blue eyes. The Fathari of today however are covered in thick brown fur with green moss that allows them to disappear into their native habitat. Their eyes are a steel grey and their horns have thickened and curved sideways like the horns of a bighorn sheep. Very rarely a Fathari called an Iron Horn is born with slate grey fur, glinting silver eyes and horns seemingly cast of black iron. They are destined to be great warriors that lead great reaving parties on unexpecting Hobgoblin loggers. Standing 8'0" tall and weighing 300 pounds the Fathari are a force to behold, having become a nightmare for the Hobgoblin and Bugbear natives of the Kaoling's Northern Most Continent.


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You watch as the Android races forward, bronze skin glinting in the distorted green light, red-gold hair flickering like a hearth fire, orange eyes set in a determined scowl. Before her stands a raving horde of Drider's purple bladed plasma lances raised in defiance. "Sarenrae be praised!" She cries, her entire body catching fire as she crashed into the forefront of the Drider soldiers. To say the least you are more then a bit surprised when a minute later the entire front row disappears in a cloud of ash.

Jinni-Core- 4 HP

Attributes

Inferno-Core- +2 Dex +2 Cha -2 Wis, Inferno are quick with a punch and a witty remark but tend to not think ahead.

Quake-Core- +2 Str +2 Wis -2 Cha, Quake are strong of morals and might but lack charm.

Tempest-Core- +2 Dex + 2 Int -2 Con, Tempest are move like the wind in body and mind but are made of more fragile materiel.

Tide-Core- +2 Dex +2 Wis -2 Str, Tide are watchful and quick but lack in the muscle department.

Size and Type- JInni-Core are Medium Humanoids with the android and outsider subtypes

Elemental Tongues-Jinni start off speaking the language their spirit was stolen away from. Ignus=Ignan, Terras=Terran, Ventus=Auran, and Fluctus=Aquan.

Energy Resistance- Inferno- +4 Fire Resistance Quake- +4 Acid Resistance Tempest- +4 Lightning Resistance Tide- +4 Frost Resistance

Elemental Magic- Jinni-Core can use Kinetic Blast once per day using their respective element.

Jinni-Core Androids are the Jinns response to the Material-born Androids, crafted out of precious metals with trapped elementals powering their cores. Separated into four "models" based on their elemental alignment many have emigrated to the Material Plane seeking to escape the yoke of their Genie Creators. Inferno's can be found living amongst the Sarenites in the Burning Archipelago emigrating there through portals leading to the City of Brass and helping in the defense against Efreet Invasions. Quake's are often found amongst the Diaspora living amongst Dwarven Mining Clans and in the tunnels of Apostae having traded one cruel master for another. Tempest's ride the solar winds always on the move however a large faction have joined together on Bretheda skimming the surface in delicate kayak shaped aircraft. Tide's ply the waters of Kalo-Mahoi and the River Between in the Diaspora allying with the natives for mutual defense against the leviathans hunting their native waters.

Inferno's are crafted of burnished bronze or scorched lead with glowing amber embers for eyes, and heads of reddish gold hair. Standing 5'0" to 6'0" feet tall and weighing around 200 pounds the Inferno carry a little spark in their hearts.

Quake's are made of darkened steel or tarnished steel with no hair and glimmering diamonds set in their eye sockets. Standing 6'0" to 7'0" feet tall and weighing 270 pounds the Quake's core is made of the geode heart of an earth elemental.

Tempest's are made of pure silver with long flowing white or pale grey hair with sparks of lightning instead of eyes. Standing 4'0" t0 5'0" feet tall and weighing around 150 pounds, a raging storm trapped within their core.

Tide's are made of greened copper with short cropped blue hair with ice lenses for eyes. Standing 5'0 feet tall and weighing around 175 pound, a constantly swirling ball of water powers their hearts.


Pathfinder Lost Omens, Rulebook Subscriber
Patrick Newcarry wrote:

How often can the race use it's abilities?

Phase and Fearful Scream are once per day, while Mind Thrust can be used as a 0 Level spell.


Pathfinder Lost Omens, Rulebook Subscriber

You wake up in a cold sweat the sounds of children screaming still echoing in your mind. "I'm sorry" A childish voice says, turning your blood to ice. You turn and start at the sight at the end of your bunk. Staring at you is a child with skin the color of fog and pitch black hair and unblinking ebony eyes, dressed in rags. "I'm sorry...but they're coming...I'm afraid. You need to know." Suddenly your vison goes black and you sit up again in bed...with only a lingering feeling of dread.

Graykin- 4 HP

Attributes- +2 Wis +2 Int -2 Str, Graykin have a great mental prowess but are physically infirm.

Size and Type- Graykin are Small Humanoids with the Human and Gray subtypes

Telepathy- Graykin can telepathically communicate using images with anyone within 60 feet.

Gray Magic- Graykin gain the following Spell-like abilities,

Phase- Once Per Day a Graykin can become out of phase, allowing it to pass through walls or material obstacles.

Fearful Scream- Once Per Day a Graykin can let out a scream that inflicts the Fear spell if the enemy fails a Will Save.

Mind Thrust- A Gray can use Mind Thrust as a racial ability, dealing 1d10 damage.

Graykin are a mystery to all accept the most in the know politicians/military officers or maddest conspiracy theorists. The bastard children of Humans and their Gray kidnappers Graykin created in darkened sadistic labs through a process of mind alteration and artificial insemination. Abandoned soon after birth Graykin age incredibly quickly reaching maturity about a week after birth though after gaining the appearance of an eight to ten year old child all external aging stops. Graykin work to reveal the presence of their disguised progenitors visiting people of all races of great importance in their sleep using their inbred telepathy to sow paranoia and wariness of invaders in the shadows. This has lead to Graykin becoming a sort of bogeyman however despite their benevolent goals. Graykin have no homeland, or overarching culture outside the instinctual fear of Grays except for a deep almost religious connection to the greater cosmos leading to most feeling a profound devotion for Ibra. Standing only 3'0" feet tall and weighing under 60 pounds Graykin resemble young children or halflings with foggy grey skin, pitch black hair and solid ebony eyes. Sightings have been reported everywhere from the Dome of Absalom Station to the Ice Fields of Preluria.


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*Strongly built with charcoal grey skin and piercing solid red eyes, the hobgoblin glared down at the assembled prisoners, the symbol of Darmitosh stamped into the center of their chest armor. He levels the rifle directly at you, finger itching to pull the trigger, "Listen up worms, you were found smuggling contraband into sovereign Vesk Space. Class punishment is indentured servitude for a full cycle...in the prison forges of Kaoling, Empire Designation Vesk 13. Hopefully you'll live long enough to get off the planet again."*

Hobgoblins

Attributes +2 Dex +2 Con -2 Int, Hobgoblins are fast and hardy but tend to scorn intellectual pursuits.

Size and Type Hobgoblins are Medium Humanoids with the Goblinoid Subtype

Sneaky**
Darkvision Hobgoblins can see perfectly in the dark up to 60 feet.

Disiplined Hobgoblins gain a +2 To Constitution Saves

After their failed conquest of Castrovel during the Year of Iron Skies the Hobgoblins fled the Pact World's System eventually finding a world in an uncharted section of Near space. Naming the newly found planet Kaoling,after a long-lost Kingdom on Golarion. The Hobs went about claiming it as their own around the same time a Planet Capturing Legion from the Veskarium arrived. When the two forces eventually clashed however both were surprised to see their actions on the battlefield almost enitrely matched. After a few more skirmishes a parlay was eventually called which lead to the Hobgoblins being inducted into the Veskarium as a vassal race. Hobgoblins stand around five feet tall and weigh a lithe 180 pounds, with skin tone ranging from bluish green to a dark charcoal grey with bright crimson eyes, pointed ears and a distinct lack of any kind of hair. Most interesting are rumors of a strange fusion of hobgoblin tenacity and vesk strength that seem to be appearing more frequently during skirmishes between the thinly veiled "rogue" Hobgoblin mercenary groups and Steward forces.

Hobvesk appear to be tall, muscular hobgoblins with scaled ridges along the backs of their arms and down their spines. The most definitive feature however is the muscular scaled tail that often whips back and forth aggressively when Hobvesk become agitated. Created through a mixture of Hobgoblin Alchemy and Vesk Technomancy Hobvesk are a slowly growing race of servitor-soldiers that can and often do breed true. They stand around six feet tall and weigh abput 230 pounds most of that pure muscle.

Attributes +2 Str +2 Dex -4 Int Hobvesk combine the strength of the Vesk with the speed of the Hobgoblins into a sturdy form but they have severely degraded minds.

Size and Type Hobvesk are Medium Humanoids with the goblinoid and vesk subtypes

Darkvision Hobvesk can see perfectly in the dark up to 60 feet.

Natural Weapons Hobvesk can deal 1d3 lethal damage with unarmed strikes.

Fearless Hobvesk receive a +2 racial bonus to saving throws against fear effects

Sneaky Hobvesk gain a +2 racial bonus on Stealth Checks


Pathfinder Lost Omens, Rulebook Subscriber
VoodooMonkey wrote:
"How are those Shirren children? You're eating Shirren children Michael, how do they taste?"

Well looks like you'll be meeting Pharasma tonight scaver. *draws gyropistol* Make your peace.


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Mr.Sandman wrote:
Your worlds are freaking awesome dude. Just had to say it.

Thanks man.


Pathfinder Lost Omens, Rulebook Subscriber
Mr.Sandman wrote:
No mechanical comments, just wanted to say I am loving the fluff.

I like writing fluff it's pretty fun, if you want to know more about the Shotalashu I posted something about it as well, and another Planet called Kaoling.


Pathfinder Lost Omens, Rulebook Subscriber
Patrick Newcarry wrote:
Where is the starting HP?

They start with 4 sorry I knew I was forgetting something.


Pathfinder Lost Omens, Rulebook Subscriber
VampByDay wrote:

After playing the commencement (SFS scenario #1) my friends and I decided that Starsugar heart love!! Was basically the song "Sugar Rush" by AKB48 (Made Famous by wreck-it-Ralph). That quickly led to.

Vanellope Von Schweetz F halfling Ace Pilot Technomancer.

What would Ralph and Felix be?


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Pathfinder Lost Omens, Rulebook Subscriber

Name:Kaoling or Vesk 13

Object Type: Planet

Composition: Terrestrial, 65% Water 35% Land. Four Continents with a smattering of smaller islands.

Gravity:Golarion Standard

Status: Uplifted

Drift Capable: Yes

Magic: Mysticism is outright outlawed across much of Kaoling excluding those who have the push with the Veskarium to avoid court martial. Technomancy however is seen as the next evolution of Alchemy to the Hobgoblin race though it is much more forceful then other practices found in Near Space.

Tech Level: Space Faring, a fusion of Vesk efficiency and Hobgoblin ingenuity.

Description: A large world on the cusp of Veskarium Space, Kaoling is the new Homeworld of the Hobgoblin race. After their unsuccessful Grey Conquest of Castorvel, called the Year of Iron Skies by the Lashunta, the Hobgoblins fled into Near Space eventually finding Kaoling. Taking the name from a hobgoblin nation on Long Lost Golarion, the Hobs set about taming their new world, landing on each of the four continents killing off or enslaving the former inhabitants of the planet a peaceful ovid race call the Fathari. Out of the fires of war four nations were born named after the Four Hero Gods of Goblinoid Myth.

**Zarong** on the thickly forested northern continent, which is also home to a sizable enclave of Bugbears that have reverted to the tribal ways of their ancestors. Fires burn day and night around the city as Hobgoblin loggers cull the great trees for the Vesk-Hob warmachine.

**Kelvore** in the swamp ridden eastern continent, screams echoing out from the ichor drenched steel walls.

**Mugot** in the icy southern continent, where ships are laid to rest and scavenged for parts.

And the greatest and home to it's large Veskarium backed space port, **Hadreg**, the Iron Enclave.

Soon after settling down the Veskarium made contact with the Hobgoblins, and found to their surprise a mirror image of eachother, however distorted it might have been. The Vesk soon annexed the planet and named the Hobgoblins a client race of the great empire. A century later a movement has arisen amongst the warlike peoples of Kaoling, who have started referring to themselves as Hobvesk, seeing a kindred in their reptilian allies that could never be found with their cowardly progenitors.


Pathfinder Lost Omens, Rulebook Subscriber

"Get away from em ya damn softscale!"-Veskarium-Indoctronated Vesk to a Vesk native to the Pact Worlds.

Coneheads feels like it's way to easy of an insult for Kasatha...hmm, "So uh you wearing that scarf for a reason or are all your mouths just really messed up looking?"

So are you more of a squat or dandy kind of guy?" Asking about if they like Korasha or Damaya Lashunta.

"These tusked humans I like. They know how to fight!" Vesk talking about Half-Orcs.

"That old Dustbeard's never had a good day in his life." Human talking about a dwarven miner.

Drifter-Slang for a Human or Halfling.
Swarmborn-A really bad curse directed at Shireen.


Pathfinder Lost Omens, Rulebook Subscriber

Bypass is a mechanical ability and telcode is a tweaked telepathy. Hmmm...well you have a good point there....might need to do a bit of tweaking.


Pathfinder Lost Omens, Rulebook Subscriber

*This lashunta seems to combine the slight build of the Damaya and short height of the Korasha into a shockingly agile package that at the moment is piecing a broken drone back together faster to your eyes can follow. The drone and the lashunta let out an almost identical trills as the little robot returns to life. At that point she notices you and shy;s away before disappearing into the guts of engine she was leaning against leaving you more then a tad perplexed.*

**Attributes**- +2 Dex +2 Int -2 Cha Devari are quick with their hands and minds but lack the charm their genetic cousins are born with.

**Size and Type**-Devari are Medium Humanoids with the Lashunta subtype

**Devari Quirks**-Devari gain the following Spell-like abilities and Skills.

**All the Time**
Mending-Devari can restore 1d4 Hit Points to an Object or Construct
Telecode-Devari's natural telepathy is keyed into cybernetic signals allowing them to converse with computers and drones.

**Once Per Day**
Bypass-Devari are skilled at getting inside computer systems and electronic devices.

**Engineer**-Devari love tinkering with technology and gain a +2 on Engineering and Computing checks.

Devari are a recently discoverd third subspecies of Lashunta that evolved on *The Shotalashu* a great Lashuntan Arkship due to the environmental pressures of living within and maintaining a large space-ship. The Devari evolved solely amongst the Engineers, Mechanics and Sanitation Workers of the great vessel slowly losing their natural charisma but gain sharper reflexes and minds to adapt with their complicated and often times dangerous work. They have since bred true and upon the discovery of *The Shotalashu* by a Starfinder exploration made up twenty-five percent of the vessel's population. Since their arrival back in the Pact Worlds the introverted Devari have taken to Absalom Station and the ability to slip away in this apex of mechanical engineering. The most interesting fact about Devari however remains that they seem to have lost the ability to converse telepathically with others instead they seem to have formed this biorganic ability to understand the coded speak of *The Shotalashu*'s robotic drones. Devari stand around 5'0" tall and weigh 125 lbs on average, they tend to look similar to their genetic cousins except one key feature their antenna tend to droop across their foreheads instead of stand up straight


Pathfinder Lost Omens, Rulebook Subscriber

Name: The Shotalashu

Object Type: Generation Ship

Composition: Adamantine-Steel Hull, Polysteel and Plastic Interiors, excluding the Biosphere which was terrestrial composition similar to the Lost Pre-Gap Age Lashunta Colony-World Devaris, with an Oxygen rich atmosphere and carbon enriched soil.

Gravity: 3/4 Golarion Standard.

Status: Contacted

Drift Capable: No

Magic: Lots

Tech Level: Space-Faring.

Description: The Shotalashu was a mystery to the Lashunta of the Pact Worlds, sparse audio recordings saying it was on a one way journey back to their homeland, after the unexpected death of their world. However all other details of the ship, it's travel and occupants were erased by the Gap. Those in the know believed the Shotalashu to be long lost, and mourned their deceased cousins in silence. That changed however when a Starfinder Team Lead by Shanti Aronosti, an Iconic Sarcesian Star-pilot took a blind jump into the Vast and returned a month later with the massive Shotalshtu in tow.

Most surprising however was the discovery of a third subspecies of Lashunta that had evolved through external pressures had adapted perfectly to life in the mechanic innards of the ship and better repair their free floating home. Called the Devari this admittedly small subspecies has bred true and at least a fourth of the Shotalashu's population is made up of them. Most interestingly the Devari seem to lack the near instinctual ability to converse mentally as the other Lashunta subspecies are able to do. Instead they seem to understand the basic binary that most Pregap computing systems run on. This year the City State of Qabarat have opened their home to their long lost Cousin's of the Shotalashu while most Devari have insisted on staring on the relative familiarity of Absolum Station. The Shotalashu is leaving Absolum space at the end of the week with plans on it forming an orbit around Castrovel now in place. -Absolum Central News Signing Off.


Pathfinder Lost Omens, Rulebook Subscriber
Doctor Everec wrote:
Lucas VerBeek wrote:
Hmm I like the builds but for the Quarians doesn't a negative constitution modifier also lower their base health or did I read that wrong in the Rulebook?
Con effects your Stamina Points not your Hit Points. Hit Points are determined by your Class and Race and Stamina Points are determined by your Class and Constitution.

Ah...Alright then! Ignore me.

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