This wont help with your build work but Chris Van Deelen on https://d-infinity.net/ has done a few huge write-ups for stuff like Necromorphs, Xenomorphs, and Arachnids in the starfinder rules that could really help you with the gear part if your DM is ok with homebrew.
I don't know if he is done with the write-up yet because his last update to it was on march 31st so more stuff might show up.
So i just wanted to check if i was reading this right because it seems really strong.
Here is a link to the full style if you want to look at it Gloom Gunner
The thing i'm looking at is the 13th level ability Shadow Secrets.
As part of the action you use to attack, increase your reach with the weapon by 5 feet.
So if you look at the part i put in bold on the ability would that mean i could double the range of a guns blast cone?
If it dose work would that mean if you used something like a Divergent laser, multiwave that already has a blast cone of 80 ft it would then double to a blast cone of 160 ft?
Well the first thing that comes to mind for the more martial PC's is to have a under ground fight ring run by the guards who pit the prisoners against each other. The PC's could show off their fighting skills to the different groups and earn a prize or something.
The science types could craft drugs and work with the face of the group to sell them for supplies to craft gear such as prison shanks, junk swords or crude tasers.
here is a link to a list of just a few things prisoners have mad in real life.
Diaspora is made up of over an million asteroids that are a mile or bigger so any of them could hide a kobold lair with hundreds of them living just under the surface.
So even if you could find one lair how many more asteroids are out there filled with kobolds just waiting to steal stuff from traders and miners.
I could just see kobold pirates strapping a ship engine onto smaller asteroid. Then using it as boarding craft with dozens of them hanging off the sides ready to jump on to ships as they ram it in to unsuspecting victims.
Ability Adjustments: (+4 Dex, -2 Str)
Hit Points: 2
Size and Type: Space kobolds are Small humanoids with the kobold subtype
Darkvision: Space kobolds have darkvision with a range of 60 feet.
Saboteurs: Space kobolds receive a +2 racial bonus to Engineering, Stealth, and Profession (Miner) skill checks.
Fast: Space kobolds are fast for their size and have a base speed of 35 feet.
Cosmic Wind Resistance: Space kobolds are immune to low radiation. They also gain a +2 racial bonus to Fortitude saving throws against radiation.
Trap Minded: Space kobolds gain a +2 to perception to see traps and to skill checks to disarm traps.
Light Blindness: Kobolds are adapted to dark tunnels, and as such a Space Kobold exposed to bright light is blinded for 1 round and dazzled as long as she remains in areas of bright light, unless wearing eye protection.
This is my homebrew for Kobolds i did buff their power a bit because they were only a 5 RP race in pathfinder so i wanted them to be a bit closer to what i felt was a 8 - 10 point race
I have them base in the asteroid belt of Diaspora so they live in lightly shielded asteroids so they have developed low radiation resistance.
Kobold Time Delay Grenade Trap:
Trap Type: technological
Perception DC: 25
Disable: Engineering DC 22 (disable Trigger plate) or DC22 (jam release mechanism)
Trigger: floor plates
Onset Delay: 2-3 rounds after the trap is set off it releases another grenade then 1-2 rounds later it releases the last grenade
Effect: Initial: the trap fire and primed grenade then follows up with two more grenades set on a time delay that can be changed but most leave it as it’s set up. The trigger can also be set to close an automatic door if needed.
Description: This trap consists of several 5-foot-square trigger plates that then wirelessly activates the trap box to release and primes three grenades and drops or throws them in to the targeted area of the triggered plate. The box can be filled with any type and level of grenade and it will use them in ordered of how they were loaded. Kobolds like to use stickybomb grenade to trap someone then it is followed by an Incendiary grenade to make everyone rush to save them then a frag grenade as everyone is hopefully clustered together.
I let my inner kobold out and came up with this awful trap that they would totally make and use on people in small tight tunnels.
Here are some of the uplifted races I already made.
Also from what i can tell for race hp the rule is small = 2 hp,
Hit Points 2
Size and Type: Uplifted chameleons are Small magical beasts with the chameleon subtype.
Slow: Uplifted chameleons have a land speed of 20 feet.
Climber: Uplifted chameleons have a climb speed of 30 feet.
Social Chameleon: Uplifted chameleons are socially adaptable and gain a +2 racial bonus to Culture and Diplomacy checks.
Sneaky: Uplifted chameleons receive a +2 racial bonus to Stealth checks. In addition, Uplifted chameleons reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.
Agile Tongue: Uplifted chameleons have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the disarm combat maneuvers, or make melee touch attacks with your tongue.
360 Vision: Uplifted chameleons have a unique eye structure that allows them to look in different directions at the same time. As a swift action they can choses to watch behind them self-becoming unflankable but take a –2 to hit on all attacks they make and –2 vs gaze attack saves until they switch their vision back for as a swift action.
Complex Augmentation: Because of the complex nature of the uplifted chameleon’s eyes it is very costly to install eye augmentation in their race so the cost to install them are three times (3X) as expansive.
Hit Points 6
Size and Type: Uplifted turtles are Medium magical beasts with the Turtle subtype.
Slow: Uplifted Turtles have a land speed of 20 feet.
Natural Weapons: Uplifted turtles are always considered armed. They can deal 1d3 lethal slashing damage with a Bite and the attack doesn’t count as archaic. Uplifted Turtles gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).
Limited Augmentation: Because the uplifted turtle’s spine is fused with their shell they are unable to have spine augmentations installed.
Shelled: Uplifted Turtles gain a +1 racial bonus to KAC because of their tough shell.
Subspecies: Uplifted turtles belong to one of two subspecies: terrapin or tortoise.
Terrapins are very social (+2 Charisma) but are weaker than their cousins (-2
Swimming: Uplifted Turtles gain a swim speed of 40ft and can hold their breath for five time (5X) as many rounds as normal.
Sprint: You may move two time your normal movement speed as a move action this ability is limited to one uses per encounter.
Blindsense (water) 30ft: Uplifted turtles can sense what is around it while in water.
Tortoises are wise (+2 Wisdom) but are more (-2 Charisma).
Steady: Uplifted Turtles speed is never modified when they are encumbered or wearing heavy armor.
Defensive Shell: As a move action, an uplifted turtles can retreat into their shell. While in their shell, an uplifted Turtles can only uncurl itself as a move action or take the total defense action. If they take the total defense action, its bonus to KAC is increased to +5.
Jason Bulmahn wrote:
I like 3 the best and you could have it give negative to AC every round as you gain a buff so it's a risk vs reward thing.
Milo v3 wrote:
Well it's time to go make shredder from teenage mutant ninja turtles!