Star Frontiers


Homebrew


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As an experiment in race creation I have adapted the races from Star Frontiers. Probably will never use them as there are already a ton of official races (that didn't take long), but please feel free to critique them.

Dralasite
+2 STR, +2 CON, -2 DEX
HP: 6
Base Speed: 20 feet.
Elasticity: A Dralasite’s skin is stretchable and supported by a complex muscle structure. This allows them to change the shape of their bodies, within limits. They can “grow” arms and legs to use for walking and handling tools and weapons, and re-absorb limbs when they are not needed. A Dralasite can have a number of limbs equal to its Dexterity divided by 2, rounded down for a minimum of 4 total. The player must decide whether a limb is an arm or a leg when it is grown. Growth makes movement 0 feet during his turn. A dralasite needs at a minimum of 2 legs to be able to walk at base speed, for every additional leg (up to a maximum of 5), speed increases by 5ft. Each addition leg beyond the first two gives a +1 racial bonus to KAC during attempts to be tripped. This will give a dralasite a maximum movement of 35 feet. Dralasites may wield and hold a number of hand's worth of weapons and items, but must have at least 2 legs for melee attacks.
Lie Detection: Dralasite have a +2 racial bonus to Sense Motive checks.
Keen Sense of Smell: Dralasite have a +4 racial bonus to Perception checks that rely on smell.

Vrusk
+2 DEX, +2 INT, -2 CON
HP: 4
Base Speed: 45 feet.
Ambidexterity: While wielding one-handed weapons or items, a Vrusk may make a Draw or Sheath a Weapon, Manipulate an Item, or Reload action as a Swift action.
Comprehension: Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. All Vrusk characters gain +2 racial bonus on Diplomacy and Sense Motive skill checks.
Steady: Vrusk gain a +4 racial bonus to their KAC during attempts to be tripped.

Yazirian
+2DEX, +2 WIS, -2 STR
HP: 4
Low-Light Vision
Berserk: Yazirians can call upon inner reserves of strength and ferocity, granting them additional combat prowess. You can berserk for a number of rounds equal to 3 + your Constitution modifier plus your character level. The number of rounds need not be consecutive. You can become berserk as a swift action. The total number of rounds of you can berserk per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While bersrk, you gain a +2 morale bonus to your melee attacks and damage, as well as a +2 morale bonus on Will saves. In addition, you take a –2 penalty to your energy and kinetic armour classes. While berserk, you cannot use any Dexterity-, Intelligence-, Charisma-based skills (except Acrobatics and Intimidate) or any ability that requires patience or concentration.
You can end being berserk as a swift action and are fatigued after for a number of rounds equal to 2 times the number of rounds spent berserk. You cannot become berserk while fatigued or exhausted. If you fall unconcious, you immediately stop being berserk.
Gliding: Falls from greater than 10 feet do not cause damage if conscious and you are able to glide.  With Gliding, Yazirians can travel a maximum of 30 feet for every 30 foot drop vertical descent. This ability only works in Standard or Low Gravity.

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