Race conversions from StarDrive campaign setting from Alternity


Homebrew


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Any issues with posting potential conversions of Races from other old game settings. Coming across my old Alternity book inspired me to look over the Mechalus, for instance and think about how they would look in Starfinder. (not really androids, as they started as biological lifeforms)

Second, I started looking at the Sesheyans thinking about how I could easily imagine them being a species subjugated by the Aeon Throne instead of Voidcorp, perhaps having had a large migration ship or colony lost, and found by Pact Worlders. I haven't found if any of them would have fallen under OGL, something mentioned some of the Alternity material supposedly being included in D20 Future, but I'm not familiar with what all was in D20 Future.

Of course that also made me think back even further to the Dralasites, Vrusk, and Yazarians too.

Any issues with posting what someones conversions for these races if they were done up in StarFinder rules?

Any others have interest in seeing them if it's ok to post them?


The main thing I remember about Star*Drive was that whoever wrote the Voidcorp section *reaaaaaaallly* hated Microsoft. Like "Bill Gates stole my wife and killed my dog" level hated.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Mechalus
Sources/Inspiration Starfinder Core Rulebook pg. 48 , Alternity Players Handbook pg. 23, ObsidianPortal sites
Although frequently mistaken by other humanoid races as androids, mechalus are highly emotional humanoids with a deep history of bioengineering, and a racial history which makes them tend towards pacifism.

Ability Modifiers +2 Con, +2 Int, -2 Cha
Hit Points 4

Size and Type
Mechalus are Medium humanoids with the Mechalus subtype.

Pseudo-Constructed
For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, and poison, unless those effects specifically target constructs. Unlike androids and other primarily constructed beings, mechalus do not get a bonus saves against to mind affecting effects or sleep, they must breathe, and suffer normal environmental effects of being in a vacuum.

Endocotex
Mechalus brain have both biological as well as cybernetic aspect. They count as having an exocortex for things that require it, but do not gain benefits of them as described by a mechanic unless they acquire a level of mechanic and choose that form of AI. Mechalus however count as having the DataJack cybernetic augmentation, installed singularly in their hands. The endocortex and DataJack augmentation does not count toward usage restrictions on either hand slot. Use of this data connection requires a full round action to engage or disengage the connection. The natural filaments datajack capability can be improved by paying for the more advanced versions of the DataJack upgrade, at normal cost and will upgrade the natural ability. Mechalus may also install a normal datajack, allowing a quicker connection/disconnection with standard computers by buying a standard datajack upgrade. Such an upgrade can be placed either in the head as usual, or can be instead applied to an individual hand.

Upgrade Slot
Mechalus have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot
to install any one armor upgrade that could be installed into light armor.
About the Mechalus

Playing this Race
You Likely...

• Deeply value life and ordered structure.
• Repress your negative emotions (which you acknowledge exist), but gladly embrace your positive ones.
• Have a natural affinity towards technology and computers; as your body blurs the line between organic and constructed life.
• Have a wide range of emotional behavior—calm and level headed under stress, but wild and enthusiastic when relaxed.
Other Races Probably...
• Casually mistake you for a human or android.
• Simultaneously admire and resent your natural affinity for technology and computers.
• Assume that you have no true emotions, and your displays of positive emotion are exaggerated or fake.

Physical Description
https://stardrive-reborn.obsidianportal.com/wiki_pages/mechalus

Home World
https://stardrive-reborn.obsidianportal.com/wiki_pages/mechalus
Likely Aleer would be a nearspace world. The gap would have started after the Aleeren genocide of their neighboring world. Within a generation of it having occurred. Probably shortly after the faction of Aleeran whose goal was to separate themselves completely from their biological origins set off on their own. Original gap explanations for them tied back to either ramifications for their Genocide event, or somehow tied to the exiled faction.

Society and Alignment
https://stardrive-reborn.obsidianportal.com/wiki_pages/mechalus

Relations
Mechalus believe that they should strive to improve oneself, via many different means. Improving their body, improving their mind, improving their spirit. They are very aware of the ramifications of violence, especially at the societal level. They tend to have a low tolerance for this sort of behavior when not absolutely necessary. While vesk admire their orderly society, they typically can’t get over their passivism; shirrens , lashunta, androids and kasathas value their positive outlook, and communal focus. Androids appreciate the certain kinship caused by the mechalus’s support against android slavery, no doubt in part for the confusion between the two species. Humans respect their ability to utilize technology, but sometime treat the mechalus like technology themselves.

Adventurers
When a mechalus leaves home, it’s often to grow—in knowledge, prowess, or simple enlightenment. Experience is an excellent teacher, and the thrill of discovery means that a mechalus adventurer is as likely to be drawn to a new world by a rumor of lost lore as by the promise of wealth. Mechalus adventurers are most frequently envoys, mechanics, but biohackers and mystics are also known. Those that choose to be soldiers, vanguards, operatives tend to be guards who focus on incapacitating opponents rather than killing them.

Vital Stats
Average Height 5-7 ft.
Average Weight 100-280 lbs.
Age of Maturity 20 years
Maximum Age 160+2d20 years

Alternate Ability Adjustments
Source Character Operations Manual pg. 22
Some mechalus fall outside the norms for their species. These variations can occur in a few instances, and they grant the listed ability score adjustments instead of the adjustments presented in the Starfinder Core Rulebook.

Sensate Mechalus
Source
Some mechalus’s nanites lineages from before the Gap cause the Mechalus to take a different form, heightening their senses and reactions instead of boosting their constitution as usual for them. They seem to revel in experiencing new sensations and thoughts. While they too tend to suppress acting on their negative emotions, they more readily acknowledge and save such feelings for what they are and seem to have a better handle on keeping their emotions from seeming as swingy, based on other race’s perceptions. These racial ability adjustments are +2 Dexterity, +2 Wisdom, and –2 Constitution. (not really sold on this one, but was trying to brainstorm an option)

Alternate Racial Traits
Source
Most mechalus have the standard mechalus racial traits detailed in the new Worlds, but individuals might have unique abilities, represented by the following alternate racial traits.

Easy Cybernetic Augmentation
Source Character Operations Manual pg. 16
As pseudo-constructed creatures, mechalus are compatible with a wide array of cybernetics. Mechalus who have this racial trait can install one additional cybernetic augmentation into one system that already has an augmentation. This replaces upgrade slot.

Easy BioTech Augmentation
Source Character Operations Manual pg. 16
As pseudo-constructed creatures, mechalus are compatible with a wide array array of cybernetics. Mechalus who have this racial trait can install one additional cybernetic augmentation into one system that already has an augmentation. This replaces upgrade slot.

Infosphere Integration
Source Character Operations Manual pg. 16
The endocortex an mechalus possesses can allow better compatibility with infospheres and direct downloads of information. A mechalus with this trait has a built-in comm unit that can be accessed without needing to use their hands. Once per day, whenever the mechalus takes a 10-minute rest to regain Stamina Points, they can choose one Intelligence-, Wisdom-, or Charisma-based skill. The chosen skill becomes a class skill for them, and they gain Skill Focus as a bonus feat with that skill. This decision lasts until the next time the mechalus uses this trait. This replaces upgrade slot.

Nanite Upgrade
Source Character Operations Manual pg. 17 (alt)
Specialized nanites maintain an machalus’ body, but they can be upgraded to perform additional tasks. Mechalus who have this racial trait gain Nanite Integration as a bonus feat, ignoring the feat’s prerequisites. This replaces upgrade slot.

Constructive feedback is very welcome.
While the mechalus share some similarities to andriods, I felt it was important to accent their status as being as biological of beings as they are constructed.

Grand Lodge

I was thinking about just using Star*Drive as a whole for a Starfinder campaign. Your timing could have been better!


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Ok, it sounds like there is at least one person interested in seeing a potential conversion for some of the races, so I will go ahead and compose my thoughts so they can review them. (and hopefully give me feedback on them) Please StarMartyr365, let me know what you think of them. While I am imagining how they would/could fit in the Pact Worlds game settings, I am trying to be relatively loyal to their portrayal within the rules to their original descriptions.

One thing I've run into is that Starfinder doesn't really distinguish technology levels and tie them to societies, as much as they have power levels that are tied to items and individuals. Since Sesheyans and Weren's have aversions for certain levels of technology, this makes things more complicated to implement described racial weakness in the original rules. Please let me know what you think of this way of addressing it.

Sesheyan
Sources/Inspiration
Starfinder Core Rulebook, Alternity Players Handbook, ObsidianPortal sites
These winged hunters were found on a jungle world at a stone-aged civilization level before they were subjugated by the Azlanti.

Ability Modifiers +2 Dex, +2 Wis, -2 Cha
Hit Points 4

Size and Type
Sesheyan are Medium humanoids with the Sesheyan subtype.

Exceptional Vision
Sesheyans have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263.

Sesheyan Mobility
Source Pact Worlds pg. 214 (Strix)
Sesheyans have a land speed of 20 feet and an extraordinary fly speed of 30 feet with average maneuverability.

Control Descent
As long as a sesheyan is conscious and able to use its wings, it never takes damage from a fall. Instead, it simply takes flight or glides safely to the ground. If the sesheyan cannot use its wings, it takes falling damage as normal.

Light Blindness (Ex)
Source Alien Archive 3 pg. 152, Alien Archive 2 pg. 151, Alien Archive pg. 155
The creature (sesheyan) is blinded for 1 round when first exposed to bright light, such as sunlight, and it is dazzled for as long as it remains in an area of bright light.
Wearing dark-tinted goggles (probably cheaper than darkvision goggles) negates the effects of light blindness.

Technophobic
Sesheyans are technophobic creatures. They take a -2 racial penalty on skill checks that require an understanding or direct use of technological items, including Computes, Engineering, Life Science, or Physical Science. This can also be applied on checks making use of tools or weapons that are not analog or archaic that require skill or proficiency to use, such as attack rolls for technological weapons, or checks for relevant such as relevant Culture, Medicine, Piloting, or Profession.
Due to this aversion to these skills and tools, sesheyans do not get to treat any affected skills as class skills, or treat themselves as proficient in the weapon/tool despite any chosen feats or class features, unless they have been able to challenge that fear. PC’s are assumed to have successfully challenged any fears relating to skills with which they have ranks or proficiencies in starting at first level. Beyond that, new skills gotten after first level are considered challenged after getting their second rank. For weapon proficiencies, the weapon’s level must be the PCs level or lower. Most NPC Sesheyans may never overcome any such fears, although it isn’t uncommon for them to overcome one skill and/or tool/weapon. Having overcome this specific fear only allows it to be treated as a class skill, or proficient weapon, it does not reverse the -2 racial penalty, just the inhibition of proficiency or class bonus.

Nightborn
Source Pact Worlds pg. 214 (Strix)
Sesheyans gain a +2 racial bonus to Perception and Stealth checks in dim light or darkness.

About the Sesheyan
Playing this Race

You Likely...
• Have keen senses of a hunter.
• Can fly as well, if not better than you walk.
• Hare a distinct distrust of technology, and things that are not from your own culture.
Other Races Probably...
• Consider you unintelligent and alien.
• Have trouble feeling comfortable looking at you. Either out of uncomfortable fear from your alien appearance, or pity for you being so ‘primitive’.

Physical Description
https://stardrive-reborn.obsidianportal.com/wiki_pages/sesheyan

Homeworld
https://stardrive-reborn.obsidianportal.com/wiki_pages/sesheyan
I'm imagining that the Sesheyan homeworld has been subjugated by the Azlanti. Most of their race live as slaves within the empire. They were introduced to the Pact Worlds when a world that a Azlanti slave transit/cattle craft went wildly off course getting lost, and dropped on a unsuspecting jungle world in a Near space system. The Azlanti crew died in the crash but enough Sesheyan lived to start a new colony on the world, and the Azlanti never knew where to find their lost ship to reclaim it. There might have been other subjected aliens who survived the crash, but hey likely distanced themselves from the more primitive Sesheyans.

Society and Alignment
https://stardrive-reborn.obsidianportal.com/wiki_pages/sesheyan

Relations
https://stardrive-reborn.obsidianportal.com/wiki_pages/sesheyan
They Sesheyan probably generally have trouble trusting humans, associating them with the stories of the Azlanti, but other races of the pact worlds might better relate with them. Perhaps, the colony might have been a recent target of the Veskarium, and with their agreement with the Pact worlds, it was a system they had to agree to hold back from, as they provided aide in repelling the Swarm during the aliance against the shared threat. In that case, the Vesk would like the Sesheyan's hunting instincts, but be annoyed by their lack of adapting to learning technology. Sesheyan's would also distrust Vesk as well, as potential enslavers.

Adventurers
Technology is even now new and alien to sesheyans. They can slowly learn to use high technology equipment, but many of them never become completely comfortable with it, and some deeply religious sesheyans refuse to have anything to do with it. Player characters belong to the small group of sesheyans who have overcome mush of their disinclination toward using high tech equipment. As a result, they’ll operate a computer, or a station on a spaceship, after all, some medicine doesn't taste good.
Sesheyans make excellent Operatives, serving as spies, scouts, or even bounty hunters when they enter galactic society. A smaller number take up the profession of Soldiers, and some are Envoys. While rare, Sesheyan Mystics are known to exist, normally what humans might call clan shaman or witchdoctors. Except for heroes, who have overcome their natural distrust of technology, sesheyan Mechanics, Technomancers and Biohackers are almost unheard of.

Vital Stats
Average Height 3-5 ft.
Average Weight 50-110 lbs.
Age of Maturity 24 years
Maximum Age 100+1d20 years

Alternate Ability Adjustments
Source Character Operations Manual pg. 22
Some seshayan fall outside the norms for their species. These variations can occur in a few instances, and they grant the listed ability score adjustments instead of the adjustments presented in the Starfinder Core Rulebook.

VoidBorn Sesheyan
Source
Born in space and in zero gravity, these seshayan are weaker but maintain their alert and coordinated nature. This exposure to mass subjection however makes them more aware of group dynamics than many average Seshayan. These racial ability adjustments are +2 Dexterity, +2 Wisdom, and –2 Strength.

Alternate Racial Traits
Source Character Operations Manual
Most seshayan have the standard seshayan racial traits detailed in the extended worlds, but some individuals might have unique abilities, represented by the following alternate racial traits.

Starscorched
Source
Born away from their ancestral homeland, constantly exposed to far higher light levels than existed on your ancestral home world since you were a child, you have lost the ability to see in total darkness, but no longer are blinded by normal light. You lose darkvision, only keeping low-light vision, but also lose Light Blindness.
This replaces Improved Vision and Light Blindness.

Purring Pounce
Source
Some seshayans are known for their ability to accurately target, even when unable to see. Their hearing is extremely well tuned, and they emit a sound that humans associate with the purring of a cat. With it they gain the ability to sense anything immediately around them, even when blinded.
As a free action, as long as the seshayan is not being stealthy, they may activate Blindsense(sound) 15’ and be granted a +2 racial to perception checks while purring. Purring prohibits being stealthy, and produces a -2 penalty to DC needed to sense you otherwise. Most of these Seshayan purr while sleeping, and do receive the bonus to perception checks for waking up.
If a seshayan has a personal quarters, or work area with which they are highly familiar, and has a notable but regular ambient sound, such Sesheyan’s have been known to access their Blindsense even without purring, due to their familiarity with the area. This would only apply for a confined work area they spend at least 8 hours a day in for the majority of the last month, and/or a living quarters they have slept in in for the majority of the last month.
This replaces Nightborn.

Flightless Sesheyan
Source
Some sesheyan, generally only VoidBorn specimens, have since birth lost their strength or coordination in their wings. As a result they can no longer fly. This doesn’t stop them from arresting a fall with their wings, with their Control Descent ability, if they have it, although doing do would impart the flat-footed condition until the start of their next turn.
Losing such a integral part of what sesheyans considered a part of their life, forces them to adapt far more than most achieve. As a result, their normal Technophobia is drastically muted. The racial penalty for technology based skills, tools and weapons is reduced to -1, and there are no limitations on class skill bonuses or proficiency acquisition/use. They still distrust and dislike technology, but have found ways to channel their feeling into reactions let based on fear and less disruptive towards their use of the technology. It is not uncommon for them to constantly insult and berate technological items that they use and are round out of habit.
This removes their Fly speed of 30’, but their land speed improves to 25’ as they adapt. It does not replace Control Descent, if still possessed.
This replaces Sesheyan Mobility and Technophobic.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Not that it will stop me from doing my conversion, but I found someone who started converting some Alternity/D20/StarFrontiers stuff into Starfinder.

I encourage anyone interested to look these over. It looks like the Fraal for D20 were a bit different from the Fraal for Alternity, based on what this indicates.

https://www.pinterest.com/fallensbane/homebrew-rules-starfinder/#d20-future -conversions-starfinder

I'm working on Fraal at the moment, and it is hard to figure out how to integrate them, as by default they were hidden in world on the human-only world for quite some time, so I'm not sure how they should integrate into Golarion, for a Pact-World Campaign. However, I want the rules for my conversion to hopefully also be good for a Star*Drive campaign as well, so I'll figure out a way to integrate them into the campaign without hopefully changing them significantly rule wise.

Anyway, feedback on what you think of how they did it, or how I did either of mine are still very welcome here.

Grand Lodge

The Stardrive version of the Fraal would fit right into a Pact World game as eternal nomads who are eternally searching for a lost homeworld.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I’m thinking it might be interesting to have their Introduction and meeting humanity have occurred during the Gap, This might make them an uneasy ally, because some might question, wondering if they are somehow responsible for what happened. (So elves for instance might strongly dislike them for purely unsubstantiated reasons, other than circumstantial of being there when everybody ‘woke up’)

The Grays would probably be a reasonable translation for the small version of Fraal that apparently was in the d20 modern. But i prefer the Alternity concept better. I think I have ideas now to be able to complete my own conversion.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Fraal
Source/Inspiration
Starfinder Core Rulebook, Alternity Players Handbook, ObsidianPortal sites
Slender peaceful humanoids that immigrated from an no longer known homeworld by the time they made contact with the Pact World planets.

Ability Modifiers +2 Cha, +2 Wis, -2 Con
Hit Points 4

Size and Type
Fraal are Medium humanoids with the fraal subtype.

Fraal Mindwalking
Fraals gain the following spell-like abilities: At will: daze, ghost sound - 1/day: detect thoughts. See Spell-like Abilities on page 262. The caster level for these effects is equal to the fraal’s level.

Limited Telepathy
Fraal can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

Linguistic Diplomacy
Source
Some fraal quickly adapt to new languages they encounter, because doing so enables them to communicate their thoughts with new people and learn from them in turn. Fraal with this trait gain a +2 racial bonus to Diplomacy checks and learn two languages for each skill rank they have in the Culture skill.

About the Fraal
Playing this Race

You Likely...
• Prefer and prioritize mental pursuits over physical ones.
• Consider continued expansion of your own personal knowledge as an almost religious experience.
• Believe that by helping others to learn, you may open doors to knowledge which may help yourself personally, as well as shed light on your own kind’s past.
• Find others wide ranges of emotions fascinating.

Other Races Probably...
• See you as weak, frail, pacifists.
• Wonder if you are hiding some despicable truth that everyone should be aware of via your mental powers.
• Expect you can (and potentially do) always read their minds constantly with as little effort as you can speak into their minds.

Physical Description
https://stardrive-reborn.obsidianportal.com/wiki_pages/fraal
I'd intend for them to be physically, just like the Alternity/StarDrive version of Fraal within Starfinder/PactWorlds campaign, but had considered making an alternate racial trait that would give a Small version of them, that might be a nod to the apparent D20 version of them. However, not being as experienced with that version, I find the Grays as being fine to fulfill that niche. One could potentially argue that you could take a Gray and make them medium, and consider that a conversion... however, I find the Fraal to be a companion race, one that is generally helpful but mysterious. They Grays are kind of the reverse mysterious. At best a curious nuisence, and at best a pending overwealming threat. Either way, some might hold to a conspiricy that the Fraal and the Grays are somehow related to one another, and the Fraal(greys) may be assisting the Grays.

Home World
https://stardrive-reborn.obsidianportal.com/wiki_pages/fraal
In a PactWorlds scenario, I'm certain the Fraal home world would be lost as well. Questions might be if it is lost and presumed destoryed, or just lost. I'm storngly inclined to have the Fraal arive while Golarion is in its intrastellar age, the period lost in the Gap. I'm inclined to potentially make the then sudden appearence of the fraal with everyone on Absalom station, a concern, that they many may have tied to the fraal for some time. This would have very possibbly included placing most of the fraal in camps, confining them to keep everyone safe (I mean keep them safe, sure I do, really). This would have been a particularly dark time for some many, as it would impacted the fraal. Actually, perhaps the Xenophobic fraal, who lost their telepathy, either blame the Gap, or somehow blame their confinement for their condition.

Society and Alignment
https://stardrive-reborn.obsidianportal.com/wiki_pages/fraal

On the whole, fraals’ focus on gathering knowledge and the common good leads them toward good alignments, they tend towards neutrality between Lawful and Chaotic, although do span both sides. Due to their more condensed emotional range, fewer tend to categorized as particulary chaotic, although some do exist.

Relations
Peace loving, and very slow to anger, many consider them pasifists. That would be inaccurate, as they can resort to violence when it is found to be necesesary. They however consider it a tactic of absolute last resort.

Vesk consider them passive and weak, but know better than to underestimate their proven cunning in diplomatic matters. Androids, kasathas, lashunta, mechalus and shirren all value their logic and learning, while humans respect their scholarship but find fraals’ appearance disconcerting as if triggering a subconscious fear, some attribute this to the dark days post Gap where the Fraal were identified as a potential cause of the Gap, when it was thought to have been localized. Some fraal seem to have an irrational fear of shirrens, which some psycologicsts and xenobiologists suggest might be a vestigial memory of a past racial memory of an ancestral encounter with the swarm. Some fraals are still uncomfortable interacting with the shirrin for this reason, though most fraal admittedly consider it quite reasonable that they are reformed and no longer part of the swarm, and that they could be excellent allies. This doesn't necessarily preclude the unnatural reaction, none the less.

Adventurers
As most fraal are thinker and philosophers and not very physically inclined, most fraal adventurers are most typically either mystics or envoys. Some choose academic pursuits that lead them to become biohackers, technomancers, and mechanics. From the more violent classes, while uncommon it is not uneard of them to choose to be soldiers or vanguard, but more often they take the path of Operatives. Although quite rare, there have been some very noteworthy fraal solarians.

Vital Stats
Average Height 5-7 ft.
Average Weight 140-180 lbs.
Age of Maturity 20 years
Maximum Age 80+2d20 years

Alternate Ability Adjustments
Source
Some fraals fall outside the norms for their species. These variations grant the listed ability score.

Mind Forward
Source
Some fraals are even more geared toward primarily mental pursuits than usual. They, similar to some Lashunta are also called “mind forward,” such individuals have a bit more extreme adjustments.

Alternate Racial Traits
Source
Variation within the fraal are not that uncommon, and frequently impact on the nature of their mindwalking talents, as represented in the following traits.

Mental Interface
Source
Some fraal are less adept at the more common telepathic capabilities, but have acquired a talent to be able to link to computer systems without a physical connection being required. This is similar to having a DataJack augmentation in the brain, but does not require a physical connection to the computer, and can be used up to a range of 10 feet. Anything that can block telepathy, or grants penalties to telepathy related checks impacts any computer checks made with this link. (However telepathy bonuses only apply if they mention applying to this ability)
They receive one free rank in computers each level, and computers is always a class skill for these Fraal.
Fraals gain the following spell-like abilities: At will: daze, detect affliction. See Spell-like Abilities on page 262. The caster level for these effects is equal to the fraal’s level.

This replaces fraal mindwalking and linguistic diplomacy, but has a prerequisite of limited telepathy.

Shadow Fraal
Source
Some fraal seem to excel in manipulating others, and their telepathic abilities have manifested differently. The existence of these fraal, has only lead those species that are suspicious of the fraal to be more suspicious of the fraal’s true motivations.

Fraals gain the following spell-like abilities: At will: daze, fatigue - 1/day: disguise self. See Spell-like Abilities on page 262. The caster level for these effects is equal to the fraal’s level.

This replaces fraal mindwalking but has a prerequisite of limited telepathy.

Telekinetically Inclined
Source Character Operations Manual pg. 22
A few fraal, typically, a subset of those whom are referred to as Mind Forward, although not exclusively, have reduced innate telepathic abilities but have appeared to pick up innate telekinetic abilities in their stead.

Fraals gain the following spell-like abilities: At will: psychokinetic hand, telekinetic projectile - 1/day: flight(1st). See Spell-like Abilities on page 262. The caster level for these effects is equal to the fraal’s level.

This replaces fraal mindwalking but has a prerequisite of limited telepathy.

Xenophobic Fraal
Source
Some fraals have a far weaker telepathic ability that limits them to initiating telepathic exchanges with only other fraals.

Their telepathic ability to initiate telepathic communication, normally provided by limited telepathy with other fraal. They can receive telepathic communication from any species with telepathy or telepathic abilities and respond as usual, but their innate telepathy does not cross their species.
These Fraals gain the following spell-like abilities: At will: fatigue, telekinetic projectile 1/day: mind thrust, fear. See Spell-like Abilities on page 262. The caster level for these effects is equal to the fraal’s level.
Due to their distrust and often uncharacteristic of fraal, hatred of other species, xenophobic fraal take a -2 racial penalty towards diplomacy checks against non-fraal. They however receive a +2 racial bonus to intimidation check against both fraal and non-fraal opponents alike, and always consider it a class skill.

This replaces fraal mindwalking , linguistic diplomacy, and limited telepathy..

Liberty's Edge

Thank you!

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