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So someone let me know if I missed this but I feel like we are missing a colossal mechanical race hell bent on destroying all organic life (Reaper-Mass Effect)
I think the recently introduced planashar sort of fit the bill, in that they're a mechanical race hell bent on destroying and assimilating all three-dimensional life?

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We need an adventure path set on Triaxus so we can get kobold options.
Hey Paizo! I'll write your Triaxus AP just so we can get kobold stuff. You won't even have to do anything (he said, lying through his teeth).
I don't know if we need a full adventure path... Maybe just a module or a series of Starfinder Society adventures. But I would love to play something like this.

FormerFiend |
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I mean if there's one planet in the Pact Worlds I'd want a whole AP set on it would probably be Triaxus. Or Akiton but probably Triaxus.
Having said that I will point out this little excerpt from the Kobold's card from the Alien Character Deck;
"Kobolds thrive in close quarters and have spread throughout the galaxy, where they are known as ingenious engineers."
So the idea that kobolds are going to be centered on Triaxus has been a well entrenched on in the fandom but Paizo has apparently gone the other way and just thrown their hands up & said "they're everywhere!"
Which is fine. Thematically a Triaxus module would still probably be the most appropriate place to put an expanded character options chapter. If it were an AP, one volume could have a chapter for Ryphorian options, one could have a dragonkin chapter, one could have a kobold chapter.
And you could give either dragonkin or kobolds an alternate racial trait to make them medium & give us "similar to but legally distinct from" dragonborn to play with.

Wei Ji the Learner |

I mean if there's one planet in the Pact Worlds I'd want a whole AP set on it would probably be Triaxus. Or Akiton but probably Triaxus.
Having said that I will point out this little excerpt from the Kobold's card from the Alien Character Deck;
"Kobolds thrive in close quarters and have spread throughout the galaxy, where they are known as ingenious engineers."
So the idea that kobolds are going to be centered on Triaxus has been a well entrenched on in the fandom but Paizo has apparently gone the other way and just thrown their hands up & said "they're everywhere!"
Which is fine. Thematically a Triaxus module would still probably be the most appropriate place to put an expanded character options chapter. If it were an AP, one volume could have a chapter for Ryphorian options, one could have a dragonkin chapter, one could have a kobold chapter.
And you could give either dragonkin or kobolds an alternate racial trait to make them medium & give us "similar to but legally distinct from" dragonborn to play with.
Well.... you have Vesk for the Medium-sized lizard-people? :>
For a brief while there my headcanon was that the kobolds got tired of being pushed around and decided to get big and swole to not get pushed around anymore, and that produced the Vesk. :>

FormerFiend |

FormerFiend wrote:I mean if there's one planet in the Pact Worlds I'd want a whole AP set on it would probably be Triaxus. Or Akiton but probably Triaxus.
Having said that I will point out this little excerpt from the Kobold's card from the Alien Character Deck;
"Kobolds thrive in close quarters and have spread throughout the galaxy, where they are known as ingenious engineers."
So the idea that kobolds are going to be centered on Triaxus has been a well entrenched on in the fandom but Paizo has apparently gone the other way and just thrown their hands up & said "they're everywhere!"
Which is fine. Thematically a Triaxus module would still probably be the most appropriate place to put an expanded character options chapter. If it were an AP, one volume could have a chapter for Ryphorian options, one could have a dragonkin chapter, one could have a kobold chapter.
And you could give either dragonkin or kobolds an alternate racial trait to make them medium & give us "similar to but legally distinct from" dragonborn to play with.
Well.... you have Vesk for the Medium-sized lizard-people? :>
For a brief while there my headcanon was that the kobolds got tired of being pushed around and decided to get big and swole to not get pushed around anymore, and that produced the Vesk. :>
Lizard people are lizard people, not dragon people.

Bored Technomancer |

Bored Technomancer wrote:So someone let me know if I missed this but I feel like we are missing a colossal mechanical race hell bent on destroying all organic life (Reaper-Mass Effect)I think the recently introduced planashar sort of fit the bill, in that they're a mechanical race hell bent on destroying and assimilating all three-dimensional life?
kinda close I suppose but not scratching that itch for me lol

Bored Technomancer |

I mean if there's one planet in the Pact Worlds I'd want a whole AP set on it would probably be Triaxus. Or Akiton but probably Triaxus.
Having said that I will point out this little excerpt from the Kobold's card from the Alien Character Deck;
"Kobolds thrive in close quarters and have spread throughout the galaxy, where they are known as ingenious engineers."
So the idea that kobolds are going to be centered on Triaxus has been a well entrenched on in the fandom but Paizo has apparently gone the other way and just thrown their hands up & said "they're everywhere!"
Which is fine. Thematically a Triaxus module would still probably be the most appropriate place to put an expanded character options chapter. If it were an AP, one volume could have a chapter for Ryphorian options, one could have a dragonkin chapter, one could have a kobold chapter.
And you could give either dragonkin or kobolds an alternate racial trait to make them medium & give us "similar to but legally distinct from" dragonborn to play with.
I'm designing a campaign mainly based around Akiton with the primary threat being from Triaxus lol both planets are ripe with possibilities.

Aaron Shanks Marketing & Media Manager |
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Yeah I thought part of the reason AoN became official was so they got material early so it was ready to go live on the street date. Kinda annoying, even with owning the books.
As for what I would like, maybe more symbiote-like creatures (there was one in a past AA, but cannot remember its name) would be interesting.
Be assured Archives of Nethys gets all the materials early. I don’t there is a Paizo Partner in existence that is keeping up with our publishing schedule. So I’ll give a friendly encouragement to support AofN via their Patreon—since they all of us so much for free.

Et cetera et cetera |

I just want all the unstatted races to get stats. Including the races of the Azlanti star empire, Veskarium natives, and especially the wardens of Daegox-4 who despite being mentioned in the core rulebook have yet to be statted. Near Space introduced a ton of new races without giving them stats, I would like to see these given stats and more in-depth write ups.

Demon Knight1434 |

So i was thinking about this .....
We have rat folk
Dog folk
Cat folk
Bear Folk
Camel folk
and yes i know they are not the correct names but it is painting a picture here
Otters
walres
HECK even turtles
You know what we dont have ...Rabbit folk
Like i dont ever remember rabbit folk in any form of Table top that i have played
and i dont know some rabbit folk ...and not a timid version i think something more savage rabbit folk maybe str and int based with cha suffering to show off the savagery with maybe claws on feet for natural attacks but that's the idea i think they would be a great addition

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Well, Rabbitfolk KIND OF exist? This here third party supplement for 2e Pathfinder was written by Paizo's own Luiz Loza and published through Owen K.C. Stephens' Rogue Genius Games, so I'd say the interest is clearly there among people both currently and formerly involved with Paizo. Plus, given RGG has also published third-party rules to play as kitsune in Starfinder and now we're getting official kitsune rules through that card deck, I imagine rabbitfolk may follow a similar path...

FormerFiend |

If we're back to talking about playable races again, I've said this before but I'll repeat that I'd personally like to see cyclopes be made playable in Starfinder. They'd be very high on my list of "was a mosnter, now a pc race" options.
Given the whole, see the future thing, PF cyclopes had, SF cyclopes might be able to do some interesting things with the forthcoming precog class.

Laclale♪ |
Pathfinder staff said Burtis(Azata) should be there.
What's Burtis?
Looks like humanoids but unlike summoned Azatas, five propellers are growing from their body and used to fly. Head's one is just normal propeller. Propeller blade from elbow joint, usable as slashing melee weapon. And last two from knee joint, but side and used to change angle.
May have headphone as part of head, shaping their ears.
Array
Combatant if want as guard, Expert if want as Liaison.
Ability and Trait
Supernatural fly speed that is twice of base speed, with perfect maneuverability.
Technical intervention:When this creature use Delay, still can use its reactions.
And Gunbrella, umbrella with laser gun feature.

Metaphysician |
But for things to shoot, more low CR creatures that can be used in larger groups against low or high-level PCs something easy to kill that does little damage but can hit any level PC
Unless you use swarm rules, I'm pretty sure this is just plain impossible in Starfinder. Something that can reliably hit a Level 1 PC just isn't going to hit a level 10 PC, except by chance ( and if melee-oriented, barely even that because of the limited number of potential attacks per round ).

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Ashbourne wrote:But for things to shoot, more low CR creatures that can be used in larger groups against low or high-level PCs something easy to kill that does little damage but can hit any level PCUnless you use swarm rules, I'm pretty sure this is just plain impossible in Starfinder. Something that can reliably hit a Level 1 PC just isn't going to hit a level 10 PC, except by chance ( and if melee-oriented, barely even that because of the limited number of potential attacks per round ).
Well, in Society play there is a CR 1 creature that is somewhat of a threat in a scenario meant for higher level characters. It is called a Ravenous Wight and has the following abilities:
Infected Wound (Ex) Whenever the ravenous wight deals Hit Point damage with its bite to a living creature, that creature’s maximum HP decrease by 1 for the next 24 hours. If that creature dies while infected, it rises on its next turn as a ravenous wight with full Hit Points. This is a disease effect (DC 13 to remove or treat).
Swarming Attacks (Ex) Ravenous wights’ attacks are difficult to dodge when they attack in numbers. A ravenous wight gains a +5 circumstance bonus to attacks for every other wight threatening their target (to a maximum of +15).
Although they only have a +5 to hit on their melee attacks, once they start to swarm you their accuracy goes up drastically. There are a lot of them during the fight in the scenario, with constant reinforcements unless cut off. And they are not alone, as they are used as troopers by an higher CR creature that is also in the room (which of course deals a significant amount of damage more). It is one of those creatures that goes down easily, but also cannot be safely ignored.

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Metaphysician wrote:Ashbourne wrote:But for things to shoot, more low CR creatures that can be used in larger groups against low or high-level PCs something easy to kill that does little damage but can hit any level PCUnless you use swarm rules, I'm pretty sure this is just plain impossible in Starfinder. Something that can reliably hit a Level 1 PC just isn't going to hit a level 10 PC, except by chance ( and if melee-oriented, barely even that because of the limited number of potential attacks per round ).Well, in Society play there is a CR 1 creature that is somewhat of a threat in a scenario meant for higher level characters. It is called a Ravenous Wight and has the following abilities:
Infected Wound (Ex) Whenever the ravenous wight deals Hit Point damage with its bite to a living creature, that creature’s maximum HP decrease by 1 for the next 24 hours. If that creature dies while infected, it rises on its next turn as a ravenous wight with full Hit Points. This is a disease effect (DC 13 to remove or treat).
Swarming Attacks (Ex) Ravenous wights’ attacks are difficult to dodge when they attack in numbers. A ravenous wight gains a +5 circumstance bonus to attacks for every other wight threatening their target (to a maximum of +15).
Although they only have a +5 to hit on their melee attacks, once they start to swarm you their accuracy goes up drastically. There are a lot of them during the fight in the scenario, with constant reinforcements unless cut off. And they are not alone, as they are used as troopers by an higher CR creature that is also in the room (which of course deals a significant amount of damage more). It is one of those creatures that goes down easily, but also cannot be safely ignored.
Been trying to look up Ravenous Wight online doesn't look like it's listed on Archives of Nethys, what scenario is it from?

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Ashbourne wrote:But for things to shoot, more low CR creatures that can be used in larger groups against low or high-level PCs something easy to kill that does little damage but can hit any level PCUnless you use swarm rules, I'm pretty sure this is just plain impossible in Starfinder. Something that can reliably hit a Level 1 PC just isn't going to hit a level 10 PC, except by chance ( and if melee-oriented, barely even that because of the limited number of potential attacks per round ).
You're right the math behind the CR rating doesn't work for this, it would have to scale somehow to the level of the party.

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Been trying to look up Ravenous Wight online doesn't look like it's listed on Archives of Nethys, what scenario is it from?

Metaphysician |
Metaphysician wrote:Ashbourne wrote:But for things to shoot, more low CR creatures that can be used in larger groups against low or high-level PCs something easy to kill that does little damage but can hit any level PCUnless you use swarm rules, I'm pretty sure this is just plain impossible in Starfinder. Something that can reliably hit a Level 1 PC just isn't going to hit a level 10 PC, except by chance ( and if melee-oriented, barely even that because of the limited number of potential attacks per round ).Well, in Society play there is a CR 1 creature that is somewhat of a threat in a scenario meant for higher level characters. It is called a Ravenous Wight and has the following abilities:
Infected Wound (Ex) Whenever the ravenous wight deals Hit Point damage with its bite to a living creature, that creature’s maximum HP decrease by 1 for the next 24 hours. If that creature dies while infected, it rises on its next turn as a ravenous wight with full Hit Points. This is a disease effect (DC 13 to remove or treat).
Swarming Attacks (Ex) Ravenous wights’ attacks are difficult to dodge when they attack in numbers. A ravenous wight gains a +5 circumstance bonus to attacks for every other wight threatening their target (to a maximum of +15).
Although they only have a +5 to hit on their melee attacks, once they start to swarm you their accuracy goes up drastically. There are a lot of them during the fight in the scenario, with constant reinforcements unless cut off. And they are not alone, as they are used as troopers by an higher CR creature that is also in the room (which of course deals a significant amount of damage more). It is one of those creatures that goes down easily, but also cannot be safely ignored.
I mean, I can't judge without seeing their actual stats, but my initial instinct is to go "That ain't a CR 1 critter". :p That Swarming Attacks ability is certainly worth at *least* one bump of CR over what the rest of its stats would otherwise provide. It completely breaks the basic math of the game, after all.

John Mangrum |

I mean, I can't judge without seeing their actual stats, but my initial instinct is to go "That ain't a CR 1 critter". :p That Swarming Attacks ability is certainly worth at *least* one bump of CR over what the...
A potentially important factor here is that these are CR 1 creatures specifically designed to be tossed as a gang into a CR 10/12 encounter. These are "keep the trash mob relevant" abilities.

Garretmander |
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Metaphysician wrote:I mean, I can't judge without seeing their actual stats, but my initial instinct is to go "That ain't a CR 1 critter". :p That Swarming Attacks ability is certainly worth at *least* one bump of CR over what the...A potentially important factor here is that these are CR 1 creatures specifically designed to be tossed as a gang into a CR 10/12 encounter. These are "keep the trash mob relevant" abilities.
Isn't that the issue though? They are designed to threaten higher level parties in groups, not to exist as creatures on their own against lower level parties.
In actual play, they're not a CR1 creature, they're really a more complicated CR 10-12 troop.
As in, if you used them like a real CR1 creature, and sent 4-6 of them against a group of 4-6 level 3 characters, they could be much deadlier than anticipated.

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Were the aphorites, ganzi and duskwalkers brought up yet?
(The lawful, chaotic, and neutral counterparts to aasimar, tieflings and geniekin, from late PF1, and PF2.)
I'd welcome a Drift-related native outsider as well (some kind of space-, though the Drift Crisis might get in the way of that), whatever form that'd take - part-machine, dimension-hopping people sounds fun though.

Metaphysician |
John Mangrum wrote:Metaphysician wrote:I mean, I can't judge without seeing their actual stats, but my initial instinct is to go "That ain't a CR 1 critter". :p That Swarming Attacks ability is certainly worth at *least* one bump of CR over what the...A potentially important factor here is that these are CR 1 creatures specifically designed to be tossed as a gang into a CR 10/12 encounter. These are "keep the trash mob relevant" abilities.Isn't that the issue though? They are designed to threaten higher level parties in groups, not to exist as creatures on their own against lower level parties.
In actual play, they're not a CR1 creature, they're really a more complicated CR 10-12 troop.
As in, if you used them like a real CR1 creature, and sent 4-6 of them against a group of 4-6 level 3 characters, they could be much deadlier than anticipated.
This. And even against higher level parties, they are more threatening, by a lot, than an equivalent number of any other "CR 1" critters. Which means they aren't CR 1, and shouldn't be treated as such ( or provide loot as such ). If a party of level 10+ PCs aren't threatened by CR 1 mooks, the answer isn't to use some special weird rules hack to make CR 1 mooks more threatening. The answer is to use higher CR mooks.

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Garretmander wrote:This. And even against higher level parties, they are more threatening, by a lot, than an equivalent number of any other "CR 1" critters. Which means they aren't CR 1, and shouldn't be treated as such ( or provide loot as such ). If a party of level 10+ PCs aren't threatened by CR 1 mooks, the answer isn't to use some special weird rules hack to make CR 1 mooks more threatening. The answer is to use higher CR mooks.John Mangrum wrote:Metaphysician wrote:I mean, I can't judge without seeing their actual stats, but my initial instinct is to go "That ain't a CR 1 critter". :p That Swarming Attacks ability is certainly worth at *least* one bump of CR over what the...A potentially important factor here is that these are CR 1 creatures specifically designed to be tossed as a gang into a CR 10/12 encounter. These are "keep the trash mob relevant" abilities.Isn't that the issue though? They are designed to threaten higher level parties in groups, not to exist as creatures on their own against lower level parties.
In actual play, they're not a CR1 creature, they're really a more complicated CR 10-12 troop.
As in, if you used them like a real CR1 creature, and sent 4-6 of them against a group of 4-6 level 3 characters, they could be much deadlier than anticipated.
What I'd like to see is a creature that can outnumber the party at least 4 to 1 that has a chance to hit the PCs but not do enough damage to overpower them quickly, since the goal is to have a lot of them they should be simple creatures to make it easier for the GM to run the combat with them. this doesn't fit well with the CR system might require a new class of creature. Something like this would have been fun to try in attack of the swarm fate of the fifth, where you want the players to feel ther taking on overwhelming numbers

Garretmander |
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Metaphysician wrote:What I'd like to see is a creature that can outnumber the party at least 4 to 1 that has a chance to hit the PCs but not do enough damage to overpower them quickly, since the goal is to have a lot of them they should be simple creatures to make it easier for the GM to run the combat with them. this doesn't fit well with the CR system might require a new class of creature. Something like this would have been fun to try in attack of the swarm fate of the fifth, where you want the players to feel ther taking on overwhelming numbersGarretmander wrote:This. And even against higher level parties, they are more threatening, by a lot, than an equivalent number of any other "CR 1" critters. Which means they aren't CR 1, and shouldn't be treated as such ( or provide loot as such ). If a party of level 10+ PCs aren't threatened by CR 1 mooks, the answer isn't to use some special weird rules hack to make CR 1 mooks more threatening. The answer is to use higher CR mooks.John Mangrum wrote:Metaphysician wrote:I mean, I can't judge without seeing their actual stats, but my initial instinct is to go "That ain't a CR 1 critter". :p That Swarming Attacks ability is certainly worth at *least* one bump of CR over what the...A potentially important factor here is that these are CR 1 creatures specifically designed to be tossed as a gang into a CR 10/12 encounter. These are "keep the trash mob relevant" abilities.Isn't that the issue though? They are designed to threaten higher level parties in groups, not to exist as creatures on their own against lower level parties.
In actual play, they're not a CR1 creature, they're really a more complicated CR 10-12 troop.
As in, if you used them like a real CR1 creature, and sent 4-6 of them against a group of 4-6 level 3 characters, they could be much deadlier than anticipated.
Sounds like you want a hybridization of the existing troop rules and the minion rules from 4e (the second I only have vague recollections of)
Like lots of critters with lowered AC, vastly lower HP, half damage, but the same attack bonus.

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Not familiar with 4e but "Like lots of critters with lowered AC, vastly lower HP, half damage, but the same attack bonus." sums it up pretty good. my original inspiration was from savage worlds extras. I haven't run or played with the troop rules yet, loos like they would do a good job of feeling in the thick of a big battle. I'm wondering how much room fighting a troop gives the PCs to use tactics and strategy to fight the troop vs just hacking at it.

Garretmander |

Not familiar with 4e but "Like lots of critters with lowered AC, vastly lower HP, half damage, but the same attack bonus." sums it up pretty good. my original inspiration was from savage worlds extras. I haven't run or played with the troop rules yet, loos like they would do a good job of feeling in the thick of a big battle. I'm wondering how much room fighting a troop gives the PCs to use tactics and strategy to fight the troop vs just hacking at it.
I've done a CR 10(ish?) troop with an AHAV backup vs my PCs before. The tactic they used was the technomancer fireballing the troop for three rounds while the rest dogpiled the AHAV.
It was an extremely effective tactic for the PCs. Sure, they wanted a 10min after, but that's expected for a level 11 group.
But, that would be the same problem for a group of low health, still threatening, combatants. AOE damage becomes the king of the battlefield.
Though, the troop type is still vulnerable to a melee PC, unlike the group of low health mobs.

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I'd think it would be pretty easy to use the "Minion" framework from 4E with no real changes, in Starfinder. Pick a Combatant-type monster (skills-y or caster monsters don't work as well) of the party's APL, APL-1 or APL-2, give it 1 HP and Evasion, give it some friends, and you're good to go! They have the +to hit and damage to threaten the party, but they still go down relatively easily for that Stormtrooper feel.
If you wanted to get a bit more fancy, in deference to how much more prevalent and attainable AoE damage is in Starfinder, maybe give all Minions 2 HP, but, any damage they take is reduced to 1. So, effectively, they need to be damaged twice to go down. Makes it a bit more challenging than just mowing everything down with 1 grenade, 1 Line weapon, 1 magic missile, or whatever.

Metaphysician |
I would say one way to represent the hazard of a very large number of weak mooks could be to represent it using the Trap rules. Its a bit of a kludge, but I think it could work:
-Pick a desired CR for the large combat unit, and generally use the stats from that row.
-Use the attack and damage ( or save and damage, if they use a more exotic attack as baseline ) three rows lower when attacking individual targets, because they get to attack as many individual targets as you wish.
-Perception DC is instead *their* ability to spot *you*, when relevant.
-Disable DC is used for relevant skill checks targeting the unit, for things like Intimidation.
-Good or Bad saves would be picked based on unit quality, ranging from all Good for an elite unit of veterans, to all Bad for crappy quality mooks whose only value is numbers.
-AC and HP are used for if you directly attack them; I'd say a unit gets 'Hardness' equal to its CR, that applies to all attacks except ones which would be especially effective against a unit ( think "area and multi target attacks" mostly ).
-If they run out of HP they are destroyed as a unit and out of the battle, though they aren't all dead. I'd suggest that they have to make a Will save of some kind as a "morale check" when their unit HP drops below a certain amount, in addition to other circumstances.

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We need a playable undead.
Like, true "healed by negative energy, hurt by positive energy with full undead immunities" undead? Because we already have the "pseudo-undead" in the form of borais and varculaks (I'm honestly not sure why we got varculaks in the first place, their lore is cool but they felt kind of redundant with the borai already available).

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I'd think it would be pretty easy to use the "Minion" framework from 4E with no real changes, in Starfinder. Pick a Combatant-type monster (skills-y or caster monsters don't work as well) of the party's APL, APL-1 or APL-2, give it 1 HP and Evasion, give it some friends, and you're good to go! They have the +to hit and damage to threaten the party, but they still go down relatively easily for that Stormtrooper feel.
If you wanted to get a bit more fancy, in deference to how much more prevalent and attainable AoE damage is in Starfinder, maybe give all Minions 2 HP, but, any damage they take is reduced to 1. So, effectively, they need to be damaged twice to go down. Makes it a bit more challenging than just mowing everything down with 1 grenade, 1 Line weapon, 1 magic missile, or whatever.
my idea for the low HP was to give them something like 3 HP with a DR of 2 so any hit over 2 damage kills them with no need to even track damage taken, any hit ether kills or dosen't.

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I would say one way to represent the hazard of a very large number of weak mooks could be to represent it using the Trap rules. Its a bit of a kludge, but I think it could work:
-Pick a desired CR for the large combat unit, and generally use the stats from that row.
-Use the attack and damage ( or save and damage, if they use a more exotic attack as baseline ) three rows lower when attacking individual targets, because they get to attack as many individual targets as you wish.
-Perception DC is instead *their* ability to spot *you*, when relevant.
-Disable DC is used for relevant skill checks targeting the unit, for things like Intimidation.
-Good or Bad saves would be picked based on unit quality, ranging from all Good for an elite unit of veterans, to all Bad for crappy quality mooks whose only value is numbers.
-AC and HP are used for if you directly attack them; I'd say a unit gets 'Hardness' equal to its CR, that applies to all attacks except ones which would be especially effective against a unit ( think "area and multi target attacks" mostly ).
-If they run out of HP they are destroyed as a unit and out of the battle, though they aren't all dead. I'd suggest that they have to make a Will save of some kind as a "morale check" when their unit HP drops below a certain amount, in addition to other circumstances.
Another way to do group saves would be to skip the roll altogether say if the DC to save is 16 just assume 75% of them fail. or just roll the die for the group to check for crits and crit fails.

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Noven wrote:We need a playable undead.Like, true "healed by negative energy, hurt by positive energy with full undead immunities" undead? Because we already have the "pseudo-undead" in the form of borais and varculaks (I'm honestly not sure why we got varculaks in the first place, their lore is cool but they felt kind of redundant with the borai already available).
I'm surprised we don't have playable undead from Eox.

Xenocrat |

Noven wrote:We need a playable undead.Like, true "healed by negative energy, hurt by positive energy with full undead immunities" undead? Because we already have the "pseudo-undead" in the form of borais and varculaks (I'm honestly not sure why we got varculaks in the first place, their lore is cool but they felt kind of redundant with the borai already available).
Despite some erroneous mentions of it, there is actually no such thing as positive/negative energy in Starfinder as a thing that can be wielded by PCs or NPCs. Perhaps it exists in some mechanic to be invented if you visit the Negative or Positive planes.

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Archpaladin Zousha wrote:Despite some erroneous mentions of it, there is actually no such thing as positive/negative energy in Starfinder as a thing that can be wielded by PCs or NPCs. Perhaps it exists in some mechanic to be invented if you visit the Negative or Positive planes.Noven wrote:We need a playable undead.Like, true "healed by negative energy, hurt by positive energy with full undead immunities" undead? Because we already have the "pseudo-undead" in the form of borais and varculaks (I'm honestly not sure why we got varculaks in the first place, their lore is cool but they felt kind of redundant with the borai already available).
Wait, really?! That seems like a pretty big oversight given how integral that is to Horizons of the Vast's plotline!

Garretmander |

Xenocrat wrote:Wait, really?! That seems like a pretty big oversight given how integral that is to Horizons of the Vast's plotline!Archpaladin Zousha wrote:Despite some erroneous mentions of it, there is actually no such thing as positive/negative energy in Starfinder as a thing that can be wielded by PCs or NPCs. Perhaps it exists in some mechanic to be invented if you visit the Negative or Positive planes.Noven wrote:We need a playable undead.Like, true "healed by negative energy, hurt by positive energy with full undead immunities" undead? Because we already have the "pseudo-undead" in the form of borais and varculaks (I'm honestly not sure why we got varculaks in the first place, their lore is cool but they felt kind of redundant with the borai already available).
Negative and positive energy still exist as concepts, but there's no such thing as positive energy damage or negative energy damage.
Mystic cure and necromantic revitilations both restore hit points to a touched creature. One targets living, one targets undead creatures.
They both do nothing to their opposite targets.

Xenocrat |

Xenocrat wrote:Wait, really?! That seems like a pretty big oversight given how integral that is to Horizons of the Vast's plotline!Archpaladin Zousha wrote:Despite some erroneous mentions of it, there is actually no such thing as positive/negative energy in Starfinder as a thing that can be wielded by PCs or NPCs. Perhaps it exists in some mechanic to be invented if you visit the Negative or Positive planes.Noven wrote:We need a playable undead.Like, true "healed by negative energy, hurt by positive energy with full undead immunities" undead? Because we already have the "pseudo-undead" in the form of borais and varculaks (I'm honestly not sure why we got varculaks in the first place, their lore is cool but they felt kind of redundant with the borai already available).
Well, I may have overstated the case somewhat. Healing spells don't use positive energy (and thus do not harm undead). But the CRB's Death Ward spell claims to protect against "negative energy"
AA1 has a Draelik ability to do "negative energy" damage. No undead do.
AA2 has no mention of negative energy.
AA3 discusses negative energy only as a function of the Tzibeam starship weaon. No monsters do it.
AA4 uses the term negative energy when talking about the Grave Touch graft. It doesn't do HP damage. Similarly, the Resist Energy Drain graft talks about negative energy "effects," but all it does is prevent negative levels, because negative energy as a damage type isn't really supposed to exist. I also note when reviewing AA4 that construct immunities mention immunity to negative levels, but not negative "energy."
None of the undead in Dead Suns do negative energy HP damage. A couple mention in en route to paralyzing or inflicting a negative level.
Plenty of level draining and similar effects do heal undead, but there are no, the draelik aside, HP damaging effects associated with "negative energy."
And even Sceaduinars don't do negative energy damage - just cold and level drain.
Anyway, a healing swap for undead PCs would be pretty bad for them. Normal healing would have no effect, I guess, and they'd need that one specific spell from Pact Worlds to heal HP damage. There are rare level draining or similar "negative energy" (but not HP damage) effects that result in undead temp HP, but I don't think many, if any, give permanent healing, and of course those effects are rare.

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Noven wrote:We need a playable undead.Like, true "healed by negative energy, hurt by positive energy with full undead immunities" undead? Because we already have the "pseudo-undead" in the form of borais and varculaks (I'm honestly not sure why we got varculaks in the first place, their lore is cool but they felt kind of redundant with the borai already available).
Yeah undead undead, not fake undead =). Last campaign I was in I had to hack in the undead graft to my space goblin and it was not a 100% solution because it was not RAW. I had to be super careful because I could not receive normal healing... thus having to take a level of Technomancer so he could use Necromantic Revitalization. Death death was a constant worry because if reduced to zero or lower hit points was death death.
I want an option for it to be official because there is a whole planet full of ghouls and corpsefolk DYING to be played =).