What do you think of these aliens?


Homebrew


Hello everyone!

The following are some home-brew races I've been working on. Opinions on the fluff is my primary goal but I included some of the racial abilities I'm mucking around with, so feel free to share opinions on that too. Edit: Er, ignore references to insanity points, gifts, and imperial authorities. That's all homebrew setting stuff.

Basz

A humanoid torso with mottled blue skin held aloft by eight multi-segmented, armored legs like those of a crab; extending from the massive vertebrae of their spine near the middle of their hunched back. Their humanoid head features a large brain protected by a tough skull and two sets of forward-facing eyes. One larger than those of a human while the others are small and deep-set. Although the Basz do not truly “blink” they are capable of briefly washing their quartet of eyes by contorting the loose skin of their mouthless skull and bathing their eyes in the thin mucus that coats their skin. Due to a complex array of subdermal muscles used for this purpose, Basz are more than capable of mimicking the expressions of most humanoids to an uncanny degree despite their bizarre appearance. This is often considered fairly unsettling by viewers, a fact which the Basz are perfectly aware of and find amusing, as well as occasionally useful. Basz possess no legs below their body’s trunk, instead their body terminates in a large, beaked orifice that acts as both a mouth and a cloaca, through which the Basz eat, expel waste, and extend a tongue-like ovipositor appendage up to a foot beyond their beak. Basz breathe through a series of nose slits along their back,

Scuttle: Gain a climb speed equal to your base movement speed.
Gifted Negotiators: Most NPCs who do not have a specific dislike for you or your species react to you one step more positively on the attitude scale. This makes the average NPC Friendly rather than Indifferent.
Swift: Gain the Fleet feat.

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Eislo

Each Eislo is a fusion of several symbiotic creatures functioning in harmony. An Eislo’s body is that of a large, shaggy-haired mammal. This “outer face” of the Eislo is called an Ein and it possesses a trio of clawed, muscular legs; two smaller legs below it’s chest with an enormous single rear appendage that is used to propel the Eislo through the air with great force. The canine face of the Ein is capable of producing an array of booming growls, howls, and whines which can be used to convey a general sense of aggression or contentment even to those who do not understand the complex vocal language employed by the Eislo.
Within the Ein’s massive body are two symbiotic parasites, referred to individually as the Isl and the Slone. Ths Isl is a supernatural parasite tainted by the dream realm. If the Eislo gains enough insanity points to develop a dream gift, the gift will follow the inscrutable purposes of the Isl, linked to an ideal or goal that the Eislo may be somewhat obsessed with satisfying. The Isl is otherwise non-sentient and does little else to inform the Eislo’s behavior. This small creature is located within the Ein’s torso, nestled firmly against the second rib in the left side of the chest. The final part of this three-way bond, the Slone, is an intelligent symbiote far more capable of reason and less prone to instinct than either the Isl or the Ein. The “body” of the Slone is a small nodule located within the Ein’s brain which sends out a network of hair-like filaments. These act as a neurological control network, enhancing the Ein’s natural mental abilities while subverting much of its instinctive behavior. The Slone extends other filaments throughout the epidermis of the Ein, acting as feeding tendrils which feast on the gore unleashed by the Eislo’s slashing claws. Due to the need of the Slone to feed in this manner, an Eislo rarely if ever cleans its fur and regards the concept of shaving itself with horror. When these three entities work in tandem, an Eislo is a cunning predator with supernatural powers.
Eislo reproduction is a deliberate and ritualized endeavor requiring the assistance of an Eislo birthing creche. Each “piece” of the gestalt organism is capable of reproduction independent of the rest; but Eislo view “free-range” Ein and Slone as being mentally and physically disabled, respectively. They view the triad combination common to the race to be the pinnacle of being; this is a belief most Eislo hold with fanatical fervor and it is rarely challenged. Isl that manage to reproduce in the wild are regarded neutrally or with mild revulsion but no pity, they are too simple an organism for Eislo to bother acknowledging beyond their necessity for reproduction.

Three-Legged: Eislo enjoy a base movement speed of 40 feet and a +2 bonus to their KAC when being targeted by a trip combat maneuver. However, Eislo lack true manipulators, relying on the thickest and strongest tendrils of the Slone to grasp tools, Despite their size and strength, Eislo are unable to make use of weapons or other equipment requiring more than one hand to wield.
Terrifying: Eislo enjoy a well-deserved reputation for savagery and may make one intimidate check per round in combat as a move action. This Intimidate check may be made using the Eislo’s Str bonus instead of their Cha bonus. Any opponent with a CR lower than the Eislo’s level that would be shaken by this ability is frightened instead and will attempt to disengage from combat with you in order to flee.
Fearsome Claws: Eislo possess wickedly-sharp claws on all three of their legs. An Eislo may choose to attack with its claws, dealing 1d6 + 1.5 x Str bonus in slashing damage to anyone hit by this attack. This does not grant the Eislo additional attacks per round.

*****

Ferox
Slender humanoids with smooth, angular bodies and pointed teeth. Their almost featureless heads display large mouths and indentations that hide ears, nostrils, and eyes. Their sparkling, silvery-grey skin affords them limited protection from laser damage and they travel in nomad flotillas throughout the void. They are often driven away by local militia forces due to accusations of theft, piracy, and engaging in illegal practices of various kinds. Ferox are a highly spiritual people who are barely tolerated by the empire due to their ability to acquire various exotic goods for the nobility.

Kleptomancy
Ferox are remarkably talented thieves, and nearly any problem they encounter may be overcome by their tendency to steal very important things at random. Once a day, a Ferox may obtain a single object with a bulk of L or - which they do not possess but that they wish to. The Ferox does not have to have a particular type of item in mind, they simply focus on their desire to solve a given problem. The Ferox then makes a Sleight of Hand check with a DC of 20. If successful, they produce an item from their person, having previously stolen it without realizing its importance. The item discovered generally lacks an explanation for its presence and its use may not be immediately obvious.
Ex: A Ferox in a locked room may wish they had the means to leave, and discover after a successful Sleight of Hand check that they had previously stolen an access card necessary to unlock the door. However, this access card may be disguised as a credit chip or dataslate, making it difficult to decipher its purpose without further skill checks. Even if the purpose of the object is not immediately clear, the Ferox is aware of its importance to the task in question.
Natural Gifts
Ferox are uniformly lithe, limber creatures whose smooth, metallic skin is difficult to bind. They are remarkably nimble and quick, with incredible balance. Ferox gain a +5 bonus to all Acrobatics and Sleight of Hand checks.
Shimmer
Ferox possess a resistance to heat and laser damage due to their highly reflective skin surface, however, whatever metallic substance in their physical composition that grants this ability also causes Ferox to suffer from a severe inability to adapt to cold climates. Ferox possess fire resistance 10 and cold vulnerability.

*****

Howphan
Tall, cloaked creatures in elaborate masks, Howphan are notable information brokers and investigators. They favor clothing that hides their features but appear to have dark, matte flesh with spindly builds and angular features. Their masks bear a striking resemblance to various species of animal and often feature a simple facade, such as a wooden outer layer; however, they are filled with an array of sophisticated technology. Howphan masks typically mimic an animal which the individual Howphan identifies with or idealizes and the sincerity with which they craft such features belies their otherwise secretive natures. Howphan hands and fingers are incredibly powerful and large. The four fingers of a Howphan hand are incredibly dextrous due to the five omni-directional joints that each digit features. Beneath their masks, Howphan have moist skin and flat, goggle-eyed faces with a sharp, three-part, plated upper lip used to crush and chop food. Howphan also possess a jagged, spear-like, radula which can extend up to three feet from their mouths in order to spear prey.

Charming: You have a knack for making friends and influencing people. At 1st level and every five levels after that (6, 11, 17) you gain the Skill Focus feat for one of the following feats: Bluff, Culture, Diplomacy, or Perception.
Mask: At 1st level you may choose a single attribute. When wearing your mask you gain a +1 bonus to this attribute. Every three character levels (4th, 7th, etc.) you may choose an additional attribute to receive this bonus. At 19th level, increase the bonuses provided by the mask to +2. This mask takes up the howphan’s head/helmet slot and is capable of forming a seal with any armor which possesses a sealed environment.
Powerful Fingers: Gain a climb speed equal to your base movement speed.
Mysterious: Even allies have trouble understanding your culture and physiology. Non-Howphan that target you with beneficial spells, psychic powers, or spell-like abilities must succeed at a concentration check DC15 in order to assist you. Attempts to provide medical treatment to you suffer from a -10 penalty unless delivered by another Howphan.

*****

Janneran

Hailing from a distant nebula they call Janner-Sud, the Jannerans are a race of small, extremely genetically diverse creatures that exhibit traits from a variety of disparate forms of life. Some Jannerans display insectile traits, while others appear reptilian or avian, still more are heavily furred. The only trait that all Jannerans share are their six limbs and their unusual ability to engender affection in others. This is well-known, although rarely seen as a threat. Repeated tests have shown that this ability is neither magical nor psychic in nature and as the Jannerans themselves generally only travel in small groups of three to six, Imperial authorities do not bother Jannerans much without cause.

Hypnotic Charm:
Jannerans possess an innate +12 bonus to Diplomacy checks to influence attitude.

*****

Lycomian
Like so many alien races, Lycomians defy easy definition. An eel-like race with powerful telekinetic abilities, the Lycomians subsist primarily on sound waves. Although no more threatening than many other races, Lycomians are voracious and gatherings of Lycomians can begin to affect the ability of other nearby creatures to communicate with one another. For this reason many regard Lycomians with distaste, while a few see them as invaluable for purposes of discretion.

Lycomians may grow to be around four feet long and are much taller than they are wide. Lycomian teeth are rear-facing and they subsist by carving out crescent-moon shaped bites from their prey. Lycomians tend to prefer carrion, although they are capable of hunting, and have a habit of eating small rocks in order to assist their inefficient digestive systems in grinding food. When they do hunt, Lycomians prefer to ambush birds by lying in wait in dense bushes or piles of rock.

Consume Sound
All sound within 30 ft. is eliminated completely, there is no save for this effect. Spellcasting and abilities which require a verbal component or rely on sound will not function within this area. The Lycomian may suppress this ability for a number of rounds each day equal to twice their Con score, using a swift action to activate and deactivate the effect.
Natural Hover
Lycomians are able to fly with perfect maneuverability but cannot exceed an elevation of 15 ft. Lycomians cannot be tripped and never suffer fall damage. Lycomians cannot benefit from any gear that requires limbs, hands, feet, or a humanoid frame. Lycomians may wear helmets, necklaces, a single ring (around their tail), masks, or eyewear. Lycomians may gain artificial limbs like any other character but are unable to make consistent contact with the ground, making artificial legs useless.
Vicious Bite
Lycomians have powerful jaws and incredibly sharp teeth. They possess a natural bite attack which deals 1d8 + 1.5 x Str bonus in slashing damage.

*****

Magridal
An organism composed of sentient, silicon-brained life with a metallic body; Magridal are astoundingly hardy and strong. These incredible creatures at rest often resemble solid, shining columns of various metals from a distance. Up close, however, it’s clear that these 8-foot pillars are composed of many small, interconnected metallic sections which flex and move with one another easily, allowing the Magridal to move and interact with the environment.
Magridal bodies are arrangements of many small, interconnectable, and shiftable structures suspended on a flexible but incredibly resilient lattice of metal and crystal. Magridal are seemingly the result of natural evolution, arising on a planet that shares their name and possesses an incredibly high pressure atmosphere and an abundance of ammonia rather than water, all living creatures from Magridal are some form of silicone or metal-oxide based life. Although incapable of traditional speech, Magridal who do not possess a speech upgrade communicate with a surprisingly musical language of staccato tones produced by quickly striking their own bodies to produce sound and “whistling” by creating electrical feedback in nearby receivers. All Magridal may communicate easily via electronic broadcasts of text or artificial speech.
Magridal are omniphages capable of ingesting flora, fauna, and most stone with ease, their internal structure exerts amazing heat and pressure on ingested materials. Internally Magridal have several different configurations depending on what is required to digest what they consume. Biological matter is fermented or composted, creating useful gases or biofuels. More durable materials are rendered down through grinding and heat. Magridal are able to move and shift their forms due to precise control of intense magnetic effects generated within their bodies.
They are capable of altering their form in a few limited ways, such as reducing their height and widening themselves to achieve a roughly spherical shape which allows the Magridal to roll itself in any direction by altering its internal weight differential. They are even capable of moving up stairs or inclines in this way, although they must rely heavily on other forms of limited shape alteration in order to climb - the creation of temporary appendages and bending or twisting their trunk. Magridal are able to extend small portions of their body to act as hands, feet, or weapons; this also allows them to use equipment like rings.
Magridal blood is composed of molten silica dioxide, making them dangerous to confront in melee.

Universal Movement: Magridal are capable of climbing, walking, and burrowing at the same rate without slowing. When moving in any of these ways a Magridal’s base speed is 20 ft. When burrowing through harder substances such as rock or concrete, Magridal reduce their speed to 10 ft. Magridal cannot burrow through most metals.

Non-Biological: Magridal possess an amorphous body which does not take double damage from critical hits, but it is affected by critical hit effects normally. In addition, Magridal are immune to bleed, death effects, disease, necromancy effects, paralysis, poison, sleep, and stunning.

Metal skin, glass blood: A magridal naturally possesses acid, fire, and cold resistance 5. Unfortunately, their metallic and crystal structures suffer increased damage from electricity or sonic damage, granting them sonic and electricity vulnerability. Anyone who injures a magridal with a melee weapon takes 1d4 points of fire damage as the Magridal’s molten glass blood ejects from the wound in a brief but explosive jet of molten silica that rapidly cools and hardens into a jagged spear of burning hot glass. Anyone attempting to heal an injured Magridal using first aid or other touch-dependent healing also takes 1d4 fire damage.

Sturdy: Magridal add 5 to their maximum bulk carried.

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Tikrik
Tikrik are renowned warriors and merchants, although dark rumors suggest that they are secretly allied with the spice serpents. Tikrik often bear an eclectic array of equipment traded or stolen from other races. In conflict, they prefer to engage enemies from a distance with superior firepower and protection. Physically the Tikrik are ursine, possessing thick, luxurious coats of fur and large, sharp claws on each of their digits; as well as small but sensitive ears. However, the Tikrik do not have live births, instead they lay egg sacs similar to those of an insect. They possess lamprey-like mouths and prefer to subsist on blood consumed by pinning creatures down and latching their jagged-toothed maws upon the living victim.

Mercantile: You may always reduce the cost of your purchases by 10%, in addition to any other modifiers.
Warrior Culture: Gain a combat feat that you meet the prerequisites for.
Blood Drinker: You possess a vicious bite attack. This bite deals 1d6 damage + 1.5x your Str bonus. At 8th level, your bite deals 2d6 damage + 2x your strength bonus. At 15th level, your bite deals 3d6 + 2.5x your strength bonus. Each time you hit a pinned target and deal damage with this bite attack, that target suffers 1 bleed damage. Each time you hit a pinned target with this attack and deal damage, you regain 5hp.
Void Accustomed: Tikrik never need to make checks in order to take a move action in zero G.


Your Ferox are Kender. They must have escaped into space on stolen ships during the kender purge. They must have mutated and only the laser reflective ones survived.

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