Starfinder alien archive 2 download






















It has been lovingly converted for use within Fantasy Grounds and features the following additions: All maps resized and set up with a preset grid to make combats easy to manage Individual area descriptions linked to maps, containing new encounters, treasure parcels and descriptions for just that area Tokens for each encounter are all pre-placed in starting locations on the map.

You can edit these on the fly. Drag and drop treasure parcels and Encounter XP that is easily awarded to your players to keep the game moving ahead All the images and handouts from the book available to share with your players as you need them Converted by: Russell Campbell Released on November 18, Designed for Fantasy Grounds version 3.

Requires: An active subscription or a one time purchase of a Fantasy Grounds Full or Ultimate license and a one time purchase of the Starfinder ruleset. System Requirements Windows. Minimum: OS: Windows 7x , 8x or 10x Processor: 1. Additional Notes: Requirements vary by the add-ons installed and the number of players connecting to your game. Recommended: OS: Windows 7x , 8x or 10x Processor: 2. DirectX: Version 9. Minimum: OS: Additional Notes: This product uses a wine wrapper to simplify installation.

Recommended: OS: See all. There are no reviews for this product. What's more, player rules for a variety of species let players not just fight aliens, but be them! Inside this book, you'll find the following: Over bizarre life-forms both classic and new, from the voracious akatas and silicon-based quorlus to radioactive pluprex demons and void-dwelling vermin.

More than a dozen races with full player rules, letting you play everything from an uplifted bear to a sentient slug. File Name: starfinder alien archive 2 pdf download. Description: This content requires the base game Fantasy Grounds on Steam in order to play. A human voyage exploring biological anthropology 2nd edition pdf. A court of thorns and roses book online free. Family and friends 1 class book pdf free download. Download wireless and mobile communication william stalling book pdf free.

Inside out and back again full book free. Harry potter and the goblet of fire book free download. Although they take pains to warn negligent urbanites who inadvertently harm animals, claustrals often respond with violence to subdue or even kill serial abusers, such as those who run beast-fighting circuits.

Insulivate An insulivate moderates electrical impulses, channeling excess energy safely out of the body. When you take or are injected with an insulivate, you gain a bonus to saving throws against effects with the electricity descriptor as well as effects that deal electricity damage.

In addition, you gain a bonus to your EAC against attacks that deal electricity damage. Once the medicinal provides both benefits, its effects end. The animated quartz swarm has concealment against all attacks that use visual targeting, and its space also provides concealment.

It reactivates with full Hit Points. The only way to permanently destroy an animated quartz swarm is to smash each gem or deface each rune, a process that takes about an hour of work. Piezoelectric Ex An animated quartz swarm converts mechanical pressure into electric potential and vice versa. When the animated quartz swarm takes bludgeoning, piercing, or slashing damage, it deals 2d6 electricity damage to each creature in or adjacent to its space.

When the animated quartz swam takes electricity damage, it deals 2d6 bludgeoning damage to each creature in or adjacent to its space. In either case, each affected creature can attempt a DC 18 Reflex save to take half damage. Though commonly found on many planets, quartz has unusual physical properties, making it a prime target for experimentation by scientists and technomancers. Powerful individuals with advanced training in both magic and science have unlocked the secrets of creating animated quartz swarms, often to serve as sentries that can perform their duties without the need for rest.

Often integrated into traps, animated quartz swarms can suddenly turn beautifully decorated chandeliers, fountains, and other seemingly benign installations into deadly defenses when the swarms incorporated into these objects fly into action. Each crystal of an animated quartz swarm is a hexagonally cut gem 2 to 3 inches wide, sometimes with a tint of color. Each crystal must have runes painstakingly inscribed on its surface. A single crystal presents no threat at all, but a swarm of them can obliterate many would-be trespassers.

Shimreens Alien Archive 3 96 , crystalline humanoids from the planet Shimrinsara, are the first documented creators of animated quartz swarms. Visitors to Shimrinsara observed the ever-vigilant sentries and word quickly spread about the swarms, leading to researchers throughout the galaxy developing similar techniques for animating quartz.

However, these secondhand methods require the time-consuming step of inscribing runes on hundreds or even thousands of crystals to program the swarm, though magic can speed up the process. AbadarCorp has several quartz swarm animators on its payroll, and rumor has it that each creator knows only a portion of the instructions to be inscribed for maximum possible security.

Each creator fills in their section and then passes on the crystal to the next stage, which prevents anyone from knowing how to bypass—or recreate—the whole system. Other swarms help perform search-and-rescue missions in dangerous areas, vibrating rapidly to send a radio signal to their programmers when they find their objectives. The swarms are even sometimes used for aesthetics, such as being programmed to fly into complex patterns to accompany high-production concerts by musicians.

This use does require a significant financial investment for the special effects, as only extremely talented creators can fabricate animated quartz swarms. The dangerous effects of an animated quartz swarm are typically engineered out for these alternate uses by using crystals with slightly different molecular structures that produce unique effects.

Individual swarm creators tend to rely on particular sources for the quartz crystals used to construct their swarms, with varying hues and cuts for the gems. This practice tends to give swarms distinctive appearances that a clever detective can use to identify the creator. The manufacturers for the cut crystals typically agree not to sell the exact same design to anyone else.

Some solarians have experimented with using inscribed crystals as weapon crystals, though to inconsistent results. While some have found benefits, such as occasional concealment or additional electricity damage, others find themselves continually being electrocuted by their own weapons. Others have integrated the crystals into different technologies, such as on vehicles to prevent hit and runs.

A series of hexagonal quartz crystals inscribed with runes are placed at regular intervals over the armor, catching light and making it refract at odd angles due to birefringence. This attack has a range increment of 40 feet, targets EAC, and has the deafen critical hit effect. A creature hit by the attack must succeed at a DC 16 Fortitude save or become staggered for 1 round. Arctic Guardian Ex An arabuk ignores difficult terrain and visibility penalties from snow and heavy snow.

Territorial Pride Ex An arabuk rarely masks its presence, taking a —8 penalty to Stealth while in its home territory. Arctic Guardian Ex See page Their mouths brim with sharp, flesh-cutting teeth, pointed like dozens of long needles.

Their four eyes are forward set with two on each side and slit pupils for exceptional night vision. All arabuks have a set of large antlers, curved symmetrically in a crown above their heads.

Their patterned, leopard-like bodies assist them in blending in with the rugged tundra. Arabuks can also leap great distances and balance on the jagged edges of mountains with their sturdy and powerful hoofed back legs. Most arabuks live in solitude except to mate, due to their tendency to obsessively guard their territory. The ancient Ice Clans of Akiton took advantage of this trait by using the beasts to protect their vulnerable settlements. Few Ice Clans have held onto their arabuk herds, and those that have must exercise great caution in managing the temperamental yearlings to harvest the antlers they shed each year.

This effect enables arabuks to amplify their vocalizations into deafening attacks. When hunting, they chatter and click their jaws while eyeing their prey intensely, producing a swelling sound from their antlers that they unleash in a concentrated assault. Their amplified yowls can have enough power to shake entire mountains and cause avalanches, but producing such intense vocalizations is painful for arabuks. Consequently, they exercise careful control over their sonic attacks.

Arabuks occasionally form groups called glarings, usually composed of several similarly aged arabuk yearlings following the guidance of a more established elder arabuk.

Due to the harsh nature of their arctic environs, few arabuks survive for more than 5 years, but a fierce and lucky few live up to 25 years. Mature arabuks are a regal sight to behold, as they appear much larger than their younger counterparts and stride with confidence through their territories. The plush manes of white fur surrounding their necks make them easily identifiable. While younger arabuks keep their heads low as they stalk the snow drifts, mature arabuks keep their heads upright, and the wind through their antlers produces a haunting song that echoes across the snow-muted landscape.

The Ice Clans and other conservation groups often stay on the lookout for hardy freelancers to capture potential mating pairs of arabuks. The frigid weather, competition against poachers, and the arabuks themselves make this lucrative opportunity dangerous, however. In addition, once per day as a reaction when you would take sonic damage, you can overcharge the amplifier to reduce that damage by half.

Ex, average 20 ft. This honey functions as a mk 1 serum of healing. At 5th level or CR 5 , the honey functions as a mk 2 serum of healing, and at 9th level or CR 9 , it functions as a mk 3 serum of healing. Astriapis are bipedal arthropods with chitinous exoskeletons, membranous insectile wings, and large powerful mandibles.

Their pigmentation runs the gamut from dark blues through bold yellows, and some astriapis selectively carve their exoskeletons to create individualistic patterns.

They can also naturally produce a restorative honey. On average, astriapis stand around 6 feet tall and weigh between and pounds. When astriapis awoke from the Gap, they found themselves as the sole sapient inhabitants of an immense megalopolis that covered the entire landmass of the Near Space planet Colveare. According to pre-Gap records, the city-planet of Colveare formed when a caste of astriapian warrior-priests produced and consumed honey made from the pollen of the zhufera flower an aquatic plant native to the planet , which granted them prophetic dreams.

Claiming these dreams foretold coming ecological and societal disaster, the priests led a violent planet-wide revolution, eventually creating a unified theocracy dedicated to the preservation of the planet through learning and faith. Today, those who claim descendance from these original revolutionaries refer to themselves as the Hierarchs, and they cultivate the only remaining crop of zhufera flowers from which they derive their closely guarded stores of the prophecy-producing honey.

Astriapi Movement: Astriapis have a land speed of 30 feet and an extraordinary fly speed of 30 feet with average maneuverability. Astriapi Senses: Astriapis have blindsense scent with a range of 30 feet and darkvision with a range of 60 feet. Honey Production: See page Natural Weapons P : See page Many astriapis, however, believe that the visions granted by the zhufera honey came from several gods. Ex, clumsy or average , swim 30 ft. In normal atmosphere, the atlapak moves at half speed with clumsy maneuverability.

In thick atmosphere, the atlapak flies at full speed with average maneuverability. In thick atmosphere or underwater, the sonic snap gains the sniper ft. Sonic Snap Ex By cocking and then snapping shut its specialized claw as a standard action, an atlapak can create a sonic burst as a ranged attack. Atmospheric Enhancement Ex See above. Often compared to evolutionarily unrelated mantis shrimp, atlapaks have banded shells that offer considerable mobility. Their eight pairs of legs have evolved for walking and swimming; to perceive their surroundings, they have inquisitive antennae and three compound eyes mounted on movable stalks.

These large, amphibious arthropods are also famous for their explosively devastating claws—one pincer designed for grasping and tearing and another capable of opening and snapping shut with incredible speed to generate cavitating sonic blasts. Rather than creating a localized explosion, an atlapak can fan its abdominal plates to focus and direct the sonic energy into a distant burst that can stun or outright kill prey hundreds of feet away.

The denser the medium—whether liquid or gas—the more effective the blast. Atlapaks can grow as much as 10 feet long, while juveniles are around 5 feet long. Atlapaks prefer lurking in sheltered burrows that provide commanding views, such as coral reefs or low hills. From there, the creatures hunt by ambush, waiting for prey to approach within easy striking range before unleashing several sonic bursts and closing in for the kill.

Underwater, atlapaks often cohabitate with colonial tube worms like the pileated tsorkos, which gradually accumulate sandy mounds and tunnels. The atlapaks help watch for danger and often leave food scraps, while the worms provide good hiding spots and vantage points.

Older atlapaks more often leave the water to seek terrestrial prey, using their natural buoyancy to hover several hundred feet above the surface while scouting for food.

Drifting in this way also helps adults find mates, and although atlapaks most often reproduce in water, their eggs can survive in humid terrestrial environments. Some unlucky jungle explorers have fallen prey to the young arthropods when atlapak eggs adhered to the underside of tree branches hatch and drift into convoys.

Although unintelligent, atlapaks exhibit utterly uncanny ballistics mastery. Their antennae are extremely sensitive to humidity and currents, for which the arthropods adjust their aim. Not only do their questing compound eyes provide exceptional depth perception, but their lenses also help them compensate for the refracting and obscuring qualities of water vapor and other gases, providing them with a clear view of their surroundings even in foggy conditions.

Collectively, these features enable atlapaks to pinpoint and strike even fast-moving targets. As a result, connoisseurs often commission live atlapak shipments to their restaurants, despite the danger the cargo presents for most starships.

Kalos Alien Archive 68 are especially partial to atlapak flesh, hunting the animals to near-extinction on their home world, Kalo-Mahoi. In the past three decades, breakthroughs in materials science have enabled arms manufacturers to create handheld versions of an atlapak claw, which take the form of a semi-flexible, whip-like rod.

The drow corporation Arabani Arms ultimately developed the breakthrough technology that created viable snap whips, and it continues to protect the design via patents and ongoing research despite the countless lethal imitations that have appeared on the market.

ECOLOGY Environment any Organization solitary Brain Collection Ex A brain collector can store up to seven brains of Small or Medium creatures to enhance their knowledge and power, learning a single language known by the former owner of each stored brain. A brain collector can extract a brain from a helpless opponent with a coup de grace action that kills the opponent, or they can extract one as a standard action from a body that has been dead for no longer than 1 minute.

The statistics presented here assume a brain collector with a full collection. Strange Knowledge Ex A brain collector can access the collective knowledge of their stored brains. For every three additional brains in their collection, the brain collector gains one additional skill from the list among the skills in which the former owners were trained. Pulsating, brain-filled blisters line their backs, making these monstrous creatures easily distinguishable from other predators in the Vast.

Those who survive encounters with brain collectors describe eerie, whispering thoughts intruding into their minds. Whatever the case, brain collectors are relentless. Upon landing on a planet in living drop-ships, their vessels rot into useless biological matter as well as metal components the brain collectors use to convert caves and abandoned buildings into unsettling, fleshwalled compounds.

From these bases, the brain collectors systematically hunt, kill, and claim the brains of intelligent beings. Once satiated—which can take anywhere from a few days to many years, depending on their needs—the brain collectors rapidly disassemble their fleshy homes, reconstruct their shuttles, and return to their orbiting starships. They then set off for another distant world to repeat the process—or return their cerebral payload to their unknown home worlds.

Largely solitary, brain collectors hunt alone even when sharing starships and lairs. Yet some brain collectors appear to take pleasure in being worshipped, even if it mostly just makes their jobs easier. A few unsubstantiated reports claim that neh-thalggus who consume the brains of zealous individuals can inadvertently absorb humanoid notions of faith, in turn developing uncharacteristic habits of grandiosity, generosity, or protectiveness. If these anomalies exist, it seems other brain collectors quickly eradicate the heretics.

However, an emerging theory proves among the most concerning: that over the eons they spent accumulating knowledge, brain collectors have discovered some fearful, fundamental truths of the universe—and only faith preserves them from abject terror. Brain collectors are among the most commonly encountered members of the Dominion of the Black, though they rarely interact or cooperate with others from that enigmatic group.

However, they practically never enter into direct competition with one another. A common punishment for a scheming or inefficient brain collector involves violently tearing out their brain collection, then abandoning them on a lifeless moon to suffer centuries of stupefaction and powerlessness. According to unconfirmed rumors, brain collectors that excel at their duties undergo transformations to become far more powerful and horrific creatures.

The average brain collector has a stature about 6 feet tall and 9 feet across; they can weigh over 3, pounds. You gain limited telepathy and blindsense thought , each with a range of 30 feet. A carrion wheel that can act during a surprise round can take its full round of actions.

The next time the creature takes bludgeoning, piercing, or slashing damage, the boils explode violently, dealing 2d8 acid damage to the target no save and 2d8 acid damage to each creature within 5 feet of the target Reflex DC 14 for half.

If not ruptured, the boils fade naturally after 10 minutes, and they can be removed magically with lesser remove condition. This ability is a disease effect.

Actions that involve longer contact, such as grapple combat maneuvers, automatically expose the creature to the inflame ability with no Reflex save. Inflame Su See above; the saving throw DCs are 20, and the acid damage is 8d6. Creatures within 30 feet become sickened for 2d6 rounds Will DC 20 negates. This is a sense-dependent effect. These bizarre creatures resemble tumbleweeds at a distance, but their fleshy, pulsating bodies covered in beady black eyes become more apparent up close. They move across land on tentacles that they also use to capture prey— even the slightest touch inflicts a supernatural swelling as carrion wheels can begin digesting their victims even before transferring the flesh into their toothy maws.

Carrion wheels earn their names for their unusual locomotion: rather than walking on their tentacles, which leaves them vulnerable to faster predators, they wind their tentacles into a wheel shape and roll across the terrain. Where they find prey, they unravel and feast before embarking once more.

For this reason, smaller settlements on Aucturn often include angled berms or concave walls that deflect incoming carrion wheels. When not on the move, carrion wheels bury themselves so that only their tentacles remain aboveground, resembling desert brush. Unless starving or if the winds blow just right , the creatures survive as ambush predators, snatching any suitable meals that approach within striking range of their hiding spots.

Although fairly unintelligent, carrion wheels can capably mimic a variety of flora by posing, flattening, and wafting their tentacles. In a few confirmed cases, injured carrion wheels have split apart and survived as separate organisms, yet on Aucturn this method seems an anomaly rather than the norm. Instead, the creatures somehow seed the landscape to trigger mass birthing events on Aucturn in which hundreds of fluid-filled pustules appear on the landscape overnight.

Over the course of three days, these blisters balloon from apple-sized welts to throbbing, cow-sized cysts. On the fourth day, they burst in foul geysers, and each release an adolescent carrion wheel that swiftly whirls away in search of prey. In addition to releasing young aberrations, these ruptured boils leave behind strange tunnel networks, suggesting the carrion wheels might even originate belowground and only emerge above at a later life stage.

However, the few attempts to explore these fetid tunnels have ended in tragedy. Instead, most explorers are content to listen at the tunnel entrances, from which messages in Aklo and unidentifiable languages periodically waft. Rarely, one of the creatures develops a taste for the substance, after feeding on the ichor directly from the planet or feeding on an orocoran Alien Archive 90 fat on the fluid.

The ichor makes carrion wheels especially powerful, cunning, and aggressive. As they feast, ichor wheels seem to enjoy collecting souvenirs sometimes valuable treasures, but more often leftover bones and viscera that they adhere to their bodies in a macabre expression of individuality. Carrion wheels are native to Aucturn, but are occasionally found on other worlds. Rare specimens crop up on a variety of planets, thriving in colder, drier environments. It remains unclear how the creatures spread, though the leading theory proposes that biological matter from Aucturn can spontaneously develop into carrion wheels if visiting starships fail to properly sterilize.

Any number of factors could contribute to their spread, which drives researchers to subdue and collect rogue carrion wheels across the galaxy in search of answers.

If the target takes bludgeoning, piercing, or slashing damage while inflamed, the boils burst, dealing 4d6 acid damage to the target and all adjacent creatures; adjacent creatures can halve this damage with a successful Reflex save. Natural Thruster Ex Three times per day as a swift action, a cloud skate can gain a burst of speed until the beginning of its next turn. During this time, it doubles its fly speed, gains Spring Attack as a bonus feat, and deals an additional 1d8 damage with its tail lash attack.

Gliding dreamily through the cloudy ecosystems of Bretheda, Liavara, and other gas giants, cloud rays move with fluid grace and terrifying speed. Schools of these majestic predators periodically flock in the dozens, grazing on clouds of drift algae in the upper atmosphere for months before descending into the thick, lower atmosphere to actively hunt larger prey.

Like many Brethedan creatures, a cloud ray almost constantly filter feeds. When in distress or in pursuit, a cloud ray ejects a portion of this gas into its blast siphons, specialized organs located on either side of its body.

Deadly heat can accidentally trigger the volatile gases, causing a cloud ray to detonate in a dangerous fireball. Smaller and more social cousins to cloud rays, cloud skates remain together in small hunting packs when they enter their aggression cycle. Cloud skates tend to act more skittish, however, and keep their distance from settlements.

Though cloud rays travel in small groups during their passive cycles and when breeding, they hunt alone once they enter their aggression cycle. Mature males typically maintain their active cycles for longer periods, lurking in the soupy lower atmosphere, and they periodically jostle each other in finslapping dominance displays that echo hauntingly for miles. Like most Brethedan creatures, cloud rays can easily shift their sex to adapt to their social surroundings, but once an adult shifts to male, it generally remains too aggressive and isolated to shift to another sex.

After rising to the upper atmosphere to mate, a female deposits her eggs in delicate wisps kept aloft by the wind. These eggs hatch several weeks later, and the tiny rays shelter within drifting plant habitats for a few months before growing large enough to set off in search of richer nutrition. Reaching adulthood takes roughly 15 years for a cloud ray or 9 years for a cloud skate, after which either species can live as long as a century—if not killed for food before then.

Despite their fish-like appearance, the predominantly warmblooded cloud rays supplement their warmth by basking in sunlight and adjusting their coloration to absorb or reflect more solar energy. Their movements generate electrical charges that they store in an organic capacitor at the base of their tails and can discharge into prey. However, the smaller cloud skates possess only a rudimentary version of this organ that merely absorbs minor charges and gradually releases them as an underdeveloped form of electroreception.

Cloud rays can flourish on almost any gas giant, and domesticated rays can even survive in the skies above terrestrial worlds with proper supplements. Ex, perfect Melee Attack tail lash S Space 15 ft.

Reach 15 ft. During this time, it doubles its fly speed, gains Spring Attack as a bonus feat, and deals additional damage with its tail lash equal to half its level.

Raised to smaller sizes than their wild counterparts, they serve as ideal companions for groups or industrial use in aerial environments.

Their ability to survive by grazing on floating algae and lichen makes them more reliable than many vehicles in isolated frontiers. Careful control over what and how much the beast eats helps keep them in their docile grazing cycle and suppresses their combustible death throes as well. Most cloud rays bond to a single master, becoming notoriously difficult with new riders. They can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity.

These adjustments affect only the copaxi and anything they carry, but not thrown weapons. The Signal changed copaxi society forever in 3 ag when copaxi inventors discovered how to refine copi into a semiorganic alloy suitable for constructing starships. These differences led to violence and, eventually, all-out war. The ensuing struggles toppled the established order, nearly destroyed copaxi mystical traditions, and led copaxis to abandon their flying cities in pursuit of industrialization.

Fewer still know the history of robotic life on the planet, for the government strictly monitors such technology and has instilled a superstitious fear of anything resembling a sentient machine in the populace. Copaxis have long enjoyed an affinity for solarian techniques, particularly minor feats of gravity control, though their current powers encompass only a shadow of what the species once accomplished with their full copi connection. A copaxi is a colony of individual, genetically identical polyps that have developed into an anthropomorphic form.

Each polyp includes five feeding tentacles, about 2 inches long, that facilitate filter feeding. Their segmented, calcium-rich exoskeletons sometimes develop elaborate horns and head crests that serve as unique identifiers for a copaxi.

Blindsense: Copaxis have blindsense scent with a range of 30 feet. Gravity Adjustment: See page Natural Communicator: A copaxi quickly adopts new forms of communication. Each time a copaxi gains a rank in Culture, they learn two languages rather than one language.

Regenerative Evolution: A copaxi gradually reshapes their body and neural networks to overcome new challenges. Each time a copaxi gains a level, they can retrain all the choices of one previous character level, as though they had used a mnemonic editor Core Rulebook They must have qualified for any new selections at the retrained level. This is a ranged attack against EAC that has a range increment of 20 feet.



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