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Starfinder alien archive pdf download free

Starfinder alien archive pdf download free

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View flipping ebook version of Starfinder Alien Archive published by Draconis Ferox on Interested in flipbooks about Starfinder Alien Archive? Check more flip ebooks related to Starfinder Alien Archive of Draconis Ferox. Share Starfinder Alien Archive everywhere for free 18/07/ · PDF READ FREE Starfinder Roleplaying Game: Alien Archive PDF eBookStarfinder Roleplaying Game: Alien ArchiveDownload and Read online, DOWNLOAD EBOOK,[PDF 12/06/ · Starfinder. Alien Archive pdf file size 19,33 MB added by Shadowrunner 06/12/ info modified 06/13/ Paizo, — p.. Strange aliens both The pages of Starfinder Alien Archive 3 are packed with creatures designed for use with the Starfinder Roleplaying Game! From starmetal dragons and the spiral-winged irokirois to living 28/08/ · Starfinder's first Alien Archive book. Like this book? You can publish your book online for free in a few minutes! eddiejuarez blogger.com Download ... read more




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Once it uses its breath weapon, the energy resistance changes to match the energy type of the breath weapon. These adjustments are cumulative. The first time a creature fails this save, its speeds decrease by 10 feet to a minimum of 0. The second time, it gains the staggered condition. The third time and each time thereafter, it gains the paralyzed condition. These effects are cumulative and last for 1 minute or until the time eater is destroyed, whichever comes first. OFFENSE Speed fly 10 ft. As a full action while in the Drift, a Drift architect can reshape the matter in a foot cone. Each creature and unattended object in the area that is not native to the Drift must succeed at a DC 19 Fortitude save or take 6d10 acid damage; this damage ignores hardness and nonmagical damage reduction.


A creature that fails this save by 5 or more is also subject to the wound critical hit effect; that creature can attempt an additional save against that effect at the same DC. Traverse Space Su Once per day as a full action, a Drift architect can teleport through the Drift instantaneously, 24 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 appearing wherever it wishes with perfect accuracy. It can bring up to 6 willing or unconscious creatures with it, as per teleport. The hyperspace plane of the Drift is effectively infinite, and so too is the variety of creatures it contains. While some residents are inadvertently pulled into the Drift from their native planes, many more are truly unique products of the Drift itself. Some of the better known examples include driftdead see page 26 , paraforans see page 76 , and the rare and powerful spectra see page Whether these creatures were created by Triune or came about from the unnatural mingling of technological and planar forces is commonly debated among xenobiologists.


Of the better-known Drift natives, the time eater is simultaneously one of the most benign yet terrifying. Typically these tentacles are entangled with those of other time eaters, forming large, weblike clusters. Due to their transparency, such webs are extremely difficult to detect as they coast through the Drift. On their own, time eaters have limited mobility. However, when they make contact with animate creatures and constructs, they can unleash devastating tentacle attacks that seem to arrest the timelines of their victims while speeding up their own. Consequently, time eaters spend a majority of their indeterminate life spans gliding through the hyperspace plane in hopes of encountering creatures from which they can steal time.


As creatures native to a plane with a relatively normal passage of time, time eaters have an unusual relationship with temporality. This has lead scholars to speculate that the creatures were born from some strange interaction when pockets of the Dimension of Time were pulled into the Drift—but that realm is so poorly understood that even this explanation provides few clues. Even more harrowing tales revolve around a single time eater stowing away on a ship, trapping its crew an endless, timeless moment with no hope of escape. From the few surviving records of interactions with time eaters, it seems they use the energy drained from their victims to propagate more copies of themselves, either extending their own web or sending out spores to start a new web elsewhere. For these amorphous, gaseous creatures, concepts of position and distance are as malleable as clay in the hands of a master sculptor.


These native Drift denizens have the ability to deconstruct foreign material, such as that constantly pulled into the plane by the activation of Drift engines, and knit those realities into the fundamental essence of the plane. On more than one occasion, a drift architect has classified living creatures, constructs, and even starships from the Material Plane as appropriate material for translation, leading to sudden and desperate conflict. Drift architects are also able to travel to any part of the Drift almost instantaneously, making them one of few known creatures able to deftly navigate the ever-shifting plane without any external guidance. A small number of drift architects are constantly at work at the edges of Alluvion Starfinder Adventure Path 4 50 , the spiritual home of Triune and epicenter of the Drift, helping incorporate new material into the ever-growing city.


If Drift architects have a broader agenda, it is as yet unknown, as almost no known method of communication has proven successful in opening a dialogue with the creatures. They mostly ignore visitors to the Drift unless attacked or provoked, and even then they often flee rather than engage in combat. In those rare situations, drift architects can prove to be potent allies, transporting a small group of travelers to nearly any point in the Drift almost instantaneously. Drift Rip Su Just as the Drift tears away chunks of planar material, a driftdead can pull apart the molecular bonds of matter, ripping apart nearby creatures.


This is a ranged attack against EAC that has a range of 30 feet. Spatial Incorporeality Ex Within the Drift, a driftdead has a physical body, but if removed from that plane, its physical body phases out of normal reality. On the Material Plane or otherwise outside the Drift, a driftdead gains the incorporeal special ability Starfinder Core Rulebook If returned to the Drift, a driftdead 26 ALIEN ARCHIVE 3 immediately loses the incorporeal special ability as its physical body is restored. Drift Rip Su See above. Spatial Incorporeality Ex See above. When a mortal creature dies within the Drift while consumed with a strong negative emotion, it might become a driftdead, a restless undead spirit bound to that plane, unable to escape the confines of the Drift and reach its final judgment. So overwhelming is this flux of emotions that a driftdead psychically broadcasts its confusion, affecting all who venture too close. A driftdead leaves its mortal remains behind and forms a new undead body out ALIEN ARCHIVE 3 of the mingled planar energies of the Drift—just as the Drift contains material snatched from countless planes.


This body, however, is inextricably linked to the Drift. If a driftdead ever travels to the Material Plane or any other plane , its physical body remains within the Drift, and the driftdead becomes an incorporeal spirit. The driftdead resumes its corporeal form as soon as it returns to the Drift. Though humanoid driftdead are the most common driftdead, Drift travelers sometimes report encounters with undead entities created by the death of non-humanoid beings—indeed, driftdead can spawn from any sapient species. On their own, these solitary undead tend to haunt the sites of their own death, reliving the moment in which they perished again and again in an agonizing loop. Their shattered memories, while not coherent enough to foster ordered thought patterns, often draw them to places, objects, or beings they were familiar with in life.


Alternatively, driftdead might wend their way through the Drift, with no real direction other than trying to escape the anxiety associated with the places they died. Occasionally, multiple driftdead gather near Drift beacons or other entry points to the Material Plane that radiate life energy. On rare occasions, these lost souls fuse together into terrifying amalgams that are far more dangerous and powerful than a solitary driftdead. When these howling horrors sense the presence of a live mortal, driftdead amalgams relentlessly pursue and attack their targets until they either slay their victims or are destroyed. Even those who survive such attacks often find themselves wracked with mental anguish, the agonizing pain experienced by driftdead amalgams indelibly imprinted upon the victims. Though driftdead retain a shred of the intelligence they possessed in life, their minds are irreparably shattered by the trauma of their deaths, leaving little room for higher thought as they single-mindedly seek the living.


When it can sense no life to latch on to, driftdead are attracted to objects and places once frequented by living creatures. Driftdead, therefore, frequently haunt derelict starships or congregate near flotsam and jetsam from the Material Plane infused with life energy. Some evil and intelligent undead have even been known to deliberately lure and collect driftdead, installing the creatures as traps for the unwary living. Rumors claim that the Corpse Fleet conducts regular trawling missions through Drift wreckage to recover driftdead and then weaponize them against the living. Unfortunately, few survivors of Corpse Fleet aggression remain to shed light on the issue.


Required Creature Type and Subtype: Undead extraplanar. Suggested Array: Combatant. Traits: confusion aura see page 26; 2-round duration, increase to 4 rounds at CR 10 , spatial incorporeality see page 26 , fly 60 ft. Su, average , Drift rip see page Suggested Ability Modifiers: Dexterity, Strength. Traits: Blindsight life 60 ft. Bolt Ex When a dromada takes the run full action, they can move up to five times their speed, change direction once during the movement, and cross difficult terrain though such terrain requires extra movement as normal. This effect lasts 1 week and applies only once per creature. Bolt Ex See above. Savory Ex See above. Dromadas are members of a bipedal mammalian species from the Near Space planet Dromaritia that average 5 feet tall and weigh around pounds. Their powerful unguligrade legs end in long, hooved toes, while their shorter forelimbs include strong dewclaws and fingers that allow the manipulation of tools.


Long necks end in drooped heads, atop which stubby eyestalks allow their eyes to move independently, giving dromadas a wide field of vision. They have soft, fine fur that can be various shades of red or brown. The skittish creatures reacted to danger first by emitting a deep moan that would alert ALIEN ARCHIVE 3 the entire herd, then bolt for safety in huge stampedes. As they gradually learned to use tools, communicate with spoken language, and develop more advanced technology, dromadas retained these behaviors, which continue to serve them well even as they join the galactic community. While dromadas are a sapient species and as such are not considered food to most other sapient species, there are a few evil species willing to go to great lengths to obtain dromada meat, which is reported to have a unique and savory flavor. Dromadas usually operate in large family units and rarely do anything individually.


The herbivorous creatures prefer open spaces large enough for an entire group and with good visibility, especially when eating. Half the group eats while the other half keeps watch, with the groups switching roles so everyone gets to graze. Dromada homes are usually large, single-story buildings with plenty of exits that can accommodate an entire herd. The floors of such structures are often used to grow the grasses they feed on so that the dromadas can spend their free time grouped together grazing in the safety of their homes. Dromada herds can be large enough to staff entire corporations, where employees live and work together in large compounds with open floor plans. In their youth, dromadas train in specific skill sets so they can provide a variety of services to the herd as adults. Members of dromada society place great importance on their responsibilities; the more the herd can provide for itself, the less it needs to depend upon potentially dangerous outsiders.


When dromadas become curious about the outside world, they travel short distances from the herd in small groups called huddles. When confronted with anything they perceive as dangerous, members of the huddle flee to the safety of the herd and warn others about what they encountered. Smaller groups of dromadas living permanently in densely populated, cosmopolitan urban areas continue this trend, and frequently rely heavily on delivery services, ensuring no one has to leave the herd to obtain supplies. Dromadas do not consider leadership of a dromada herd to be an honor or something to aspire to, as leaders become targets simply by virtue of their position.


Most dromada herds elect their leaders democratically and for limited terms, but because an average dromada has no interest in taking on a leadership role, the herd itself nominates candidates for political office—whether an individual wants to run or not. Rather than focusing on their own achievements, many candidates instead highlight the accomplishments of their opponents in hopes of losing the election to someone else. Crime within dromada society is rare, as the punishment can be exile—a sentence akin to death for their distant ancestors. In truth, modern dromadas feel much the same way about this punishment, as most dromadas dread the prospect of being without their herd.


Alert the Herd: See page Bolt: See page Dromada Senses: Dromadas have darkvision with a range of 60 feet and low-light vision. Savory: See page Swift: Dromadas have a land speed of 40 feet. DROMADA alone, whether because they were exiled, they were the sole survivors of an attack, or they were left behind due to sickness or injury. Such dromadas instinctively look for a surrogate herd to join as soon as possible. As a result, individual dromadas can form strong bonds with members of other species, especially those with a similar generalized fear of danger, such as the sluglike osharus Starfinder Alien Archive 2 Dromada adventurers or mercenaries are extremely rare, as dromadas who choose such paths would need to overcome their powerful instincts to flee when in danger.


But when they are able to, dromadas make excellent lookouts, first responders, and even bodyguards, using their powerful legs for lightning-fast repositioning in the heat of battle. Their fearful natures also mean that most modern dromadas have some talent configuring and bypassing security systems and devices. DROMADA CLUTCHES As dromadas organized into corporations, their extreme wariness led to the development of these cases, designed to protect corporate secrets. When you purchase a dromada clutch or have access to one that is unsealed you can set a command word that magically seals and unseals the briefcase. While sealed, a dromada clutch protects its contents from being viewed—even by x-ray scanners and creatures with sense through. In addition, hybrid and magic items within a sealed dromada clutch cannot be detected by divination effects, such as detect magic and arcane sight. A sealed dromada clutch acts as a container with a permanent security seal spell and a good lock.


Flashing Strikes Ex This functions as the flashing strikes solarian class feature. Graviton Crush Su A periastra can crush an enemy with gravity; this is a ranged attack with a range of 30 feet and that targets EAC. A creature hit by graviton crush must succeed at a DC 16 Fortitude saving throw or be entangled. It can attempt a new Fortitude save once per round as a move action. A periastra cannot use graviton crush two turns in a row. If the periastra makes a full attack using graviton crush, it must use graviton crush for both attacks. Stellar Revelations Su A periastra can use the blazing orbit and defy gravity solarian stellar revelations. However, it cannot use the same revelation two turns in a row, and it cannot use both revelations on the same turn. Sun Hurl Su A periastra can throw balls of superheated plasma at a foe.


This is a ranged attack with a range increment of 30 feet and that targets EAC. A creature hit by sun hurl must succeed at a DC 16 Reflex save or gain the burning condition 1d6 fire damage. The periastra cannot use sun hurl two turns in a row. If the periastra makes a full attack using sun hurl, it must use sun hurl for both attacks. radius, 30 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 pull 25 ft. Perfect Alignment Su An apastra is always both fully graviton attuned and fully photon attuned. Solar Manifestation Su This functions as the solar manifestation solarian class feature. Solar Storm Su Once a day, an apastra can give in to the gravitonic and photonic forces that rage within it, expelling this energy in a cataclysmic storm. The solar storm has a range of 60 feet and a foot radius.


Creatures that enter the storm or that begin their turns in it take 8d6 fire damage Fortitude DC 21 half and must succeed at a DC 21 Reflex save or be hurled 1d6×10 feet in a random direction and fall prone creatures that hit a wall or other barrier take no additional damage. The storm is difficult terrain and obscures all sight beyond 5 feet. Creatures within 5 feet of an attacker while in the storm have concealment. When the apastra uses solar storm, it can maintain the storm for up to an additional 1d3 rounds. An apastra must take a full action each round to maintain the storm, and it can move the storm up to 30 feet as part of that full action. Stellar Revelations Su An apastra can use the black hole and supernova solarian stellar revelations. It can use either stellar revelation once before that revelation needs to recharge. Once it has used each stellar revelation once, they both recharge in 1d4 rounds.


Throw Solar Weapon Ex An apastra can throw its solar weapon at a foe as a ranged attack with a foot range increment. This does not cause the weapon to be dismissed. As equinoxians age and their connection to the Cycle grows, they must learn to master the perfect balance of the contradictory powers within themselves, lest they lose control of those forces. Equinoxian periastras are masters of the Cycle, perpetually balancing the gravitonic and photonic forces comprising their bodies, and they are legendary for their fighting prowess. They oppose forces of chaos and guard sites holy to solarians, allowing visitors to enter only after they have proven their mastery of the Cycle in combat. Those equinoxians who cannot maintain balance are driven mad, becoming the tragic and powerful figures known as apastras. Apastras seek to cause imbalance and collapse wherever they can, and solarians justly fear the enraged creatures. PERIASTRA FEAT This feat represents training in the secret techniques of periastra tutors.


Periastra Training Through sheer force of will, you can gain the effects of being fully attuned to your current stellar mode. D Prerequisites: Cha 13, Mysticism 5 ranks, stellar mode class feature. D Benefit: When you have 1 or 2 attunement points and use a stellar revelation, you can spend 1 Resolve Point to use that revelation as if you were fully attuned to your current mode. You cannot benefit from this feat if you have disproportionate revelations. mind-affecting effects ECOLOGY HP 13 OFFENSE ESPRAKSA PERFORMER CR 4 XP 1, Speed 30 ft. Snatch Ex This functions as the grab universal creature rule, except the espraksa must hit with two talon attacks during the same turn to grab.


mind-affecting effects HP 45 OFFENSE Speed 30 ft. Snatch Ex See above. The avian espraksas originated from the Near Space planet of Neeroon. A small, frigid planetoid at the farthest reaches of its star system, Neeroon is a rugged world with a variety of biomes, from taigas to rocky badlands, and sky-scraping mountains to ice-filled canyons. The coloration of espraksas varies depending 32 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 on the environment in which their ancestors evolved. Espraksas who adapted to the taigas of Neeroon developed deep-brown or russet feathers, while those who live in the snowy peaks have white or gray feathers lightly speckled with black or a mossy green. Espraksas have a thick collar of feathers to keep their long, slender necks warm.


They also have lengthy antennae-like feathers that extend from the inner corners of their eyes. Males have crests of feathers that extend from the crowns of their heads and are expressive enough to communicate emotion. Espraksas stand about 7 feet tall and weigh pounds. Espraksas consider themselves the offspring of the deities Desna and Weydan, unified in a pairing called the Wings. Their open, sociable, and free-spirited society reflects this origin story. Though the rule of law is important to espraksas, the application of wisdom and compassion is equally so. Espraksa settlements often have shrines dedicated to the Wings.


Espraksa settlements also emphasize harmony with nature. They avoid razing the environment to make way for their settlements, instead incorporating their towns and homes high up in the surrounding trees and terrain. This architecture has left few means for land-bound creatures to enter from the ground. As tourism to Neeroon has grown more common, the espraksas have had to accommodate flightless creatures. Wanderlust and gregariousness are intrinsic to espraksa society on Neeroon despite individual regions having many quirks, which it seems their peoples took pains to preserve. Espraksas revel in exploration, whether literal, interpersonal, or spiritual. They often embark on a journey of self-discovery in an unofficial coming-of-age ceremony, traveling the galaxy and immersing themselves in other cultures. Espraksas love to make friends, even with the surliest of folk, establishing positive emotional connections that are passionate and enduring.


Most espraksas can proudly recollect every friend made on their journeys and find enemies only under extreme circumstances. However, once an espraksa has decided another creature is a foe, the hostility can be just as fervent and lasting. Due to their exposure to many cultures and fields, espraksas fill many vocations. They take whatever odd jobs are available to fund their ongoing adventures. Many seek occupations that facilitate exploration, from field scientists to mercenaries. Diversity in skill is a virtue among espraksas, so much so that being good at one skill at the expense of others is seen as a character flaw. Most return to Neeroon when they feel their travels have provided enough novelty. Then, such espraksas settle down on their icy world, find mates, and start families. Older espraksas are highly valued leaders, philosophers, and teachers, their know-how honed over a lifetime of exploration.


Some elder espraksas are celebrated experts even beyond Neeroon, renowned across the galaxy for their breadth of experience. Espraksa Movement: Espraksas have a land speed of 30 feet and an extraordinary fly speed of 30 feet with average maneuverability. Cold Inured: See page They take a —2 penalty to saving throws against mind-affecting effects, but the DC of any mind-affecting effect they create is increased by 1. Multicultural: Esprakas learn an additional language for every even-numbered rank gained in the Culture skill. Natural Weapons P : See page Snatch: See page Magnetic Field Ex A ferrofluid ooze is surrounded by a constant magnetic field that interferes with nearby technological equipment.


Magnetic Leap Ex As a move action every 1d4 rounds, a ferrofluid ooze can move adjacent to a creature within its magnetic field that is either a technological construct or wearing or wielding technological equipment. This movement does not provoke attacks of opportunity. The ooze then automatically attaches to that creature, as per the attach universal creature rule. Magnetic Field Ex See above. Magnetic Leap Ex See above. If the target creature is at least one size smaller, the ooze automatically engulfs the target as per the engulf universal creature rule instead of attaching to it. Polarity Shift Ex Once per day as a full action, a ferrofluid 34 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 magneto-cluster can shift the polarity of its magnetic field, causing it to briefly repulse magnetic objects.


Each creature must attempt a DC 19 Reflex save for each technological item it is holding to avoid dropping it in an adjacent square. In addition, each creature that is a technological construct or wearing technological armor must succeed at a DC 19 Fortitude save or be knocked prone. Ferromagnetic fluid, or ferrofluid, has long been a staple of spacefaring technology. Societies across the galaxy originally created this utilitarian substance by suspending coated nanometer-sized particles of magnetite in viscous liquid. As necessity demanded invention, later iterations of the magnetic liquid began to take on an almost lifelike temperament. The substance increasingly exhibited erratic behavior as engineers tinkered with heavily magnetized liquids, using experimental bioengineered substances to suspend magnetic particles.


The final result of these developments was an emergent, though limited, sentience within certain pools of ferrofluid—a consciousness solely consumed with the search for ever-stronger magnetic fields. Ferrofluid oozes can form virtually anywhere, but they are drawn to urban areas filled with magnets and ferrous metals and find solace in any place that thrums with electromagnetism. Their dark, aqueous bodies skulk low to the ground, and they often hide away beside magnetic machines in industrial districts or aboard starships and space stations.


A few lucky oozes find caverns of naturally magnetized ore. Wherever the oozes travel, their magnetic properties reduce the vibrations of their movement, making them difficult to detect until their magnetic fields and unmistakable magnetic pull betray their presence. Ferrofluid oozes are usually about 3 feet in diameter. While not inherently ill meaning, ferrofluid oozes often are at odds with the owners of the magnetic objects they covet. Usually utterly indifferent to organic life, ferrofluid oozes seek only to collect magnetic material— though they do defend themselves, and can attack when stubborn life-forms refuse to relinquish their magnetic goods. Ferrofluid oozes that collect a large amount of debris are even on occasion mistaken for scavenger slimes. As ferrofluid oozes skulk around places profuse with magnetized materials, they occasionally leave behind droplets of magnetic fluid. So long as these droplets remain in the magnetized environments provided by their parent, their size and magnetic power grow in parallel with their access to additional magnetized material.


Due to this propagation, it is not unusual to see several ferrofluid oozes enjoying the same magnetically charged environment, so experienced adventurers are wary when they find only a single ooze in such a place. Given enough time and magnetic material, multiple oozes can form into a single, much larger ferrofluid magneto-cluster around 8 feet in diameter. Armor upgrades incorporating the substance are becoming more common among military forces facing attack from the Swarm. In addition, the DC of Perception checks against you is increased by 5 for creatures using blindsight vibration or blindsense vibration. Mandible Dance Su As a full action, a flayer leech can stand its body vertically, opening each of its five petal-like jaws and gesticulating with its vast array of complex mouth parts and hooked teeth in a strange performance.


Each creature within 30 feet of the flayer leech must succeed at a DC 13 Will save or be fascinated for as long as the flayer leech continues its dance and for 1 round thereafter. This is a sense-dependent, mind-affecting effect. A flayer leech can move toward a fascinated creature, enter its space, and attempt an attach attack without ending the condition. However, if the flayer leech attempts to bite a fascinated creature, the condition ends as normal. mind-affecting effects Defensive Abilities regeneration 15 acid Weaknesses phonophobia, vulnerable to sonic OFFENSE Speed 40 ft. Phonophobia Ex When a flayer leech effigy is dealt sonic damage or comes within 30 feet of the source of an extremely loud noise such as that produced by a starship thruster or the explosion of a grenade , it must attempt a DC 21 Will saving throw. Rapid Strikes Ex When a flayer leech effigy makes a full attack with its wrist proboscis, it makes up to three attacks instead of two, taking a —6 penalty to each attack instead of the normal —4 penalty.


Uncanny Impersonation Su A flayer leech effigy can impersonate the creature whose skin it is wearing to a striking degree. If the effigy attacks with its wrist proboscis, its disguise is automatically ruined for all who witness the attack. Verminlike Ex For effects targeting creatures by type, a flayer leech effigy counts as both monstrous humanoid and vermin whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types. As a move action, an effigy can concentrate on the creatures it has wounded. A flayer leech is a tiny invertebrate with a semitranslucent body and what appears to be a head that tapers to a point.


This head is actually a segmented mouth that unfolds into five petal-like jaws, each lined with row upon row of curved, barbed teeth. A flayer leech is approximately 1 foot long and weighs only a few pounds. A flayer leech is a mindless, opportunistic predator that preys on all living creatures, but when it kills a humanoid or monstrous humanoid, it can wear the skin of its victim like a suit of clothes after a process of metamorphosis. Once full, the flayer leech returns its attention to the pieces of skin, using its spinnerets to create a nearly invisible filament and its proboscis like a needle to stitch the tatters back together, exactly as they once were. This filament is coated with a regenerative wax that fuses the flayed skin back together, leaving only barely visible lines. The flayer leech crawls into this fleshy cocoon and pupates within for 2d6 days, developing a bone structure and vocal organs, as well as respiratory, circulatory, and nervous systems similar to that of the victim.


After this period, a flayer leech becomes a flayer leech effigy, a convincing simulacrum of the dead creature. When threatened, an effigy can protrude larger versions of its pharyngeal proboscis from small slits just below its wrists to defend itself. It also uses these tubes to extract the marrow it needs to reproduce—a disgusting parthenogenesis wherein the effigy belches forth fully grown flayer leeches. Use the following template graft to create a unique flayer leech effigy. Required Creature Type: Monstrous humanoid. Suggested Ability Score Modifiers: Strength, Dexterity. Other Abilities hive frenzy, hive mind Gear banshee sonic pistol with 1 super-capacity battery 80 charges ECOLOGY Environment any land or underground Castrovel Organization hive 1 plus —8, formians SPECIAL ABILITIES Hive Frenzy Su Once per day as a standard action, a formian queen can issue a command to all formians within range of her telepathy, stirring them into a frenzy.


Each affected formian gains the benefits of haste for 1 minute. Hive Mind Ex Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect. Possess Formian Su As a full action, a formian queen can transfer her consciousness to the body of any formian within range of her telepathy that she has line of effect to.


The queen receives all sensory input from the target creature; she can speak through it, and she can 38 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 use her total skill bonus for Intelligence-, Wisdom-, and Charisma-based skills. Telepathic Feedback Su As a standard action, a formian queen can unleash a blast of debilitating telepathic feedback. Each non-formian creature within range of her telepathy must succeed at a DC 24 Will save or take a —2 penalty to ability checks, attack rolls, saving throws, and skill checks for 1 minute. This is a mind-affecting effect.


The queen is the center of a formian hive, figuratively and literally. In emergencies, some queens resort to extreme hormonal treatments to suppress their laying, but such drastic means are rarely employed. Once they start laying, most queens never physically move more than a few feet at a time; in the rare event that they must be relocated, they are carried upon massive palanquins by members of the hive or are installed on hovering thrones. A queen has defensive capabilities unparalleled in the hive, including the ability to teleport herself away from danger if overwhelmed. In the distant past, this loyalty led to tremendous conflict between hives, as each queen and hive pursued its own agenda and perceived the others as threats.


The directives established by the Overqueen are purposefully broad suggestions promoting the well-being of the formian race, so as to avoid infighting between queens trying to set more specific goals. Within a hive, the queen is the absolute authority: she establishes the overall direction and goals for the hive, which the various hive members—from the powerful myrmarchs Starfinder Alien Archive 2 52 down to the countless workers Starfinder Alien Archive 50 —strive to carry out. Both sides developed countless new kinds of weapons to defeat their foes, but shortly after the Gap, a ruthless formian hive developed psychic inhibitors, which can debilitate anyone with psychic abilities. You can hold a psychic inhibitor in one hand and activate it once per day as a standard action by picturing a complex series of geometric shapes in your mind. Each affected creature loses its limited telepathy or telepathy ability and takes a —2 penalty to attack rolls, a —4 penalty to Will saving throws, and a —8 penalty to Intelligence-, Wisdom-, and Charisma-based skills for 1 hour.


A psychic inhibitor comes with four attuned psychic disinhibitors these are created at the same time as the psychic inhibitor and are included in the price. A psychic disinhibitor counts as a worn magic item. It has no crew, but it can still take crew actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a giant space tardigrade takes critical damage. Condition applies to all pilot actions. Condition applies to all engineer actions except hold it together and patch. Rugged Ex A giant tardigrade is particularly resistant to radiation and EMP pulses. It is unaffected by starship weapons with the EMP special property and suffers no effects of radiation from irradiating starship weapons. Self-Repair Ex A giant tardigrade automatically regains 1 Hull Point every hour.


Among the most durable creatures in existence, giant space tardigrades are truly enormous relatives of the microscopic water-dwelling tardigrades found on many worlds. Like their smaller cousins, giant space tardigrades resemble lumbering bear-like creatures with a segmented body and eight legs. Although all tardigrades can withstand the vacuum and radiation of space for a time, giant space tardigrades are at home in airless environments, drifting through space to find food. Due to the rarity of sustenance in the vast gulfs of space, giant tardigrades can eat nearly anything and are often aggressive in their attempts to destroy and consume starships they encounter. Some trade corporations and stationmasters put bounties on giant space tardigrades that have proven to be a nuisance, and a popular joke among spacers is that the best thing to devour or chase away a giant space tardigrade is a bigger one.


Giant space tardigrades are notorious for their durability and ability to survive even the most extreme conditions. A giant space tardigrade can withstand immense heat, pressure, and radiation; explorers have spotted them drifting through 40 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 radioactive nebulae, the crushing atmospheres of gas giants, and intense solar flares without sustaining any harm. Even a badly wounded giant space tardigrade can completely recover in only a few days. They are not biologically complex, but their pudgy bodies contain several supplementary systems—such as duplicate nerve clusters and redundant brain lobes—to help ensure their survival. safira inema. Reply to author. Report message as abuse. Show original message.



FEATURE CREATURES T D Over bizarre lifeforms both classic and new, from bioluminescent cephalumes and quantument. Views Downloads 62 File size 22MB. DOWNLOAD FILE. Alien Bestiary In space , the aliens definetely can hear you scream Credits Lead Designer: Jason Nelson Autho. Holograms of all Aliens in Ben 10, Alien Force, , and Ultimate Alien I made these all myself Ben 10 Original 10 Be. FEATURE CREATURES T D Over bizarre lifeforms both classic and new, from bioluminescent cephalumes and quantumentangled oozes to natives of hyperspace and living asteroids. D More than a dozen races with full player rules, letting you play everything from a life-hungry undead creature to a sapient swarm of tiny insects. D New alien technology to help give your character an edge, including armor, weapons, magic items, and more. D New rules for gaining a creature companion that can accompany you as a pet, a mount, or even a fearsome combatant!


ALIEN ARCHIVE 3 he galaxy hosts a staggering array of aliens both bloodcurdling and benevolent. The pages of Starfinder Alien Archive 3 are packed with creatures designed for use with the Starfinder Roleplaying Game! PZO ALIEN ARCHIVE 3 TABLE OF CONTENTS LEAD DEVELOPER Joe Pasini AUTHORS Saif Ansari, Kate Baker, John Compton, Adam Daigle, Katina Davis, Eleanor Ferron, Crystal Frasier, Leo Glass, Sasha Lindley Hall, Amanda Hamon, Thurston Hillman, James Jacobs, Jenny Jarzabski, Virginia Jordan, Jason Keeley, Natalie Kertzner, Luis Loza, Lyz Liddell, Ron Lundeen, Crystal Malarsky, Robert G.


McCreary, Hilary Moon Murphy, Adrian Ng, Joe Pasini, Lacy Pellazar, Samantha Phelan, Jessica Redekop, Simone D. Sallé, Michael Sayre, Owen K. Stephens, James L. McCreary, Chris S. Sims, and Owen K. Robinson CREATIVE DIRECTOR Robert G. Stephens PUBLISHER Erik Mona Paizo Inc. Readers interested in references to Starfinder hardcovers can find the complete rules of these books available online for free at sfrd. AA AA2 AR PW Alien Archive Alien Archive 2 Armory Pact Worlds OVERVIEW O Y ou are not alone in the universe. In the Starfinder Roleplaying Game, strange new creatures and cultures await your party of adventurers on every new planet and space station. Starfinder Alien Archive 3 presents a sampling of such aliens, designed both for Game Masters to use in crafting challenging encounters and adventures and for players to use in creating and customizing the perfect characters. In this book, Appendix 1: Creature Subtype Grafts and Appendix 2: Template Grafts give creature creators tools for constructing some of the aliens newly presented here.


You can also find Starfinder rules online for free at sfrd. This book is only a small sampling of the myriad creatures found in the Starfinder campaign setting. For more, see Starfinder Adventure Path volumes, Starfinder Pact Worlds, and previous Starfinder Alien Archive volumes. Alien Archive 3 also includes a robust system of rules that allows player characters to gain creature companions! These alien allies can act as pets, mounts, and even comrades in combat, accompanying parties on their adventures throughout the Starfinder galaxy. Are you ready? RACIAL TRAITS AND ALIEN PCS This book continues the Starfinder tradition of presenting players with a multitude of alien species to choose from when creating their characters. See page for a list of the playable species in this book. While there is a preponderance of nonhumanoid aliens with strange morphology, all playable alien races are considered to have two hands for the purposes of holding and wielding weapons and other equipment unless otherwise noted.


Similarly, any playable alien can purchase and use the equipment presented in various Starfinder books 4 ALIEN ARCHIVE 3 regardless of its specific physiology. A character might have to adjust armor originally created for a different race before she can wear that armor effectively; see page of the Core Rulebook for rules on adjusting armor. The GM can also opt to treat nonhumanoid player races as humanoids for the purposes of spells and other abilities. Not all creatures have all of the information listed below. XP: This is the total number of experience points the player characters PCs earn for defeating the creature. Note that this is the total for the party, not each character! Race and Grafts: Some creatures have a race entry, and some are also built with class or template grafts, giving them more abilities. Its Perception modifier is listed here and not in its Skills entry see page 5.


Some universal creature rules, such as frightful presence, are listed in this entry. If the creature has a fly speed, the source of its fly speed whether extraordinary, supernatural, or from another source such as an item is given, followed by its maneuverability. Creatures with melee or ranged natural attacks or weapons such as acid spit, bite, or claw are considered to have the natural weapons universal creature rule see page Any special reach from weapons or the like is listed in parentheses. Offensive Abilities: This entry lists abilities the creature is likely to use offensively. Spells Known: If the creature can cast spells usually due to a mystic or technomancer class graft , its caster level is shown in this entry and its melee or ranged attack roll modifiers, if any spells require them , followed by the spells it knows and the associated saving throw DCs, where applicable , and then how many spell slots of each level it has available per day.


MONSTER REFERENCE SYMBOLS OVERVIEW This book uses the following symbols to help GMs quickly determine how a creature can most effectively be used in combat. They also help GMs locate creatures to fill given roles when designing an encounter. If a symbol appears only once in the margin of an entry with multiple stat blocks, it applies to each creature. COMBATANT These creatures are best suited to physical fighting; they may be most effective at range, in melee, or both. EXPERT These creatures tend to be most effective with various skills. Creatures are assumed to have whatever tools they need to use the listed skills such as Engineering without a penalty. Feats: Only feats that give situational bonuses or allow for special combat tactics are listed in monster stat blocks.


Languages: The languages most commonly understood and spoken by the creature are noted here, along with any other special means of communication such as telepathy. You can swap out the languages known for other choices as needed. Organization: This entry describes typical groupings for this creature type and whether such groups include any other types of creatures. Spellcasters and engineers have developed techniques to animate suits of armor indefinitely, instilling sentience—or even sapience—into these defensive tools. Spellcasters animate armor through various supernatural approaches, including some akin to techniques used for making magic items. Infamously, Hellknight mages cover the inside of the armor with an infernal contract, infusing the creation with a minor devilish being forced into submission. Such armors serve as decorative sentinels in Hellknight facilities or disposable 6 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 shock troops on the battlefield. The Knights of Golarion and Xenowardens use similar means to infuse armor with quiescent fragments of angelic will, elementals, or nature spirits.


Eoxian technomancers instead instill armor with rudimentary unlife, sometimes using the remains of undead too damaged to operate without the artificial casing armor provides. More technologically minded factions have similarly diverse approaches to creating animated armor. Technicians at the Qabarat University of Psychic and Technological Excellence have built on the psychically charged circuits of lashunta mind mail to create a sort of hybrid robot. These suits of mind mail combine artificial intelligence with psychic potential to become animated. Other groups, such as the Android Abolitionist Front, have a fondness for animated and sapient armor. Perceptionist members of the Front claim such armors, among other advanced artificial intelligences, must be protected as created people. One such Perceptionist, a zealot named 8-Karat, has begun liberating these constructs, using violence if necessary.


On Akiton, VitariTech Industries engages in unmonitored research into animated armor. The company recently claimed a long-abandoned shrine to Triune, using heavy security forces to keep interlopers out. Rumors indicate the corporation is using what it found within the site to build advanced constructs, including robot-like troops of animated heavy armor led by suits of powered armor. Devotees of various factions faithful to the All-Code want to know what VitariTech is up to within this holy place, as do members of the Perceptionists and the Augmented. Light animated armor should have Dexterity highest and Strength next highest.


Skills: Most animated armor has Acrobatics and Perception as good skills, with Athletics as a master skill. Animated armor can have as many armor upgrades as the armor has upgrade slots. Required Creature Type and Subtype: Construct. Some animated armors are mindless constructs. Others are not, functioning either as a robot or with magical awareness perhaps from a supernatural force. Most often, animated armor has the magical and technological subtypes. Some suits are wholly technological constructs akin to robots. Suggested Array: Combatant, although animated armor that lacks the mindless trait could have the expert array.


Traits: Size is typically Medium but it can be smaller or larger, depending on the size of the armor that is animated. Suggested Ability Score Modifiers: For heavy or powered armor, set Strength highest and Dexterity next highest. These 5-foot-tall mammalian humanoids resemble otters, though they have slightly longer legs that allow them to walk upright. Brenneris are particularly adept at detecting subtle physical and emotional reactions. This makes them especially skilled at understanding the emotions of others, and they are naturally talented diplomats. When brenneris developed space travel sometime before the Gap, they enthusiastically began making expeditions from their home world to nearby planets in hopes of learning from their galactic neighbors.


They quickly found that their empathetic nature allowed them favorable interactions, even with typically aggressive species. The brenneris began to intentionally hone this skill into diplomacy, and once they developed Drift travel, they were welcomed with open arms at Absalom Station and in the Pact Worlds at large. Now, a significant number of brenneris sell their skills as diplomats to other species that require ambassadors or that would prefer for brenneris to act on their behalf. Brenneri diplomats usually work in pairs, knowing that the experience and judgment of another brenneri is invaluable. Most other species allow brenneri to work as duos, even in cases where only a single representative would normally acts on behalf of a particular group, such as intergalactic senates. Some brenneris partner up with members of other similarly minded species, such as vlakas Starfinder Alien Archive 2 Brenneris often find themselves apart from others of their kind, as their wide travels take them far from friends and family.


Their fine-tuned sensitivity to emotions extends to their own, which can ALIEN ARCHIVE 3 sometimes lead to bouts of spiraling anxiety or melancholy. To help manage these moods, most brenneris keep a small token to help them calm their emotions and focus their minds on the task at hand. This can range from a simple object, such as a small stone, to more personal items, such as an image of a lover or a childhood relic.



PDF READ FREE Starfinder Roleplaying Game Alien Archive PDF eBook,rampamana6

Web18/07/ · PDF READ FREE Starfinder Roleplaying Game: Alien Archive PDF eBookStarfinder Roleplaying Game: Alien ArchiveDownload and Read online, Sign in. Chart of Starfinder playable races through Alien Archive blogger.com - Google Drive. Sign in ABBYY FineReader Ppi. -. - - July 12, Subject: These files appear to get us only half-way through the "A" section of this collection. Where is the rest of the collection? 18/07/ · PDF READ FREE Starfinder Roleplaying Game: Alien Archive PDF eBookStarfinder Roleplaying Game: Alien ArchiveDownload and Read online, DOWNLOAD EBOOK,[PDF Starfinder Alien Archive 4 presents a sampling of such aliens, designed both for Game Masters to use in crafting challenging encounters and adventures and for players to use in creating and WebDownload the Starfinder book in PDF format. You can read Starfinder online here in PDF, EPUB, Mobi or Docx formats. Recommend documents. Starfinder RPG - Character ... read more



Battle or befriend more than 80 bizarre life forms in this creature collection for the Starfinder. This is an inhaled poison effect. The coloration of espraksas varies depending 32 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 on the environment in which their ancestors evolved. Dream Dust: When an adjacent creature damages an instar, as a reaction the instar can puff out dream dust. Verminlike Ex For effects targeting creatures by type, a flayer leech effigy counts as both monstrous humanoid and vermin whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types. Discern Prey Su Hounds of Tindalos can sense their prey, which is any creature that violates the laws of time and space, including trying to use magic to enter the Drift. Most dromada herds elect their leaders democratically and for limited terms, but because an average dromada has no interest in taking on a leadership role, the herd itself nominates candidates for political office—whether an individual wants to run or not.



These adjustments are cumulative. After this period, a flayer leech becomes a flayer leech effigy, a convincing simulacrum of the dead creature. Other, rarer starmetal dragons might exist. On Akiton, VitariTech Industries engages in unmonitored research into animated armor. Their powerful unguligrade legs end in long, hooved toes, while their shorter forelimbs include strong dewclaws and fingers that allow the manipulation of tools. A flayer leech is a mindless, opportunistic predator that preys on all living creatures, but when it kills a humanoid or monstrous humanoid, starfinder alien archive pdf download free, it can wear the skin of its victim like a suit of clothes after a process of metamorphosis. If a driftdead ever travels to the Material Plane or any other planeits physical body remains within the Drift, and the driftdead becomes an incorporeal spirit.

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