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honourablejester · 10 months
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Starfinder Character Concept: Entropic Darksider
Because I was browsing around the class descriptions more, and my Vercite Darkside industrial worker is now a Vanguard instead of a Soldier/Mystic. Because it fits so nicely. Darkness, ice, isolation and decay. I like it. It’s so easy to imagine an incident, an accident, they got locked out of the installation in the polar night, or maybe less of an incident and more of a slowly building fascination, and the vast midnight ice sheets of the Darkside of Verces induced an almost spiritual understanding of entropy for them.
Yes. We’re doing this.
Character Concept: Xalke Syzon, Vercite Entropic Darksider
Name: Xalke Syzon
Age: 47
Starting Statistics:
Strength 8 (-1), Dexterity 16 (+3), Constitution 16 (+3), Intelligence 10 (+0), Wisdom 13 (+1), Charisma 10 (+0)
I possibly should fix the racial flaw to Strength, but it’s not going to be used until 10th level, so … frankly, I’m not gonna. I’ll put some in with ability boosts as we level, but at the minute I like Wis more.
Starting Skills:
We’ve got 6 at level 1. Acrobatics, Athletics, Perception, Stealth are the main four I’m going to level continuously. I’ll also put a point in Survival and Sense Motive, just for theme here. Later on, might put some in Intimidation, Mysticism, Piloting and/or Engineering?
Race: Winterborn Ryphorian
I wanted a Vercite race, but verthani wasn’t really doing it for me. I did consider shirren and strix, but they’re both more commonly found on Fullbright, not the Darkside. But there is a note that there’s a decent population of ryphorians on Verces, because the tidally-locked divisions remind them of the years-long seasons of their own Triaxus. And if we want a character themed around ice and polar survival, winterborn ryphorians do nicely.
There’s also an interesting thing where ryphorians are culturally rather communal, which might make an interesting tension with a character that’s drawn to isolation out on the ice.
For our racial traits we get Keen Senses (+2 to Perception), Low-Light Vision, Cold Resistance 5 from Winterborn, and a bonus feat. Just because we’re a Darksider, I’m going to take Toughness. We’re just a real hard-bitten sort of a gal out here.
Description:
A lean, rangy, hardbitten woman, absolutely snow-pale from stem to stern, dusted in white fur, and with short, thick white hair that she’s never bothered to dye. Xalke’s never been one for fashion, and there was never any call for it out on the ice sheets and industrial platforms of the Darkside. Of course, that might have been more reason to go for a bit of colour and individuality, but Xalke’s always been one to settle into her environment, always been a still, watchful, slightly morbid sort of presence, blending blithely back into the snowfields.
Theme: Death-Touched
I was really flip-flopping between this and Void Nomad. Both give Con, both fit thematically with a Vanguard’s entropy, and near-death experiences and/or undead encounters are both likely easy to come by working out on the ice sheets of the Darkside. In the end, though, Death-Touched won, just because I might prefer a Perception bonus to a Survival one, and the eventual cold resistance just feels thematic?
(If I’m reading it right, the ryphorian cold resistance will stack with it, so long as we don’t have any other source of cold resistance. The racial resistance stacks with one other source)
So at first level, we get +1 Con, +1 bonus to Perception, and we can use Perception to ID and recall knowledge about undead and negative energy effects.
Class: Vanguard
It’s a melee martial class but it’s Constitution based, and the theming is fantastic. “To you, the inevitable decay of the galaxy is simply a force to shape, control, and even temporarily reverse.” Something happened in your life and you got tuned into the wavelength of inevitable change and decay, to the point that you can reach down through the grounding of your own body and manipulate it. This is basically damage manipulation, either to cause or prevent, but I love the way it’s framed. Definitely A+ theming on this class.
On Verces, and specifically the Darkside, there’s possibly an influence of philosophies like the Ascetics of Nar, the ice cult in Fastness of the Ordered Mind. A compare/contrast sort of deal, maybe. The Ascetics see ice as a blueprint for the frozen oneness of the universe, and some allow it to ravage their bodies to allow that blueprint to remake them. The vanguard channel their senses of the entropic universe through their bodies to allow them to manipulate their surroundings. There’s … not a link, nothing direct, there’s two different philosophies in action, but there’s certainly some calls for comparison there.
Not that Xalke has anything to do with the Ascetics of Nar, beyond having heard of them and vaguely considering them a bunch of masochistic nutters. But maybe the ice does have an effect, whether you plan to let it or not. Maybe if you do commune with the ice and the darkness, gradually over time, or intensely for a brief period (such as, say, going out to check a facility’s fuel lines for ice-damage and getting snowed out for a nearly lethal amount of time, even for a ryphorian), then … maybe it does wake something in you. A sensation of vastness. A physical understanding of it. A touch of something incomprehensibly vast that you can nonetheless feel in your bones.
Maybe you come out a vanguard. And you can pass that understanding, some glimpse of it, from your flesh to other people’s. Heh.
So, as a Level 1 Vanguard, we have the following features:
Entropic Pool, the pool of entropy points that fuel our abilities. We have 16 Con, so we can have a max of 3 EP currently. We only get them in combat (in various ways), they do a bunch of different things, and as long as we have at least 1 in the pool, we get a +1 to AC, we can spend 1 to get a +10 speed bonus, or boost an entropic strike by 1d4 per EP.
Entropic Strike. I love this thing. You channel your field of entropy into a(n advanced) melee weapon that you always have. Vanguards don’t ever have to buy weapons (as long as they’re happy in melee). ES scales, as far as I can tell, just fine by its lonesome. Also, it’s Con based, not Str. It’s entropy channelled through your body. I love that. It does either acid (to emulate entropic dissolution) or bludgeoning (for raw crushing force) damage, or a mix of both, and you can choose each time. And you can deliver it with any bit of your body. You can headbutt someone for entropic damage, if you want. Is that a good idea? I don’t know, but it’s a hell of an image. And maybe kind of fitting on our icefield industrial worker. Heh. Though it might be more fun to flavour it as a calmer, colder sort of attack. Maybe not even attack. Gesture. A gentle kiss of the ice. A seeping breakdown of your flesh, gifted gently …
Or maybe not. Xalke isn’t sadistic. Maybe we’ll just headbutt people, like a proper blue collar worker who had no philosophical pretensions, she just got locked out into the serene black-and-white void of the ice for too long, and came away a bit touched.
We also get shield proficiency at 1st level, our first feat (I think we’ll take either Fleet, to get into melee faster, or Weapon Focus: Advanced Melee, to help out our entropic strikes a little) and our Vanguard Aspect, sort of a subclass. I kind of feel like I need more scientific or philosophical background than I have to parse what these mean on a flavour/philosophical level, but I think …
Xalke’s always been rather solitary. Strikingly so, for a ryphorian. She’s always been at home out in the silent darkness of the icefields. She’s the one people do send to check fuel lines, and stand watches, and pull stuff down from remote corners of the mining rig. And she came into her abilities as a result of near-lethal isolation, and the vast understanding that came with it. So I think we’ll go for the Boundary aspect, which involves manipulating the isolation of a system to protect it from entropy. So we get a(nother) Perception boost, we get EP from avoiding damage as well as taking it, and we can use our abilities later to help allies mitigate damage. Which is … it feeds back into ryphorians as communal people, too. As isolated as she is, Xalke still understands and feels, on a physical level, what community is for. She’s on the edges of it, but she’s not rejecting it. She just likes her space, is all. But she’ll help out where she can.
Summary:
On the whole, Xalke is very much a tough, solitary, blue-collar sort of woman, someone who’s spent her life doing a hard job in a tough -but beautiful- environment, and who enjoys the isolation of it to a degree. But she’s not misanthropic, or sadistic. She has a sort of frontier helpfulness about her. If you need help she’ll do right by you.
How did she end up adventuring? Well, I’m thinking that after her little ‘incident’, the mining company wound up letting her go. For a couple of reasons, both wanting to distance themselves from her ‘incident’ and the possibility of having to pay injury benefit, but also because superstition is very much a thing out on the ice, and she came back tangibly changed enough that she unnerved her co-workers. If someone gets changed out on the ice, you don’t invite them back in. You don’t know what she is anymore. Not for sure. And maybe it was more than cold out there. She’s death-touched, too. Exposed to ‘strange radiation, dimensional rifts, or magic’. Maybe that wasn’t a normal storm that snowed her out. You can’t let something like that walk around the rig. No offense. You’re a good woman, and it’s not like we want to hurt you none. But you can’t let something like that on the rig. Even if she’s fine herself, you don’t know what else she’s inviting down.
So she wound up cut loose. And, yeah, she could’ve got another job, there’s enough rigs and smugglers operations and what have you out on the ice, but maybe she took it as a sign. She’d touched something vast. She’d come away with magic in her body, in her bones. She’s no ascetic, she’s not one of them nutters in the monastery, but she does need to go out and maybe explore what she is.
And, maybe, help some people along the way. Pay it forward. It might come back around.
Xalke Syzon. Blue-collar death-touched vanguard from the icefields of Verces’ Darkside.
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Races Among the Stars 6: Strix
Long ago on lost Golarion, the strix, a race of humanoids with birdlike wings, dwelled. Though best known in the Inner Sea for a certain isolated colony’s clash with the nation of Cheliax, their people were actually originally from Arcadia, where they once served, and later left behind, the mysterious and imperialistic syrinx.
In the time of Starfinder, much of this has been forgotten, either due to the passage of time or the vexing obscurement of the Gap, and now the Strix find their primary home in underground fortress cities on the Fullbright side of Verces.
Much like their ancient counterparts, strix are mistrustful of other peoples, which leads to some interpreting their insular nature as hiding some dark secret. However, once someone gets to know them, they share how magnanimous they truly are.
 Physically, strix resemble elves or half-elves with skin tones ranging from those familiar to humans to dusky blues, grays, and blacks; avian feet complete with talons; clawed hands; and mighty wings on their back. However, despite their similarities to other humanoids, their body structures continue to bear the mark of the avian. For example, their eyes barely move in their sockets and are milky white, while their necks can crane,twist and turn unnervingly to bring their gaze to bear in much the same manner as owls.
 The strix, once one gets past their exterior, are actually a highly communal people, something that puts them at odds with the individualistic Verthani that share the planet with them. Such a focus on personal journeys over the needs of others tends to exhaust most strix, so those that do choose to leave tend to leave the planet entirely, often forming aeries elsewhere or bonding with like-minded crews aboard starships, where all are expected to work together most of the time.
Interestingly, strix are quick to adopt new technologies, but are generally mistrustful of magical solutions, perhaps from some ancient cultural mistrust of spellcasters, be they human, syrinx, or some other species.
 Strix tend to be agile and cunning, but lack interaction skills outside of their own kind.
They have also developed keen night vision from their underground homes, not just piercing the darkness, but also easily picking up all sorts of minor details in the dark.
Though somewhat ungainly on the ground, strix are naturals in the air with their powerful wings.
They also learn the dangers of trusting their senses when magic might be abound, making it easier to spot illusions.
Their knack for technology also allows them to disassemble and build devices with surprising speed.
 Agile and intelligent, operative is a solid option for these winged warriors, who can use their familiarity in darkness and flight to make the most of a situation. Similarly, ranged soldiers, solarians, vanguards, and nanocytes are also good options for them. Their focus on technology makes them good biohackers, mechanics, and even technomancers: the one magical discipline they seem to halfway trust. Some may even become evolutionists as long as the path they take isn’t obviously magical. Envoys may be difficult due to weakness in charisma, but is still possible if they focus on the skill side of things. Spellcasting classes are where strix hesitate, though many of them are good choices for them. Even still, strix mystics, precogs, and witchwarpers may believe their power is more curse than blessing, or else perhaps be oddities among their kind that appreciate magic.
 That about does it for today, but I was delighted to see the strix return in Starfinder, just as I am with every other race from the past that makes it in. This also marks the last playable species from the Pact Worlds book as well!
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graciedart · 3 years
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ugh I’m gonna miss this show so much! androids and aliens has been such a treat but I can’t way to see what comes next too
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bards-anonymous · 2 years
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Jex Cassana and her parents!!
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my-only-daydream · 3 years
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Alright I finished the character sheet for Roda, complete with weapons (the wing looking things are holding grenades)
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blackestnight · 3 years
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4: polymorph
Prompt: Baleful
Word count: 1172
Set in my self-indulgent space opera AU. Magic and futuristic technology blend to great hilarity, the rule of cool is the abiding law, and Aymeric has learned not to question the weird shit his coworkers do. Or: once again, Hanami fails her Will save.
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The hard-light rail station nearest the Waking Sands was a walk of three city blocks, but the line itself passed directly by the building; Aymeric was used to glancing out the windows to spot the reassuring lights over the doorways as the train approached, catching snippets of the scrolling text on the holo-display that dominated the skyline. This time, however, as the train eased its way around the corner to the station (PWBL QUARTERFINALS: ABSALOM BUZZBLADES V IDARI SOLAR FLARES 20:00 AST, read the billboard, with a flickering projection of a six-armed athlete wielding a pair of microfilament swords), Aymeric experienced a momentary clench low in his chest, at the bottom of his lungs. Not unlike heartburn, he thought, which would have been reasonable had he eaten anything in the last four hours. Which he had not.
The train continued to the end of the street, the Waking Sands’ front door lost to sight, and the feeling abated.
Odd.
He disembarked at the station and descended the stairs to the street level without further incident, all the while puzzling over the brief discomfort. It didn’t seem to be a physical ailment; a brief glance at his wrist display showed no unusual circulatory or respiratory activity, and any neurotoxins that might have induced organic shutdown would have been halted by the antitoxin membrane housed on his spinal column. Perhaps a psychosomatic reaction to a psychic phenomenon, though he was generally quite resistant to those as well. Unwise to rule anything out, regardless.
Or maybe, said the more pragmatic voice in his head—which had an unnerving tendency to sound like Y’shtola Rhul—it was simply meat being weird. Which was equally possible.
He made his way through the throng of foot traffic, past Infonet cafés and cybernetics parlors, savoring the familiar wash of noise from machinery and metropolitan life, and when he was half a block away from the Sands the breathless sensation returned in full force, accompanied by a flash of heat and a sudden uptick in his heart rate. He stopped short, narrowly avoiding a collision with a passing Verthani (who loosed a string of colorful curses) and straining his senses, physical and wobbly metaphysical, noting the alert on his wrist screen that informed him of a sudden increase in adrenaline and listening for—
Ah. Psychosomatic it was, then.
With a huff, he shook his head and continued his trek. The physical gesture was unnecessary, as he had been reminded innumerable times, but it helped him to visualize the act of shrugging off psychic feedback. As he did so he could feel the spike of anger easing, fading to a simple background awareness that he catalogued, rather than experienced. The doors slid open to admit him and Tataru gave him an absent wave from her desk, where she seemed occupied with a portable viewscreen and a stack of data sticks. He returned her silent greeting and made his way to the elevator doors, keying in his ID and selecting the option on the screen that would deposit him on the laboratory level.
Hanami being incandescently angry wasn’t a cause for concern by itself—it was rather common, actually—but it would be worth finding her to determine the cause, if only to help contain the damage should the target of her rage provoke her to physical blows. Her anger seemed strangely muted, this time, for that matter. Generally he was able to pick out a source, at the very least, or information about her surroundings, but this time it was simply incoherent.
Aymeric followed the dim thread of awareness down the hall and into the medical laboratory, where he found Krile perched in front of a worktable, applying solvent to a set of electrodes. It took him several seconds to determine that, no, Hanami was not present—every bed was empty, every privacy curtain pulled back—which couldn’t possibly be right, as he could feel her nearby. It took him several more seconds to notice that Krile’s usual footstool was folded up next to the doorway. In its place, she was standing on a clear plastic wastebin that had been flipped on its top and had a half-dozen holes drilled into the bottom.
Inside the overturned wastebin was a gecko. The little creature was scrabbling ineffectually at the smooth sides of the bin.
“Dare I ask?” he said.
Krile looked up from her cleaning. “Oh, goodness! I didn’t hear you come in. Hopefully your meeting went well?”
“Well enough,” he replied, slightly absently. When he crossed the room to crouch before the gecko’s makeshift enclosure it flicked its tail against the floor and made a series of impatient clicking noises. “Again: do I wish to know?”
Krile made a dismissive sort of noise and turned back to her work. “It’s nothing permanent. No need to worry.”
Which was mildly reassuring, though given Krile’s relaxation and the general atmosphere of chaos that frequently pervaded the Waking Sands (a hazard of being frequented by so many adventurers) he hadn’t been terribly worried to begin with. The gecko slapped one of its feet against the plastic.
“I don’t suppose you would be willing to divulge what merited such punishment?” he asked.
“Oh, she knows what she did,” Krile said brightly, and then checked her own wristwatch and tutted. “Speaking of, I’m afraid it’s time for me to go. Apologies for rushing off, but would you mind putting those away?” She hopped down from her perch before Aymeric could answer; the gecko threw its weight against the side of the bin and managed to slide the whole thing roughly half an inch to the side. Then, with a cheery “Thank you!” and a wave, she vanished, blinking out of the room with only a soft pop of displaced air to mark her passing.
Which was followed in short order by a much louder pop, as well as a rather impressive crack, as the wastebin—which was satisfactory for containing a seven-inch gecko, but unable to withstand the seven-foot dragonkin now occupying it—shattered.
“BALDESION,” Hanami roared—a true roar; Aymeric’s vocal cords ached with sympathy—as she scrambled to her feet, shards of plastic falling from her shoulders. She didn’t even spare a glance for him as she charged the doorway, her boots THUD-THUD-THUD-ing against the tile. “PRAY TO THE GODS THAT KEEP YOU, BECAUSE I AM GOING TO GRIND YOU INTO NUTRIENT PASTE AND FEED YOU TO A URSIKKA!”
There was the coherency, he thought, as a cascade of livid curses played in the back of his mind, funnelled from Hanami’s newly-restored higher cognitive ability down the connection of their partner bond. The psychic noise persisted while she stormed back down the hall; his mental awareness followed her around a corner, to where he knew a squat window overlooked the city, and cut off as Hanami dissolved into a beam of light.
Aymeric waited for a beat, but when there seemed to be no more imminent teleportations, he shrugged and began scooping up the shards of wastebin. No sense in leaving a mess.
“...if she tried to lift him and landed either one of them back in the med bay Krile was going to polymorph her into a gecko.”
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dragongirltitties · 6 years
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Is Lupin an alien? A robot? A cool blue human?
She is a Verthani which are very poorly described in the Alien Archive so my dm let me design their appearance. So in our setting Verthani are shorter than average height (Lupin is 5'10" which is tall for a verthani), and they have grey skin that is slightly tinted assorted colors (Lupin's has a blue tinge). Also long pointed ears and only 4 fingers/toes. Lupin is slivery grey hair but verthani hair comes in most any monochrome shade, with colored hair being rarer.she also has implants on her legs that look like bracers but are really reinforcers/enhancers that let her run faster. I also need to see if theres an augment that lets you resist fall damage.
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writerscauldron · 6 years
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A Brief Description of the Runes: Wyrd
Rune Name: Wyrd (pronounced “weird”)
Image: A blank rune. 
Literal Translation / Meaning: 
In Norse mythology, “Wyrd” was the word for the Norns, three sisters—Urdhr, Verthani, and Skuld—who represented past, present, and future. They were considered to be masters of the art of Divination (Peschel, 30). The rune itself is a relatively recent addition to Futhark. In fact, some practitioners don’t even include it in their castings.  
Symbolic Meaning / What It Means in a Casting: 
The concept of Wyrd basically ties into that of Fate. If drawn in a casting, it typically means that the question / problem stated is in the hands of higher powers. Some casters also interpret this rune as sort of a “blank slate,” or new beginning. It has neither positive nor negative connotations. Lisa Peschel, in her book A Practical Guide to the Runes: Their Uses in Divination and Magick, mentions that one should think of Wyrd as a “void.” Though most of us consider voids to be empty, in this case, it can represent everything as well as nothing. 
Works Cited:
Peschel, Lisa. A Practical Guide to the Runes: Their Uses in Divination and Magick. Llewellyn Publications, 1999. 
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prodigyduck · 6 years
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Explosive Soldier by ProdigyDuck
By Matt Morris For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words converting the following Starfinder aliens to Pathfinder: kalo, nuar, shirren, skittermander, verthani, and vesk. With Everyman Gaming, innovation is never more than a page away! http://www.drivethrurpg.com/product/231729/Everyman-Minis-FarFlung-Races
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kayawagner · 6 years
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Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words discussing new feats perfect for the young and the young at heart including new Child feats, first introduced in Everyman Gaming’s acclaimed Childhood Adventures, and two new story feats that any character, young or old, can gain. With Everyman Gaming, innovation is never more than a page away!... Everyman Minis: Family Options Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Matt Morris For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words detailing new options themed around families bound both by blood and water. Included within are new teamwork feats that grant psychic connections to your close friends and family, new traits that allow you to customize your character’s background based on familial eccentrics, and two new wondrous items: the adoption ... Everyman Minis: Far-Flung Races Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Matt Morris For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words converting the following Starfinder aliens to Pathfinder: kalo, nuar, shirren, skittermander, verthani, and vesk. With Everyman Gaming, innovation is never more than a page away!... Everyman Minis: Gnoll Options Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Alexander Augunas For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words discussing alternate racial traits and feats for 0-Hit Die gnoll characters. With Everyman Gaming, innovation is never more than a page away!... Everyman Minis: Kumiho Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words discussing the kumiho, a mystical, supernatural foxlike creature dwelling in the lands ancient emperors and family dynasties. With Everyman Gaming, innovation is never more than a page away!... Everyman Minis: Motherly Options Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Margherita Tramontano For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words discussing new spells and archetypes themed around mothers and motherly virtues such as protection and nurturingness. With Everyman Gaming, innovation is never more than a page away!... Everyman Minis: Patriotic Options Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Luis Loza For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words discussing all-new patriotic-themed character traits, story feats, and options for vigilante characters, including new social talents and a new archetype, the turncoat. With Everyman Gaming, innovation is never more than a page away!... Everyman Minis: Pumpkin Kami Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Luis Loza For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words detailing an all-new species of kami, the kabochahito. Unique among their kin, these wardless kami treat all harvests as their ward, and can freely move from pumpkin to gourd and beyond as they please. Kabuchahito kermis are known for their ability to transform ordinary pumpkins into a suit of corporeal pumpkin armor, and ca... Everyman Minis: School Day Options Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Matt Morris For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words providing all new feats, spells, and magic items themed around students and going back to school. With Everyman Gaming, innovation is never more than a page away!... Everyman Minis: Spells of Childhood Regular price: $2.21 Bundle price: $0.10 Format: Watermarked PDF By Alexander Augunas For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words showcasing delightful spells inspired by children and childhood, such as the refreshing magical tea party spell. With Everyman Gaming, innovation is never more than a page away!... Everyman Minis: Spells of Comedy Regular price: $1.95 Bundle price: $0.09 Format: Watermarked PDF By Luis Loza For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words introducing a half-dozen new spells based on comedic tropes, such as hurling pies, slipping on banana peels, and bickering trios of comedians. With Everyman Gaming, innovation is never more than a page away!... Everyman Minis: Squishikins Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Alexander Augunas<o:p></o:p> For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch.<o:p></o:p> This installment of Everyman Minis includes: an all-new race for the Pathfinder Roleplaying Game called the squishikins! These adorable little stuffed heroes are a new PC race of living constructs that take the form of children’s stuffed animals. Believed to form when an inanimate toy is the subjective of emotions so p... Everyman Minis: The Skinsuit Ritual Regular price: $1.95 Bundle price: $0.09 Format: Watermarked PDF For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words discussing the Skinsuit Ritual, a horrifying new occult ritual that transforms a helpless victim into a wearable disguise. With Everyman Gaming, innovation is never more than a page away!... Everyman Minis: Unchained Kangaroos Regular price: $1.95 Bundle price: $0.09 Format: Watermarked PDF For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This installment of Everyman Minis includes: 1,000 words unchaining the game’s most woefully oppressed mammal—the kangaroo. Gone are the days where the noble kangaroo is incorrectly represented in Pathfinder. Be unchained, little kangaroo! Be unchained…. Also included is a stat block for an awakened kangaroo so GMs can kick their player’s butts with extra class, and an a... Everyman Minis: Yroometji Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Alexander Augunas For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch. This extra-length installment of Everyman Minis includes: 4,000 words discussing the yroometji, a new 0-HD race. Includes a brief look at the race’s physiology, culture, and relations with other races, as well as several new feats, spells, and a brawler archetype for yroometji characters, plus a new archetype available to any hunter who is inspired by the unseen spir... Four Horsemen Present: Comedic Character Options Regular price: $3.95 Bundle price: $0.18 Format: Watermarked PDF Four Horsemen Present: Comedic Character Options A Funny Thing Happened on the Way to the Adventure… In conjunction with d20PFSRD.com and Rogue Genius Games, the Four Horsemen bring you their latest release! Sometimes, a game isn’t designed to be the most serious and dramatic of activities. Sometimes, we all just want a laugh. And when the Four Horsemen laugh, it’s usually too late! Want some key rules to help get a giggle out of your group? How about the archetypes for the Prankster? It has a pie color-and-effect table for prankster antics. Or feats such as “Just Swing That Anywhere” and “Please Stop Helping.” Or the spells bull’s grace, rubber chicken, and vuvuzela. Sound silly? Good!... Four Horsemen Present: Monsters Under the Bed Regular price: $3.95 Bundle price: $0.18 Format: Watermarked PDF Four Horsemen Present: Monsters Under the Bed Wanting a Glass of Water is the Least of Your Problems! In conjunction with d20PFSRD.com and Rogue Genius Games, the Four Horsemen bring you horrifying new options! Running games for children is often more difficult than it sounds, but can be an incredibly rewarding experience. Unfortunately, the vast majority of monsters available for the Pathfinder Roleplaying Game are terrifying foes for adults, and few responsible parents would set a mohrg or succubus against players under the age of eight. Beyond that, the base game assumes a foe is generally defeated through battle, which isn’t always the best lesson for impressionable young minds. Monsters Under the Bed is here to help! The Four Horsemen believe RPGs should be enjoyed... Four Horsemen Present: MORE Comedic Character Options Regular price: $3.95 Bundle price: $0.18 Format: Watermarked PDF April brings us Spring rains and April Fools. Now the fools can reign with the newest product from the Four Horsemen Presents line, More Comedic Character Options. Last year's April Fools product received five-star reviews and pleased fans of all types. This year the Horsemen bring your characters new rules that are as fun in a "fair" fight as they are hilarious. More Comedic Character Options includes: Seven archetypes including the stoner alchemist,the doorkicker barbarian, and the cavalier who never leaves his horse! Seven new feats, including Awful Good, Mascot, and One Person Army! Nine new spells to help you laugh at your enemies, from baleful plushy and dodecaheathen, to squirrel cheeks and&nb... Four Horsemen Present: Young Character Options Regular price: $3.95 Bundle price: $0.18 Format: Watermarked PDF Four Horsemen Present: Young Character Options Be it on Platform 9-and-a-bit, or in the Land Beyond the Wardrobe, Adventure Awaits the Young! Roleplaying children can be a surprisingly difficult task for adults as it frequently requires an unexpected level of maturity to play the immature. Difficulties can stem from the idea that children are chaotic little complications to the game. Young Character Options provides a plethora of possibilities for playing younglings in your current campaign while detailing the various reasons why a child would not only be out adventuring, but how they could obtain the necessary abilities to do so. From young character traits (such as precocious, slippery, and unnoticed), young character feats (for prodigies), to young character archetypes(ageless, d... Gingerbread Kaiju Regular price: $2.99 Bundle price: $0.14 Format: Watermarked PDF Eat Your Enemies! It’s Christmastime in Tokyo, and sirens are blaring. Men, women, and children put aside work, school, shopping, and the many distractions that life in modern Japan offers. They move quickly, but calmly to the nearest emergency shelters, for they know only too well what these klaxons mean. Soon the air will be filled with the smell of freshly baked dough, cinnamon, and nutmeg—the kaiju are coming! Gingerbread Kaiju is a none-too-serious board game where each player takes on the role of a kaiju—a giant monster of incredible destructive force—that happens to be made entirely of gingerbread. As anyone who has seen a Godzilla or Gamera movie will tell you, kaiju do not generally get along very well . . . and they ALL hate Toky... Lunar Knights Regular price: $7.95 Bundle price: $0.37 Format: Watermarked PDF Fur and Fang, Tooth and Claw! Everyone knows about lycanthropes, right? They get grumpy in moonlight, dislike silver, and should avoid hickies. What more is there? Actually there’s a whole world of werebeasts and werecultures, just waiting for you to discover! Lunar Knights presents a world of shapeshifting options, from campaign options on how to handle lycanthropic curses, variant lycanthropes based on various mythologies, new shapeshifting-themed class features (ranging from the barbarian’s lycanthropic stalker to a sorcerous lycanthropic bloodline), new feats, new forms of lycanthropy, and even lycanthropy-specific prestige classes—including the dire lord, moon priest, and even the lunar knight! So pack some extra wolvesbane, polish your silver sickle, and ge... Races Revised: The Kitsune Clans Regular price: $3.99 Bundle price: $0.19 Format: Watermarked PDF Welcome to Races Revised: The Kitsune Clans, the latest in the Races Revised line of books. "Kitsune" is a blanket term used by society to describe a number of ostensibly-related fox- like shapeshifters who settle both amongst themselves on the fringes of human societies or quietly mingle in it, in the same way that “elf” might describe a city-dwelling high elf, a forester wood elf, or their more untrustworthy subterranean drow kin. In The Kitsune Clans we look at zenko (town foxes), tenko (shrine foxes), and yako (forest foxes), and present information to make them a vital and interesting part of any fantasy campaign. Includes are class features, notes on introducting kitsune to a campaign, types of kitsune PCs, and new archetypes, feats, and spells specifical... Skill Challenge Handbook Regular price: $9.95 Bundle price: $0.46 Format: Watermarked PDF Neverending Challenges Await! Challenge your players like never before using the SKILL CHALLENGE HANDBOOK, by Everyman Gaming LLC. Building up decades of roleplaying game mechanics and history, the SKILL CHALLENGE HANDBOOK provides GMs with everything they need in order to design truly memorable skill-based challenges for their PCs. With the SKILL CHALLENGE HANDBOOK, skills in the Pathnder Roleplaying Game are no longer a one-roll-solves-all affair: success requires strategy, cooperation, and determination, transforming even the simplest scene into a full-fledged encounter with as much depth as any battle. SKILL CHALLENGE HANDBOOK includes: Rules for running skill challenges—multi-check scenarios that require PCs to think tactically and plan accordingly in order to win the ... Star Log Deluxe: Aging Rules Regular price: $3.95 Bundle price: $0.18 Format: Watermarked PDF By Alexander Augunas For the Starfinder player who wants more crunch then 1,000 words can deliver, extra-size your Starfinder with Everyman Gaming’s Star Log.Deluxe series! Containing all the high-crunch goodness you’ve come to expect from the Star Log.EM series, Star Log.Deluxe products give you even more cha-china for your credstick by providing an in-depth look at a singe topic, such as fantastic new aliens from recently discovered biomes to exciting new archetypes, feats, and class options based on futuristic ideology and traditional fantasy alike. This installment of Star Log.EM includes: 8 pages detailing all-new aging and age category rules for the Starfinder Roleplaying Game! Included within are age category, aging, and growth rules for all cor... Star Log Deluxe: Zoomer Regular price: $3.95 Bundle price: $0.18 Format: Watermarked PDF By Alexander Augunas For the Starfinder player who wants more crunch then 1,000 words can deliver, extra-size your Starfinder with Everyman Gaming’s Star Log.Deluxe series! Containing all the high-crunch goodness you’ve come to expect from the Star Log.Deluxe series, Star Log.Deluxe products give you even more cha-china for your credstick by providing an in-depth look at a singe topic, such as fantastic new aliens from recently discovered biomes to exciting new archetypes, feats, and class options based on futuristic ideology and traditional fantasy alike. This installment of Star Log.Deluxe includes an all-new base class for the Starfinder RPG, the zoomer! Zoomers are masters of movement and momentum, able to gracefully make their way across the battlefield effortl... Star Log.EM-006: Kyubi Paragon Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Alexander Augunas Take your Starfinder campaign to new heights with Everyman Gaming’s Star Log.EM series! This high-crunch series specializes in everything from fantastic new aliens from recently discovered biomes to exciting new archetypes, feats, and class options based on futuristic ideology and traditional fantasy alike. Each week, a different Star Log.EM tackles a new, exciting topic. This installment of Star Log.EM includes: 1,000 words introducing the kyubi paragon, an Everyman Gaming fan-favorite legacy prestige class transformed into an all-new archetype for Starfinder that any kitsune character of any class can enjoy! Also included are kyubi tricks, a new mechanic for kitsune willing to trade the spell access of their Magical Tail feats for new and imp... Star Log.EM-015: Skinwalker Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Alexander Augunas Take your Starfinder campaign to new heights with Everyman Gaming’s Star Log.EM series! This high-crunch series specializes in everything from fantastic new aliens from recently discovered biomes to exciting new archetypes, feats, and class options based on futuristic ideology and traditional fantasy alike. Each week, a different Star Log.EM tackles a new, exciting topic. This installment of Star Log.EM includes: 1,000 words introducing the skinwalker, an all-new legacy race converted to Starfinder! Included is a full write-up for the skinwalker race, including their racial traits role and history within Rogue Genius Games’s Blood Space campaign setting. Also included is a new feat for skinwalker characters that can be taken by skinwalker... Star Log.EM-017: Gnolls Regular price: $2.95 Bundle price: $0.14 Format: Watermarked PDF By Alexander Augunas Take your Starfinder campaign to new heights with Everyman Gaming’s Star Log.EM series! This high-crunch series specializes in everything from fantastic new aliens from recently discovered biomes to exciting new archetypes, feats, and class options based on futuristic ideology and traditional fantasy alike. Each week, a different Star Log.EM tackles a new, exciting topic. This installment of Star Log.EM includes: 1,000 words updating the fan-favorite legacy monster, the gnoll, to the Starfinder Roleplaying Game! Included are racial traits for gnoll characters, several new gnoll feats, and plenty of flavor to help you play the gnollest gnoll you can be in Rogue Genius Games’ Blood Space campaign setting! The Star Log.EM series&mda... Star Log.EM-018: Msvokas Regular price: $2.95 Bundle price: $0.13 Format: Watermarked PDF By Alexander Augunas Take your Starfinder campaign to new heights with Everyman Gaming’s Star Log.EM series! This high-crunch series specializes in everything from fantastic new aliens from recently discovered biomes to exciting new archetypes, feats, and class options based on futuristic ideology and traditional fantasy alike. Each week, a different Star Log.EM tackles a new, exciting topic. This installment of Star Log.EM includes: 1,000 words introducing the msvokas, a race of radioative, avianoid creatures that subsist completely on radioactive isotopes. Every few years, these nuclear beings must expunge the natural isotopic toxins that build up inside their bodies by rebirthing themselves much like the phoenixes of antiquity. Included is a plethora of informat... Starfarer's Companion Regular price: $19.95 Bundle price: $0.93 Format: Watermarked PDF A Companion to Adventure Across the Stars! An expansion to the Starfinder Core Rulebook, adding both classic character concepts and brand new options to expand the variety in your fantastic galaxy! Races – Aasimar, Catfolk, Deoxyians, Dhampirs, Grippli, Ifrit, Kitsune, Kobolds, Mechanoi, Nagaji, Oreads, Samsarans, Suli, Sylphs, Tengu, Tieflings, Undine, Vanaras, Vishkanya, and Wayangs! Classes – Updated versions of the Bard, Cleric, Magus, Paladin, Ranger, and Wizard! Companions – Paladins and rangers have lots of cool companion options. Feats – Support feats for the new class options, plus fun possibilities for characters of any race or class! Computers – New modules and upgrades, plus tons... The Genius Guide to the Dragonrider Regular price: $3.99 Bundle price: $0.19 Format: PDF Super Genius Games is proud to announce a new line of products for use with the Pathfinder RPG. The Genius Guide series of products are short electronic books that feature new templates, classes, spells, prestige classes and/or magic items. For use by players and GMs, each Genius Guide is low-priced and ready to be dropped into your game. This release introduces the Dragonrider, a new core class designed for use with the PFRPG. It is a combat-oriented class with minor arcane spellcasting ability, built around having a mystic bond with a true dragon that serves as a steed. Dragonriders are heroic figures with the power to bond with dragons, gaining lifelong steeds, companions and allies. This bond is more than simply a close friendship, it is ... Ultimate Charisma Regular price: $15.00 Bundle price: $0.70 Format: Watermarked PDF Command, Conquer, Control! Raise armies, expand your reputation, and secure victory over your foes using Ultimate Charisma, by Everyman Gaming, LLC. Designed for the Pathfinder Roleplaying Game, Ultimate Charisma gives GMs and players all the tools they need to put their charisma to the test as they recruit a legion of followers, exercise their leadership skills, master a variety of psychological maneuvers, and build lasting reputations and relationships to last a lifetime. Ultimate Charisma includes: Leadership, redesigned and retooled into a massive, multi-faceted subsystem that allows players to exercise their influence within the campaign setting in new and exciting ways. Revised rules systems that allow players to use their leadership skills to attract mul... Ultimate Occult Regular price: $9.95 Bundle price: $0.46 Format: Watermarked PDF Kill Things With Your Mind! There’s a long history of mental powers in fantasy roleplaying games—beloved by some, hated by others. In the Pathfinder Roleplaying Game rather than have psionic powers, with their own rules and a science-fiction tone, the game introduced psychic magic in Pathfinder Roleplaying Game Occult Adventures. For people who prefer psychic magic, but don’t want to miss out on the ideas originally presented as psionics, Ultimate Occult re-presents the mentalist, psion, and psychic warrior as psychic magic classes, fully compatible with the existing psychic magic rules, and with updates to the spells and options the classes need to be functional, balanced, and fun!... Yuletide Terror Regular price: $14.95 Bundle price: $0.70 Format: Watermarked PDF You Better Roll High for Goodness Sake! While travelling through the Mulgahand Mountains, a group of adventurers stumbles upon Hollyglen—a quaint mountain village known for its charm, innovation, and thriving economy built around the wholesale of magical charms and baubles. Arriving just in time for the holidays—and a strange blizzard that interferes with teleportation magic—the heroes are forced by circumstance to hunker down with a wealthy family until the storm passes. All they need to do to earn their keep is babysit a few young adolescents for the evening. But before long, the heroes find themselves and their charges prisoner to a malignant being within its extraplanar lair—a demiplane it wrestled from the grip of a living saint. They must brave the terrors ...
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Price: $213.47 Squishables [BUNDLE] published first on https://supergalaxyrom.tumblr.com
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Class Feature Friday: Discorporation Faculty (Nanocyte Faculty)
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 With the new Tech Revolution book came a new class to Starfinder, the nanocyte! This tanky combat class has a nanomachine colony integrated into their body, granting them many benefits that such a symbiotic relationship can bring, ranging from obscuring themselves with clouds of nanites to creating weaponry out of nanomachines, and more.
Nanocytes also specialize in faculties, which are more elaborate than the one-note knack abilities, representing a suite of tricks that their nanomachines are particularly good at.
The first of these faculties, which we are focused on today, is discorporation!
One of the core defensive abilities of the nanocyte class is their ability to rapidly break down and rebuild their bodies to either harden against attack, or open up temporary holes in their bodies to let attacks pass through unhindered. While viscerally disturbing, those with the discorporation faculty take this even further, able to break down their body at will.
Such discorporators seem to melt or evaporate at will, and almost seem more like a swarm of nanites able to adopt a humanoid form than they do a living being with a very meticulous ability to take them apart and put them back together again while maintaining their consciousness.
Indeed, that seems to be what sets these nanocytes apart from their peers, since their consciousness seems more integrated into the nanites themselves much more so than others, to say nothing of how advanced they are to be able to remember and rebuild their shape so easily.
Such nanocytes might be insidious infiltrators and assassins, or they might simply be elusive combatants, or even simply explorers that can get into nearly anywhere.
 Rather than try to escape damage, discorporators can unleash a spray of nanites from their wounds to fill the air with a cloud similar to one they might have created deliberately, albeit lasting mere moments, though perhaps long enough for them to escape or get into a better position.
The iconic ability of this faculty, however, allows them to break down into a liquid-like form, slithering through small spaces and being resistant to physical damage, but losing many of the benefits of limbs, speech, and so on.
Eventually, they also learn to spray their nanites while also escaping damage reflexively, and they can instantly liquify parts of their body to avoid the effects of wounding weapons, reforming and merging the damaged parts nearly instantly.
More powerful discorporating nanocytes can achieve a flying, gas-like state, becoming resistant or immune to many physical ailments while it lasts, and are hard to disperse.
The most powerful of these can discorporate and form a sheath shell around an ally similar to what nanocytes normally do on their own, providing all manner of useful protection for hours at a time, though they can also form limbs to create nanomachine weapons and help fight back. However, doing so destabilizes their sheath form, reducing the time they can remain covering an ally like so.
This faculty works well with pretty much any nanocyte build, allowing them to enter a mobile and resistant state, while also providing reflexive cover and the ability to shield another at high levels, so with that, you can do things like combine it with the infestation faculty to deal damage to nearby foes when you get hit, combine it with effects that bolster the cloud array, or provide new abilities to the sheath array if you expect to get to high level. Regardless, it is quite useful for any utility, stealth, and defensive build.
 More so than any other nanocyte faculty, the question of how much of these beings is still mortal and how much is just nanomachines comes to mind. Some might be more likely to refer to themselves as “We” than other nanocytes, but not all of them. Certainly they are more familiar with how their own bodies fit together than most others, akin to those who regularly use polymorph abilities.
  An unknown verthani intruder was detected not long before the assassination of Magistrate Verga, but no trace of them can be found, and no immediate escape route was available… that is until the party runs a sweep for nanomachine signatures, finding traces of them leading into the ventilation.
 Strange solar flares and radiation are detected emanating from the surface of a distant world. When approached, explorers find the source to be a solar fey called hulsa, who is obsessively blasting the landscape with solar fire. If politely asked why, they reveal that a curious figure stole a relic from them and vanished into a mass of nanomachines that escaped underground to parts unknown. Unable to track the thief, the fey has been trying to melt a path to follow ever since, though they have certainly gotten very far away by now.
 Nina Vashi needs the party’s help in taking down the corporation that gave her the symbiotic nanites that now live in her body. While the machines protect her and give her unprecedented control over her own body, she has seen first hand that her particular batch was built upon a foundation of blood, and she aims to hold them accountable, as well as stop their retrieval squads once and for all.
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bards-anonymous · 3 years
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Very excited to get to play my Starfinder game today
Cant wait for Jex to get her shit rocked again as per the fact she always does some dumb shit
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Look at her......*dumbass.....my beloved*
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my-only-daydream · 3 years
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I may or may not have started designing a new character for a potential starfinder game that might happen at some point....... *excited* This is Roda and her drone Bumbee. I don’t have much beyond her being a mechanic Verthani (with augmented archetype) and tbh I’m getting confused with EVERYTHING because there’s just a lot lol but we’ll figure it out!
Also the name Roda might be vaguely familiar (or not, I only did one post with this character) as I have once again repurposed an old design xD Although she’s gone through a loooot of changes already to fit the spacy/sci-fy theme.
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bards-anonymous · 3 years
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My Verthani Mechanic Jex Cassana (she is very very smart but a bit spacey sometimes ❤)
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bards-anonymous · 4 years
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Jex Cassana || Wheel Of Fortune
[ Verthani || Mechanic ]
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bards-anonymous · 2 years
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✨My Characters Favorite Drink ✨
Constance (Wood elf Grave Cleric/Wizard)
A strong Herbal tea with a splash of cream and honey
Xyia (Half Drow Lore Bard/ Celestial Warlock)
Apple Mead
Harriett (Human Miscreant)
Old Dunwall Rye Whiskey
Jex (Verthani Mechanic)
Either Zero Sugar or Fruit Punch Energy drink
Wisp (Air Genasi Arcane Archer)
Dwarven Ale
Addie (Human Oathbreaker Paladin/Land Druid)
Tea with Cinnamon Whiskey
Doc Smiles (Human Medic)
Pre War Cognac
Callista Johannson ( Human Medic/Explosives Expert)
Sunset Sarsaparilla
7 notes · View notes