Acts of Association
SFS 1-32
Character | Perception | Sense Motive | Initiative | Character Image |
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Struggle’s Scholar Ship Class Layout
Crew:
Capt. Remahd
Yotto
Teliu
Kela
Traska
Blue Sky 101 (android)
DT
Dead
Crew
OBSERVER-CLASS SECURITY ROBOT CR 1
XP 400
N Small construct (technological)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE HP 17
EAC 14; KAC 15
Fort +1; Ref +1; Will –1
Defensive Abilities exigency, integrated weapons; Immunities construct immunities
Weaknesses vulnerable to critical hits, vulnerable to electricity
OFFENSE
Speed 30 ft., fly 30 ft. (Ex, average)
Melee slam +6 (1d6+3 B)
Ranged integrated pulsecaster pistol +9 (1d4+1 E nonlethal), or stickybomb grenade I +9 (explode [10 ft., entangled 2d4 rounds, DC 10])
STATISTICS
Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0
Skills Acrobatics +10, Athletics +5, Computers +5
Languages Common
Other Abilities unliving
Gear pulsecaster pistol with 2 batteries (20 charges each),
stickybomb grenades I (2)
ECOLOGY
Environment any urban
Organization solitary or fleet (2–5)
SPECIAL ABILITIES
Exigency (Ex) An observer-class security robot can expend
a large store of energy to temporarily increase its processing power and attempt to avoid an attack. Once per day, it can reroll a failed Reflex saving throw with a +10 circumstance bonus.
Integrated Weapons (Ex) A security robot’s weapons are integrated into its frame and can’t be disarmed.
Ship Glitch Gremlin CR 1
XP 400
CE Small fey
Init +3; Senses detect tech (starships and their integrated systems only), low-light vision; Perception +5
Aura disaster (30 ft.)
Defense
HP14
EAC 11; KAC 12
Fort +3; Ref +3; Will +4
Defensive Abilities void adaptation; Immunities fire; Resistances cold 5; SR 12
Offense
Speed 30 ft., climb 30 ft., fly 60 ft. (Ex, clumsy)
Melee attach +3 or bite +3 (1d4+1 A & P; critical corrode 1d4) or wing +3 (1d4+1 B; critical knockdown)
Multiattack attach –3, bite –3 (1d4+1 A & P; critical corrode 1d4), and wing –3 (1d4+1 B; critical knockdown)
Spell-Like Abilities (CL 2nd; ranged +2)
1/day—grease (DC 14), hold portal, overheat (DC 14)
At will—dancing lights, energy ray (electricity or fire only), ghost sound (DC 13)
Constant—detect tech (starships and their integrated systems only)
Statistics
STR +0; DEX +3; CON +1; INT +0; WIS +1; CHA +2
Skills Acrobatics +5 (–3 to fly), Computers +5 (+10 to use starship systems), Engineering +10, Piloting +10
Languages Aklo, Common
Other Abilities spaceflight, stellar stowaway
Ecology
Environment any or vacuum
Organization solitary, pair, or flock (3–12)
Special Abilities
Aura of Disaster (Ex) Whenever an attack against a ship glitch gremlin fails to affect the gremlin for any reason while any part of a starship is within 30 feet of the gremlin and within range of the attack (including any time the gremlin is on board a starship), the attack ricochets wildly to cause damage to the ship and its systems. A randomly determined starship system becomes one step more damaged. (If the damaged system is life support, rather than the normal effect, a 10-foot-radius of the gremlin’s choice within the ship becomes a zero-gravity environment until the life support system is patched or repaired.) In addition, spilled oil or debris falls in 1d4 5-foot-squares of the gremlin’s choice within 30 feet, creating difficult terrain or cover as the gremlin prefers.
Stellar Stowaway (Ex) In starship combat, a ship glitch gremlin on board a ship can cause havoc at the end of its ship’s turn. It attempts an Engineering check against the same DC to patch a damaged starship system; if it succeeds, it causes the ship system of its choice to function as if one step more damaged until the end of starship combat. If that system is already critical, another randomly chosen system is degraded this way instead.
[dice= Kneepuncher, Percept] 1d20+6 [/dice]
[dice= Shokil, Percept] 1d20+5 [/dice]
[dice= Staar, Percept] 1d20+3 [/dice]
[dice= Saeron Kasari, Percept] 1d20+11 [/dice]
[dice= Oda, Percept] 1d20+0 [/dice]
[dice= Bele, Percept] 1d20+0 [/dice]
[dice= Kneepuncher, SenseMot] 1d20-1 [/dice]
[dice= Shokil, SenseMot] 1d20+5 [/dice]
[dice= Staar, SenseMot] 1d20-2[/dice]
[dice= Saeron Kasari, SenseMot] 1d20+11 [/dice]
[dice= Oda, SenseMot] 1d20+0 [/dice]
[dice= Bele, SenseMot] 1d20+0 [/dice]
[dice= Kneepuncher, Init] 1d20+1[/dice]
[dice= Shokil, Init] 1d20+2 [/dice]
[dice= Staar, Init] 1d20+0 [/dice]
[dice= Saeron Kasari, Init] 1d20+1 [/dice]
[dice= Oda, Init] 1d20+0 [/dice]
[dice= Bele, Init] 1d20+0 [/dice]
S
Hammer of Hylax
Dossier for Hammer of Hylax
Species: Trox, large arthropods.
Formal Title: Hammer of Hylax; Ambassador; Your Honor. Pronouns: She/her.
“Hammer of Hylax” is the honorific used by the dignitary from settlement AO-668, situated on a large moon orbiting an uncharted planet in Near Space. Though physically imposing, “Hammer” is a gentle being with a peaceful nature.
Settlement AO-668 (named for the original catalog number from the first survey of moon) is composed only of trox—who somehow arrived on the moon in a time period they refer to as the Seeding.
Hammer is extremely honest, and has frankly told me that they are less interested in what we have to offer, and more interested in evaluating the Starfinder Society as reliable and trustworthy allies.
She has not revealed any additional information about her colony, understanding her people’s need for secrecy to avoid finding themselves attacked or otherwise exploited by larger galactic powers.
Initial encounter : Helpful
Theatorium : Helpful
Tour : Helpful
Shopping: indifferent result still Helpful
Pets:
.
D% | System | |
1–10 | Life support | |
11–30 | Sensors | |
31–60 | Weapons array | Randomly determine one arc containing weapons; condition applies to all gunner actions in that arc |
61–80 | Engines | Condition applies to all pilot actions |
81–100 | Power core | Condition applies to all engineer actions |
Glitching –2 penalty.
Malfunctioning –4 penalty.
Wrecked wrecked system is minimally functional. Crew actions involving the system (except the hold it together and patch engineer actions and minor crew actions; see page 326) automatically fail. If the power core is wrecked, all crew actions aboard the starship not involving the power core take a –4 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems.
3. Game Room
4. Observation
5. Spa
6. Stairs
7. Bridge
8. Crew Quarters
9. Baggage Airlock
10. Pass. Cabins
11. Engineering
Upper Deck
3. Game Room
4. Observation
5. Spa
6. Stairs
7. Bridge
8. Crew Quarters
9. Baggage Airlock
10. Pass. Cabins
11. Engineering
Icons
Dakoyo Gaz Nako Quonx
Security bot
SKITTERMANDER SLANG
Drift: An adjective describing something fascinating and weird, likely never seen before or unique.
“The creature we encountered in the sulfur canyons of that unexplored moon was so drift I could hardly believe it!”
Nufriend: A form of address usually directed toward a stranger whose acquaintance you would like to make.
“Greetings, nufriend! We’re here to help!”
Gree: An interrogative, usually inserted at the end of a sentence to inquire whether others concur with the previous sentence or plan of action.
“If we sneak around that stack of crates, we can get the jump on those nasties, gree?”
Allsix: An adverb describing maximum effort; it is a reference to using all six arms to perform an action.
“I had to work allsix to repair that malfunctioning stealth drone.”
[dice= Init, Horror Personified] 1d20 + 4 [/dice]
[dice= Init, Kai] 1d20 + 4 [/dice]
[dice= Init, Patterson] 1d20 + 4 [/dice]
{dice= Init, Steev] 1d20 + 6 [/dice]
[dice= Init, HK] 1d20 + 3 [/dice]
[dice= Init, Hermena] 1d20 + 3 [/dice]
[dice= Init, Alzandre] 1d20 + 2 [/dice]
FERAL XILL CR 3
LE Small outsider (extraplanar, evil)
Init +4; Senses darkvision 60 ft.; Perception +8
DEFENSE HP 40
EAC 15; KAC 15
Fort +5; Ref +5; Will +4
SR 14
OFFENSE
Speed 30 ft.
Melee bite +12 (1d6+5 P plus paralysis) or improvised weapon
+9 (1d3+3 B)
Multiattack bite +6 (1d6+6 P plus paralysis), 2 improvised
weapons +3 (1d3+3 B)
Ranged damaged red star plasma pistol +9 (1d4+3 E & F;
critical 1d4 burn)
Offensive Abilities multiattack, xill implantation
TACTICS
During Combat The xill attacks the nearest creature,
attempting to paralyze it with her attack. If successful, she
spends her next round using her implantation ability. If the
xill fails to paralyze a target after two bite attempts, she
continues fighting using her multiattack ability.
Morale Unable to flee, the xill fights to the death.
STATISTICS
Str +2; Dex +4; Con +0; Int +1; Wis +0; Cha +0
Skills Acrobatics +8, Athletics +8, Stealth +13
Languages Common, Infernal
SPECIAL ABILITIES
Multiattack (Ex) A xill can make multiple melee attacks as a
full action, as listed in the Multiattack section of the stat
block. In this case, the xill can attack with its bite and two
improvised weapons as a full action.
Paralysis (Su) A xill’s bite causes its target to gain the paralyzed
condition for until the end of the xill’s next turn unless the
target succeeds at a DC 12 Fortitude saving throw.
Xill Implantation (Ex) As a standard action, a xill can use an
ovipositor in its mouth to implant a paralyzed creature
with xill larvae. This attack deals no damage, but the target
must succeed at a DC 12 Fortitude save or contract the xill
implantation disease.
STUNTED XILL IMPLANTATION
Type disease (injury); Save Fortitude DC 12
Track physical; Frequency 1/8 hours
Effect The implanted xill larvae can be removed by succeeding
a DC 18 Medicine check, ending the affliction. Each attempt
takes 10 minutes. Failing this check deals 1d4 damage to the
patient. At the impaired state and beyond, the damage from
failing this Medicine check increases to 1d6.
Cure 2 consecutive saves