Mike-Mike tossed two smoke cannisters around the corner then dove away from the cover of the alley wall, using a powerful kick against its brick to send him flying swiftly and suddenly across the refuse-covered back street and toward a storm drain. Find many great new & used options and get the best deals for SJG Munchkin Munchkin Starfinder 2 - Far Out New at the best online prices at eBay! Free shipping for many products! Weapons primarily deal damage, and some have additional special properties. Some weapons also cause special critical hit effects, which are listed in the weapon tables and described beginning in Critical Hit Effects. See Critical Hits for information. Basic Melee Weapons One-Handed Basic Melee Weapons. If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage. If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.
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This page is part of the character sheet for Starfinder, covering Undead creatures.
Undead are defined as, quite simply, any and all creatures animated by negative energy, rather than the positive energy that animates everything else. Usually — but not always, strictly speaking — they start out as some other type of creature and end up this after dying and being reanimated by any of a number of processes. Beyond that, undead are quite possibly the most diverse category of creatures in-game — they come in both corporeal and incorporeal variants; they occupy the entirety of the spectrum between mindless automata and prodigiously intelligent post-mortal entries; they can be raised from a single intact body, an amalgamation of corpses or separated body parts and organs; and can be raised from almost any other living thing, making them potentially as diverse as all the other categories combined.
To see the tropes for undead in Pathfinder, click here.
Animated skeletons that retain memories and skills of their former lives. Referred to as skeletal champions in ages past, they are more commonly referred to by their designation among the Corpse Fleet.
- Dem Bones: They might have had flesh once but, as most of them are elebrians, any traces have long since rotted away.
- Elite Mooks: Unlike most undead, they retain their minds and class levels.
- Sudden Name Change: They were known as zombie lords in Pathfinder, a name which is no longer fitting as many of them are just ordinary citizens of Eox.
- Working for a Body Upgrade: Many living Eoxians indenture themselves for the chance to be reanimated as a Corpsefolk when they die. Most of them are still working off the debt postmortem.
Juggernauts of powered armor and necromancy-infused flesh.
- BFG/BFS: They can use weapons sized for creatures within one size category of them without penalty, allowing a gatecrasher to use heavy weapons meant to be wielded by ogres.
- Cyborg: Not only are they fused with their power armor, they can install armor upgrades into their bodies.
- One-Handed Zweihänder: Their Juggernaut of Destruction ability lets them wield two handed weapons in one hand without penalty.
Undead residents of Eox who turned to undeath to 'survive' the calamity that befell their world. Necrovites store their souls in an electroencephalon, which they can regenerate from should their bodies be destroyed.
- Our Liches Are Different: A necrovite's consciousness and soul are stored in a device called an electroencephalon. The only way to truly destroy a necrovite is to locate and destroy the electroencephalon; otherwise, the necrovite simply regenerates.
- Recycled IN SPACE!: They're space liches.
- Soul Jar: Their electroencephalons.
Tzitzimitls are enigmatic undead beings unleashed in some forgotten time to visit death and darkness on the galaxy.
Undead that arise on their own under certain circumstances.Undead arising from those who reveled to much in the thrill of chasing and killing.
- Abnormal Ammo: Their infused ammunition is made of Negative Energy infused bone.
- Make Me Wanna Shout: They can howl once a day to paralyze everything around them for one round.
- Meaningful Name: Baykok is an alternate spelling of the Anishinaabe word bakaak, which means 'bones draped in skin.'
- Native American Mythology: The baykok is a malevolent spirit from the Ojibway nation.
- Your Soul is Mine!: A baykok can devour the souls of dead or dying creaturs to heal and haste itself.
Undead monstrosities resulting from environmental necromantic energy suffusing disembodied body parts.
- The Assimilator: They tear apart dead bodies to add the parts to themselves.
- Body Horror: A carrion dreg is formed from limbs, heads, bones, organs, and skin, all torn free from their original bodies and combined into a singular shambling mass.
- Flight: Those with the Leathery Wings adaptation gain a fly speed.
- Wall Crawl: Those with the Grasping Arms adaptation can crawl up walls and on ceilings.
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.
- Our Ghosts Are Different: A restless undead spirit created when a humanoid dies in the Drift and is bound to that plane.
- The Power of Hate: Its hatred of the living is so strong that a driftdead psychically broadcasts its confusion, affecting all who venture too close.
Undead created when a creature dies in the throes of intense emotion among a large group of creatures feeling the same emotion.
- Emotion Eater: It's their name. Functions the same as life force draining.
When a creature dies, particularly strong emotional ties may prevent its soul from moving on. Such a creature is a ghost, a mockery of its former self that is slowly warped by the emotion that created it.
- Ghostly Goals: As usual per D&D/Pathfinder, defeated ghosts reconstitute themselves in a week or two unless the reason they can't rest is resolved.
- Haunted Technology: Starfinder adds a variety of tech-oriented ghost abilities to the list.
A ghul is a rare form of undead that arises when a jann dies while cursed
Vengeful undead formed from members of highly structured groups. How they get to be such creatures varies, from those who violate the tenants of their order in order to cause great suffering to those who followed a rigid path in life specifically to reach this end.
- Breath Weapon: Black Apoxia, where they suck in all the air in a cone and cause creatures to suffocate even with protective gear.
- Human Sacrifice: Those who deliberately live their lives to become kurobozu are ritualistically choked to death.
- In-Series Nickname: They're also known as 'black monks.'
- Psychic Powers: Once a day their Sage's Bane ability lets them render a target they've damaged with a melee attack flat-footed, off-target, and unable to communicate or use any Wisdom-based skills.
- Yōkai: Loosely based on the yokai of the same name, a faceless being in black monk robes that stole sleeping breaths.
Undead risen from those who died while trapped alone, marooned ones seek to ensnare others to the same fate. Their greatest joy is forcing people to leave a single person behind with them, where the undead whispers to them until they die and rise as another marooned one.
- Left for Dead: One of the common causes for their creation is when this occurs, only for Not Quite Dead to kick in regarding the original injury. Surviving their original wounds, only to die gradually as no one comes to look for them, results in a turmoil of emotions that causes them to rise again.
- Pet the Dog: Played with. When someone is stranded with them, they'll talk to and sympathize with the unfortunate soul over their plight. While this seems at least slightly sympathetic, their plan is to guide the stranded mortal to conclusions and emotions that will result in a new marooned one upon their death.
Undead arising from strong humanoids that had their bodies warped in their final moments, usually from radiation or magic.
- Ax-Crazy: Marrowblights are typically among the universe's most vicious and hateful undead, despising society and living creatures in particular.
- Deadly Lunge: Marrowblights can leap up to 15 feet into an empty space, then pounce at enemies near the landing site.
- Spider Limbs: A marrowblight's most notable feature is the spidery limbs protruding from its back.
Undead that arise from the bodies of those who reveled in killing sentient beings in life.
- Adaptational Villainy: In Pathfinder becoming a mohrg simply required having killed many people in life, meaning that ordinary soldiers or even adventurers could become one if they happened to have a high enough body count. Here the mohrg-to-be must actually enjoy causing the deaths they do.
- Axe-Crazy: So devoted to causing death and suffering that most end up self destructing in their early years as their obsession overrides their self preservation. Those that survive become more cunning and powerful, often joining up with larger groups like the Corpse Fleet that give them opportunities to sate their violent urges for centuries on end.
- Dem Bones: They looks like a walking skeleton, with the addition of their parasitic entrails.
- Night of the Living Mooks: Any humanoid they kill with a slam attack rises immediately as an occult zombie permanently under the mohrg's control.
- Overly Long Tongue: The clawed tentacle of intestine that extends from its mouth certainly acts as a tongue, though one that's ten feet long.
- The Paralyzer: Their tongue can paralyze targets, which is why they always attack with it first.
Undead formed from those who died due to exposure to vacuum. Hateful of all living beings, nihili kill as swiftly as they can and leave the body in search of more victims. Rumors persist of a cult of nihili that venerates a dark star, sacrificing living by throwing them into space to rise as more nihili.
- Explosive Decompression: They can magically inflict this fate on their foes, a dark reflection of their own deaths.
- Gravity Master: They control gravity in a small aura around them, allowing them to move normally in areas of abnormal gravity.
- Thrown Out the Airlock: One of the most common causes of death that spawns a nihili.
Undead that arise when an evil creature dies while in the throes of nihilism.
- And Then John Was a Zombie: Victims of an oblivion shade often find themselves twisted into oblivion shades under the thrall of their 'sire'.
- Anthropomorphic Personification: These creatyres are animate expressions of entropy.
- Intangible Man: They can pass through solid objects so long as the object isn't larger than the space they can move in one round.
- Religious Bruiser: Many find themselves in cahoots with the Devourer's cults, whether as simple muscle or as mystics and sages for the god itself. The most renowned are the 'invisible choirs,' cults cells headed by an oblivion shade and consisting entirely of the spawn it created specifically for this purpose.
- Straw Nihilist: Oblivion shades come into existence when an evil being dies with utter nihilism burning in its heart.
- Touch of Death: Oblivion shades are capable of disintegrating matter with a touch.
Undead arising from the body of a small arms expert who was killed through betrayal, killed by a hated enemy, or otherwise died while seeking revenge.
- Bottomless Magazines: A pale stranger never needs to consume ammunition when firing a small arm, allowing them to shoot down enemies even with an empty weapon.
- Cold Sniper: Pale strangers are about as amicable as most undead, and by taking a swift action to aim they can ignore all concealment and cover while doing extra damage.
- Gun Nut: A pale stranger can be looted to obtain four pistols. Given that reloading isn't an issue for them and most only have the two hands, this is probably why they have so many.
- The Gunslinger: Clearly meant to fulfill this role as an antagonist.
- Handguns: A pale stranger can only use their special firearm abilities with small arms.
- Long-Range Fighter: What they're meant to be. Ironically, their melee weapon does more damage than their ranged one.
- Punch-Packing Pistol: Averted, this pistols don't do any more damage than the standard ranged attack of a similarly leveled monster.
- Revolvers Are Just Better: A pale stranger's small arm attacks never count as archaic, allowing them to use centuries old pistols to just as much effect as futuristic ones. Ostensibly this is so the most ancient pale strangers remain a threat even with their original weapons, but we all know it's just so they can use revolvers.
- Roaring Rampage of Revenge: The first act of any pale stranger is to seek out and kill anyone responsible for their death.
- Swiss Army Gun: Their Stranger's Shot ability lets them change the damage type of their shots between piercing, electricity, and fire, regardless of the type of weapon used.
- Wrecked Weapon: Averted, pale strangers can use damaged or broken weapons as if they were in peak condition.
A few sapient pyric revenants master the spiritual fires within them, becoming pyric heliacuses instead of pyric wraiths.
When pyric fire kills, it roasts flesh while kindling the spirit. Left unchecked, this otherworldly flame awakens a slain creature as an undead of ash, embers, and fire
Over centuries, pyric fire consumes a pyric revenant’s flesh, leaving behind an apparition of ash and embers.
- Defeat Equals Explosion: Cybernetic zombies self-destruct when destroyed.
- Our Zombies Are Different: Occult zombies are animated by magic; cybernetic zombies arise from implants that continue to function after the body died.
Undead created fromt he tortured souls killed by black holes.
Undead created through infection.Unsettlingly intelligent undead cannibals who reproduce through a disease known as 'Ghoul Fever'.
- Aquatic Mook: Lacedons, ghouls with the aquatic subtype and a swim speed.
- Elite Mook: Ghasts, a more powerful variant of ghoul whose touch can paralyze even elves, who are normally immune to ghoul paralysis. They are often found leading bands of common ghouls.
- Evil Smells Bad: Ghasts exude a powerful stench which can make living creatures sick.
- Horror Hunger: Their craving for flesh greatly outstrips their need to consume it — being undead, they have no need to eat whatsoever, but their are still wracked by a constant hunger for flesh that is only abated when they are actively eating meat.
- Our Ghouls Are Creepier: A combination of zombie and mythic ghouls — the original ghouls are believed to have been once-living cannibals, but the modern sort reproduce through their infectious bite.
- The Paralyzer: They can paralyze victims with their touch. Elves are normally immune to this, but a stronger variant of ghouls known as ghasts is capable of paralysing even elves.
- Undead Laborers: Noted to be good workers in many industries due to their resourcefulness and hardy constitution.
- The Virus: Ghouls spread a virulent disease known as ghoul fever through their saliva. A victim of ghoul fever often rises as a ghoul within 24 hours.
- Zombie Apocalypse: If not checked immediately, ghoul fever can quickly lead to an undead population explosion.
Jiang-shi
Vampires that feed on the breath of the living and remain hampered by rigor mortis.
- Achilles' Heel: Jiang-shi are horrified by their own reflections, and the sound of a handbell or the call of a rooster fills them with terror. Cooked rice, which reminds jiang-shi that they are dead and can no longer eat normal food, shames them.
- Anti-Magic: The holographic prayer scroll at a jiang-shi’s brow grants immunity to any effects from items that store spells.
- Chinese Vampire: A jiang-shi is an undead creature that drinks the breath of the living to feed on their life energy, or chi. Rigor mortis makes its movements especially stiff, causing a distinctive bouncing gait. It can sense the breathing of living creatures and wears a prayer scroll on its forehead.
- Fantastic Racism: They are known to be jealous of blood-sucking vampires because of their ability to create their own spawn.
- In-Series Nickname: Called 'hopping vampires' due to their peculiar means of movement.
- Jacob Marley Apparel: A jiang-shi's appearance depends on both the circumstances of its death and the state of its corpse at the time of reanimation.
- Outdated Outfit: Jiang-shi tend to wear clothing or gear that is out of style.
- Vampiric Draining: Jiang-shi drink the breath of the living to feed on their life energy.
- Our Zombies Are Different: These zombies are the victims of void death infected by an akata.
- Overly Long Tongue: A void zombie usually has a bloated blue-gray “tongue”, which is the tail of the akata larva inside.
- Parasite Zombie: A void zombie's body is controlled by the akata larva parasite.
Index
I'd asked for new content tied to the new races from he Starfinder Roleplaying Game's new book, Alien Archive, and mentioned maraquoi and kalos as ones I'd appreciate. Lo and behold (that's a link to there!) they delivered with a bunch of really cool equipment designed with kalos in mind.
With their permission, and thanks to the magic nature of the Open Gaming License, I'm expanding on that post with some ideas of my own!
After this, I'll make some more kalo-focused content, from armor and upgrades, to weapon fusions, to potentially some feats and class options!!
Equipment (Weapons)
Shark's Jaw Dagger-Axe
(uncategorized one-handed basic melee weapon)
Level: 4
Price: 2,310
Damage: 1d4 S
Critical: Bleed 1d6
Bulk: L
Special: analog, aquatic, operative; this weapon provides a +1 circumstance bonus on attack rolls against creatures with the bleeding condition
Sharkhide Gauntlet
(uncategorized one-handed advanced melee weapon)
Level: 5
Starfinder Best Weapons
Price: 2,840
Damage: 1d8 B
Critical: Bleed 1d8
Bulk: 1
Special: analog, aquatic, block, unwieldy; when wearing heavy armor and wielding a sharkhide gauntlet, the heavy armor's bonus to EAC and KAC both increase by 1 against creatures with the bleeding condition
Pocket-Crab Cannon
(projectile one-handed small arm)
Level: 5
Price: 3,270
Damage: 1d8 B
Range: 30 feet
Critical: knockdown
Capacity: 4
Usage: 1
Bulk: 1
Special: analog, aquatic, unwieldy; this weapon can be wielded two-handed, doing so removes the unwieldy property; creatures with weapon specialization (small arms) who wield this weapon two-handed add three-fourths (rounded down) their level to damage with it instead of half
Clam's Grip Maul
(uncategorized two-handed advanced melee weapon)
Level: 6
Price: 5,120
Damage: 1d12 B
Critical: -
Capacity: 8 rounds
Usage: variable (see special)
Bulk: 2
Special: aquatic, reach, unwieldy; this weapon can be loaded with heavy rounds, a heavy round can be expended after hitting with it to treat the damage dealt as adamantine, or two rounds to treat said damage as a force effect instead; a clam's grip maul cannot be made of a special material
Lobster Laser
Starfinder Two Handed Weapon Damage
(laser one-handed small arm)Level: 7
Price: 6,480
Damage: 2d6 F
Range: 40 feet
Critical: Burn 1d6
Capacity: 20 charges
Usage: 2
Bulk: 1
Special: aquatic; as a full action, this weapon can be fired a single time with a +4 circumstance bonus to the attack roll
Saw-Gull Shotgun
(projectile one-handed longarm)
Level: 7
Price: 6,730
Damage: 1d8 P
Range: 20 feet
Critical: Bleed 1d6
Capacity: 4 shells
Usage: 1
Bulk: 1
Special: analog, aquatic, blast; this weapon can be used to provide harrying fire against all enemies in the cone it affects, and the bonus provided by this harrying fire is 1 more than normal
Octopus Arm-Carbine
(projectile one-handed longarm)
Level: 11
Price: 25,750
Damage: 8d4 P
Range: 60 feet
Critical: Wound
Capacity: 16 rounds
Usage: 4
Bulk: 2
Special: analog, aquatic, unwieldy; when wielded while wearing heavy armor of this weapon's level or higher, it loses the unwieldy property, but the penalties for full attacking with it are increased by 2; when using this weapon's ability to lose the unwieldy property, if a natural 1 or 2 is ever rolled on an attack roll with it, it regains the unwieldy property and takes -2 to attack rolls until resolve is spent to recover stamina