Xuldarinar
2017-10-22, 10:00 AM
ALLOPRAX
Despite relatively frequent contact with aberrant creatures, few humanoids suffer from its touch upon their blood. More often than not they are viewed as oddities at best, and abhorrant abominations at worst. In the presence of those who revere aberrations or otherwise hold them highly, like those who worship the old gods as well as the Dominion of the Black, they are instead often seen as a boon or gift.
Perhaps in spite of their diverse origins in both humanoid and aberrant lineages, or because of it, alloprax bring to bare a curious if not alien mindset. An alloprax's solution to a problem is far more often outlandish than it is sane, so long as it accomplishes the task at hand. Physically they can often pass for their humanoid ancestor, but always they have some sort of trait than needs concealed one way or another. Even then, they tend towards strange physiologies and means of movement, making them alien even when any eyestalks or tendrils they may possess are well hidden.
Wherever cults to the old gods or the dominion of the black dwell, so too may alloprax. As such, most Alloprax have connections to the planet of Aucturn. That said, alloprax are capable of arising from incidents elsewhere. This ranges from genetic experimentation, arcane accident, literal decendents of humanoids and a physically compatible aberration, and on rare occasion those born to symbiend users.
RACIAL TRAITS
Ability Adjustments: +2 to any one ability score
Hit Points: 4
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Size and Type: Alloprax are Medium aberrations
Aberrant Gift: Alloprax gain gains a bonus feat at 1st level from the following list: Great Fortitude, Iron Will, Lightning Reflexes, or Minor Psychic Power. They do not need to meet the prerequisites of Minor Psychic Power in order to take select it.
Adaptive Mutation: Alloprax receive a +2 racial bonus to checks made with a single skill, chosen at 1st level. This skill must be one that can be attempted untrained.
Darkvision: Alloprax have darkvision with a range of 60 feet.
Humanoid Lineage: Alloprax are treated for the purposes of effects as both Aberrations and Humanoids with a racial subtype chosen at 1st level. Alloprax typically have the human subtype.
Example Alloprax
Not all alloprax are of vague genesis, many even come to bare striking association with one form of aberration or another. Below are two examples of paths to build them on, and another path that ties them to the alloprax designed for pathfinder. These are not the only forms that can exist, but exist to help give one a better idea as to what their diversity can result in and the sort of backgrounds that can be attributed to the alloprax.
Mawdweller Alloprax: Believed to be descendants of alloprax that once dwelled in the depths of Golarion, these alloprax lack a distinct aberration ancestor, instead possessing a menagerie of subtle aberrant traits. Tentacles, unusual colorations, and more are frequent though muted with the passing ages. More resilient either physically or mentally than most and quick to notice things, they have survived when others would not have. Do these children of the spiral have a settlement tucked away, or have they long been scattered to the stars? None can say for certain, but near universally these alloprax eschew faith in favor of philosophy, leaving them at odds with the cults of the old gods. (+2 Con or Wis, +2 Perception or Sense Motive, Lightning Reflexes)
Orocoran Alloprax: Among the more common on Aucturn, if for no greater reason than the commonality of these pests, Alloprax of this stock make up for what they lack in mental agility with physical, moving in strange ways that also make them remarkably light on their feet. They are often still very much capable of reaching out with their minds to communicate with others, though perhaps in the most basic sense. (+2 Dex, +2 Stealth, Minor Psychic Power: Telepathic Message)
Symbiend Alloprax: Children born to frequent users of Symbiend could potentially be alloprax, taking on traits not unlike those to the symbiend their parent used. Dream Peddler ones, most often born to those who frequent drug dens or reside in certain religious communes, are often more perceptive or approachable than most. (+2 Wis or Cha, +2 Sense Motive, Minor Psychic Power: Psychokinetic hand or telekinetic projectile)
This is not an attempt to convert, but rather to reinvent the alloprax under Starfinder. Please Evaluate And Critique Honestly.
I had originally considered keeping most of what they were, or even giving them more options like energy resistance, but I decided against it giving the presence of energy weapons.
That said, if someone wants to allow an alloprax to take a Resistance 5 to a type of energy to represent one background or another in place of a bonus feat: By all means.
Despite relatively frequent contact with aberrant creatures, few humanoids suffer from its touch upon their blood. More often than not they are viewed as oddities at best, and abhorrant abominations at worst. In the presence of those who revere aberrations or otherwise hold them highly, like those who worship the old gods as well as the Dominion of the Black, they are instead often seen as a boon or gift.
Perhaps in spite of their diverse origins in both humanoid and aberrant lineages, or because of it, alloprax bring to bare a curious if not alien mindset. An alloprax's solution to a problem is far more often outlandish than it is sane, so long as it accomplishes the task at hand. Physically they can often pass for their humanoid ancestor, but always they have some sort of trait than needs concealed one way or another. Even then, they tend towards strange physiologies and means of movement, making them alien even when any eyestalks or tendrils they may possess are well hidden.
Wherever cults to the old gods or the dominion of the black dwell, so too may alloprax. As such, most Alloprax have connections to the planet of Aucturn. That said, alloprax are capable of arising from incidents elsewhere. This ranges from genetic experimentation, arcane accident, literal decendents of humanoids and a physically compatible aberration, and on rare occasion those born to symbiend users.
RACIAL TRAITS
Ability Adjustments: +2 to any one ability score
Hit Points: 4
_________________________
Size and Type: Alloprax are Medium aberrations
Aberrant Gift: Alloprax gain gains a bonus feat at 1st level from the following list: Great Fortitude, Iron Will, Lightning Reflexes, or Minor Psychic Power. They do not need to meet the prerequisites of Minor Psychic Power in order to take select it.
Adaptive Mutation: Alloprax receive a +2 racial bonus to checks made with a single skill, chosen at 1st level. This skill must be one that can be attempted untrained.
Darkvision: Alloprax have darkvision with a range of 60 feet.
Humanoid Lineage: Alloprax are treated for the purposes of effects as both Aberrations and Humanoids with a racial subtype chosen at 1st level. Alloprax typically have the human subtype.
Example Alloprax
Not all alloprax are of vague genesis, many even come to bare striking association with one form of aberration or another. Below are two examples of paths to build them on, and another path that ties them to the alloprax designed for pathfinder. These are not the only forms that can exist, but exist to help give one a better idea as to what their diversity can result in and the sort of backgrounds that can be attributed to the alloprax.
Mawdweller Alloprax: Believed to be descendants of alloprax that once dwelled in the depths of Golarion, these alloprax lack a distinct aberration ancestor, instead possessing a menagerie of subtle aberrant traits. Tentacles, unusual colorations, and more are frequent though muted with the passing ages. More resilient either physically or mentally than most and quick to notice things, they have survived when others would not have. Do these children of the spiral have a settlement tucked away, or have they long been scattered to the stars? None can say for certain, but near universally these alloprax eschew faith in favor of philosophy, leaving them at odds with the cults of the old gods. (+2 Con or Wis, +2 Perception or Sense Motive, Lightning Reflexes)
Orocoran Alloprax: Among the more common on Aucturn, if for no greater reason than the commonality of these pests, Alloprax of this stock make up for what they lack in mental agility with physical, moving in strange ways that also make them remarkably light on their feet. They are often still very much capable of reaching out with their minds to communicate with others, though perhaps in the most basic sense. (+2 Dex, +2 Stealth, Minor Psychic Power: Telepathic Message)
Symbiend Alloprax: Children born to frequent users of Symbiend could potentially be alloprax, taking on traits not unlike those to the symbiend their parent used. Dream Peddler ones, most often born to those who frequent drug dens or reside in certain religious communes, are often more perceptive or approachable than most. (+2 Wis or Cha, +2 Sense Motive, Minor Psychic Power: Psychokinetic hand or telekinetic projectile)
This is not an attempt to convert, but rather to reinvent the alloprax under Starfinder. Please Evaluate And Critique Honestly.
I had originally considered keeping most of what they were, or even giving them more options like energy resistance, but I decided against it giving the presence of energy weapons.
That said, if someone wants to allow an alloprax to take a Resistance 5 to a type of energy to represent one background or another in place of a bonus feat: By all means.