Pathfinder emphasizes muscles for grappling, but I’ve known small people with solid technique who can hold even the biggest guys.
Mastery over Muscle Feat 7
General Skill Prerequisites expert in Acrobatics
You don’t need to be strong if your technique is solid. You can use acrobatics instead of athletics when using weapons with the grapple traits or when you use the grapple action.
Mother of Miteschar. STR 110CON 110 SIZ 110 DEX 45 INT 70 POW 90 HP: 30Damage Bonus: 2D6Build: 3Magic Points: 18Move: 8Attacks per round: 2. The Mother of Mites may only use a Trample attack once per round.Fighting attacks: The mother of mites has three feet and a mass of tendrils growing out of the body of the women. It also crawls with mites and can throw mites or swing tendrils.Grab (mnvr): The mother of mites can use its tentacles to grab and capture up to two victims. If a victim is grabbed, he or she is held to one of the horrible body of the women and can have mites forced onto their body.Trample: The mother of mites can also trample with its massive hooves, typically hooting and bellowing as it rears up and attempts to trample as many opponents as it can (up to 1D2 humans if they are situated close together).Fighting 50% (25/10), damage bonusTrample 40% (20/8), damage 1D6 + damage bonus Dodge 40% (20/8)Sanity Loss: 1D3/1D10 Sanity points to see the mother of mites
The mother of mites looks like a dark young with three legs leading to a large middle body and several tendrils emerging from the top. However in place of a mouth, there isa the mangled body of a women. She is emaciated, but can still talk in a horse, raspy voice. Also, her body and the larger body are riddled with holes and tunnels from which the star mites emerge. None know from where in the body the mites are produced.
Thoughts? time for a really bad guy to be the end boss!
Basics– To the stars! The Starfinder Beginner Box is the intro box for the Starfinder RPG, walking players through some basic character generation, how to play, and an intro adventure. It also provides dice, maps, and cardboard standees.
Mechanics or Crunch– What’s here is good, but is is missing a few key things. The walkthrough of how to play is a solid introduction to the game. But, and it’s a big but, it does leave out several things like starship combat. I LOVE Starfinder so that’s something that I think needs to be shown off. Also, as the GM, some of the skills are mislabeled. The skills that are used are simplified versions of the main skills to make life a bit easier for new players and GMs, but I feel that kind of handicaps the learning experience. That all said, it does work well and is a decent introduction to the system. 4.25/5
Theme or Fluff– The box set gives a solid introduction to the world and system, if a bit stifled. You get enough, but the adventure is a dungeon crawl. Not bad, but a bit simplified for an adventure. There are some social interactions, but I’d like more. The Pathfinder 2nd ed. Beginner box has two whole levels of dungeon, and I feel this was just a bit short. It works well, but I wanted more. 4.25/5
Execution– What’s here is fantastic. I love the maps, standees, and books. Everything that is included is done well. Solid work! 5/5
Summary-This is a good, if short, introduction to Starfinder. I like what’s here, but just need more. I want a short space shootout. I want more social. I want full skills,not simplified ones. But those are small wants compared to my friends who learned the system quickly from the box, and myself who was able to GM a game on the fly with minimal prep using this starter set. It’s good, but you will learn more when you buy the full book. 90%
Umbilus Colostrum Milked from the foul broodmothers of the minotaurs, this milk is oddly gray in color and is warm to the touch even if kept in a refrigerator. The milk energizes the body and extends life all while stripping the soul. If a person drinks eight ounces of milk, the person’s strength, constitution, and power increases by 50 each and they can not die from natural causes for one week. However, they lose 1d6 sanity. This milk also does not spoil so it can be stored near indefinitely if stored in a cool place. If minute amounts of milk are added to bulk milk supplies, then the milk will appear much higher in quality, nearly doubles the quantity, and fetch a better price.
char. STR 160 CON 100 SIZ 160 DEX 40 INT 10 POW 30 HP: 26 Damage Bonus: +3D6 Average Build: 4 Move: 8 ATTACKS Attacks per round: 2 Fighting attacks: The creature looks roughly like a man so it can punch and kick or even put itself into a charge with its head. Fighting 40% (20/8), damage 1D6 + damage bonus Dodge 20% (10/4), Sanity: 1d2/1d10
The minotaur is a creature made from a man, dead or alive, a star mite, process/created inside a External Umbilus. The creature stands about seven feet tall, on two legs, and is extremally muscular. Its body is wrapped in oddly corded muscles and veins pulse strangely below its skin. Its legs bend backwards like a cows, but the skeleton is bent at odd angles as its misshaped physiology should not support its weight or life. Its hands have four fingers, but they jut from the palm at odd, unfortunate angels. Its breaths are labored as it walks and stands. Its head is that of a cow and older ones, if they survive that long, can grow horns with bulging eyes that are too close together on its cow face. It is covered in fur that follow standard bovine patterns. In the center of its chest is a star mite that’s tendrils burrow deep into the creature joining its nervous system, circulatory, and digestive systems. These minotaurs must be nursed by an external umbilus’s colostrum to be as strong as they can be. If they do not drink the colostrum, they are much weaker having their STR drop to 80 and their CON drop to 50 and they will not survive past a few, painful days.
Classes Technomancer 1 School evocation (cold) Casting Time 1 standard action; see text Range medium (100 ft. + 10 ft./level) Targets one creature or object Duration instantaneous Saving Throw Fortitude half, see text; Spell Resistance yes
Description
You remove the energy from a point in frange dropping temperatures down to near absolute zero. The target takes 3d6 cold damage and is staggered for one turn. S successful save results in half damage and the target is not staggered.
Concentrate mental Traditions occult Cast [two-actions] Range touch Defense Will; Duration sustained up to 1 minute
You reach out and grab a creature lightly and your mental force grabs the creature. The target must attempt a Will save. Each turn you can Sustain this spell and the target is still immobilized takes 2d6 bludgeoning damage. A creature can attempt to Escape, rolling against your spell DC.
Success The creature is unaffected. Failure The creature is immobilized and takes 2d6 bludgeoning damage. Critical Failure The creature is immobilized and take 4d6 bludgeoning damage.
Heightened (+1) The bludgeoning damage dealt when you Sustain this spell increases by 1d6 and 2d6 for creatures who fail who critically fail the saving throw.
What do you think ? Damage too high for level 1 spell or does having to be damager close compensate?
Benefit: Choose one energy type you are immune to. You now heal damage equal to the damage that would have been inflicted when attacked by that energy type.