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Starfinder Species: Xorarcan

Xorarcan

The Xorarcan are legendary as a humanoid warrior-species with an ancient history, but the truth of their existence is far more complex.

They evolved on the dead world of Xorarca, a high-G planet which has little water, extreme temperature shifts, and numerous radioactive heavy metals. Strength and resilience were crucial survival traits for all live on Xorarca, but the one humanoid race that evolved there clawed its way to the top of the food chain by adding planning, tools, and a willingness to sacrifice for the good of a larger community. No Xorarcan wants to die, but even more no Xorarcan wants to die uselessly. The idea of seeking a death that serves a greater good isn’t just a cultural element of Xorarcan life, it’s a survival instinct that developed as the only way for the species as a whole to thrive.

Long before Xorarca technological levels reach the point of space travel, they were discovered by a more advanced society who saw their value only in terms of slave labor and shock troops. Different races have been suggested as this conqueror of Xorarca, though native histories refer to them only as the Overlords. For millennia, the Overlords raided Xorarca every generation, taking the strongest and most accomplished warriors and engineers, and leaving behind only enough population to ensure that, with effort and sacrifice, there would be more potential slaves in another generation.

Xorarcan history states that in time the Overlords empire collapsed, and their many enslave races were left adrift. Most fell into barbarism and developed into petty warlords fiefdoms, but the Xorarcan drive to live a life that meant something caused many of them to strive to build something more. Over centuries, ships of Xorarcan who had never set foot on their native soil returned home, in ships cobbled together from Overlord technology or earned from other races through mercenary service. All were welcomed back as lost kin, and accepted into the greater Xorarca community.

But Xorarca was still a harsh world, and it could not support such an enlarged population. It became clear that for the Xorarcans to survive, they must continue to travel among the stars. The species does not wish to a find a new homeworld, but it does want to protect the world and culture that birthed it. In each generation, more than 75% of the Xorarcans born on their homeworld find themselves driven to leave native soil, for the good of their brethren. To ensure no new empire of Overlords ever seeks to enslave them again, and to protect their homeworld, those Xorarcans who leave take on warrior roles and work to establish a presence throughout the galaxy as acknowledged masters of war and defense. While the species has its share of poets, engineers, philosophers, mages, priests, actors, and even criminals, those who leave their world see projecting strength as a species a crucial step to protecting their beloved homeworld.

Similarly, Xorarcans abroad seek to be known as honest and good to their word, to ensure that deals made by their homeworld are respected and valued. This is not to say all Xorarcans are good or kind—a Xorarcan criminal simply ensures that any threat made can and will be carried out, and Xorarcan cheats avoid making any statement regarding the falsehoods they depend on.

Xorarcans value community, and even a lone member of the species far from home looks to find allies they can trust and protect. Most Xorarcans are taught from birth that their first and greatest duty is to their homeworld and their species, but a Xorarcan may choose duty and loyalty to a community of choice over one of inheritance.

RGG-Acronaut-color-01

SPECIES TRAITS

Ability Scores. Xorarcans have a wide range of body types and mental traits, and despite a reputation for being strong and narrow-minded are actually among the most varied of species. A Xorarcan gains a +2 bonus to two ability scores of their choice, and take a -2 penalty to one ability score of their choice.

Size, Type,Vital Statistics: Xorarcans are Medium humanoids with the Xorarcan subtype. A typical Xorarcan stands 5’10” to 7 feet tall, and weighs 190-280 pounds. They reach the age a maturity at 15 years, and have a maximum age of 100 + 2d20 years.

Move: Xorarcans have a 30 foot land speed. If any effect reduces their speed by a set amount, that reduction is decreased by 5 feet.

Darkvision: Xorarcans have darkvision with a range of 60 feet.

Plain Speech. Xorarcans are renowned for being straightforward and good as their world, and find getting what they want through deception awkward and uncomfortable. They receive a -4 penalty to Bluff checks to lie (though not for any other task of the skill), and a +2 bonus to Diplomacy and Intimidate checks.

Independent: Xorarcans have evolved to be difficult to control, and even-tempered. They receive a +2 bonus to all saving throws against mind-affecting to emotion effects, and the DC to bully them with Intimidate is 5 higher than normal.

Harsh Homeworld: Xorarcans take no penalties in thin, normal, or thick atmospheres. They treat hot environments as 30 degrees cooler, and cold ones as 30 degrees warmer, for purposes of environmental hazards. They treat high gravity as standard gravity and extreme gravity as high gravity (even for purposes of determining bulk).

THEME: XORACAN WARRIOR

Many of the traits considered “inherent” to Xorarcans are actually cultural norms ingrained in all Xorarcans born and raised on their homeworld of Xorarca. While theoretically a non- Xorarcan could be raised in the same manner, such as a human adopted by Xorarcan parents or a shirren born to diplomats on Xorarca who have adopted its culture and have numerous native friends, normally only Xorarcans can take this theme.

Theme Knowledge. Xorarcans know the universe is a cold, harsh place and train their young to be prepared to use even protection available to them. You begin play proficient with heavy armor. If the class you take at 1st level is already proficient with heavy armor, you begin play proficient with powered armor. If the class you take at 1st level is already proficient with powered armor, you reduce the armor check penalty of any armor you wear by 1 (minimum 0). Additionally, you can alter any armor you wear to match the appearance of traditional Xorarcan war-gear with 1 day of work, giving you a +2 bonus to Intimidate checks to demoralize while wearing it.

Armored Juggernaut [6th]. At 6th level, you ignore the bulk of any armor you wear. Additionally, when wearing heavy armor or powered armor, your unarmed attacks deal damage equal to the solar weapon of a solarian of a level equal to your character level.

Rugged [12th]: At 12th level you can, once per day, when wearing armor, grant yourself a number of temporary Hit Points equal to your level. These fade after 10 minutes or when used.

Unstoppable [18th] At 18th level, your ability to overcome adversity is so great you gain determination when things turn against you. The first two times each day when facing a significant enemy you take a critical hit or fail a saving throw, you gain one Resolve Point.

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Ichthine–A Species for all -finder games!

As far as I can tell, the urge to do this species came straight from the art, by the amazing Jacob Blackmon. Certainly nothing else I can think of inspired this. The write up should work for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game.

ICHTHINE

The ichthine are an ancient, accomplished species who have had access to star travel for millions of years. Able to place themselves into a natural form of hibernation, their species travelled the stars in vast slower-than-light ships to explore and learn. However, lacking any way to communicate with each other or their homeworld, each ichthine ship became its own hub of knowledge and developed its own culture. Most eventually began to break down in systems lacking the technology to repair or replace their advanced systems, and the ichthine inhabitants within eventually choose a new world to colonize. Ichthine than thus be found on thousands of world, many of which have no native star-travel capacity, or have only developed such capacity in recent centuries. If the original ichthine homeworld is still populated, none of the current ichthine populations know where it is. It has even been suggested the ichthine originated in a different galaxy, though most scholars dismiss this as hyperbolic legend.

Ichthine culture has survived, however, in part because they have a remarkable racial memory that retains a great deal of core knowledge from generation to generation. Each ichthine is born knowing the Aquan language, already able to speak and understand basic phrases, with a general knowledge of the history of their line. Thus most ichthine populations are aware of their long history of star travel, even those living on worlds with no more than iron age levels of technology. While the ichthine diaspora happened so long ago that many isolated ichthine populations have evolved to look radically different than their distant cousins, most recognize their kinship to ichthine of all types, and can remember in general terms a time when they had a united appearance.

On many worlds ichthine are known as “grandparent fish,” and are considered skilled advisors and scholars, Icthine generally take a long view of things, from history to politics to religious tolerance. This partially comes from their long lifespans and partially from their racial memories, but also seems to be a natural tendency of the species. While young ichthine are significantly more excitable than their older relatives, even as “tads” ichthine generally contemplate major actions and their consequences before diving into them.

However, once an ichthine has decided a risk or consequence is worth the benefit that causes it, they are loathe to reconsider that opinion without significant new evidence. This sometimes leads to ichthine picking up damaging vices, or remaining friends with people who have changed from being short-sighted or brash to being genuinely destructive or evil. Ichthine also think strongly in terms of groups, and hate excluding anyone once they have been accepted into any social or cultural organization.

Grandparent Fish

(Art by Jacob Blackmon. Available as stock art here!)

Species Traits

Ichthine are Medium monstrous humanoids. Despite their fishlike appearance, they can easily manipulate items with their nimble fins as well as a human with two normal hands.

+2 Wis, +2 Cha, -2 Str. Ichthine are calm and caring, often contemplating how helping others may help them as well, but have frame ill-suited to the leverage needed for optimized application of strength.

Movement. Ichthine have a 20-foot move rate, and a 30-foot swim rate.

Deep Senses. Ichthine have low-light vision and darkvision. When in a liquid environment, they also have blindsight, 30 feet.

Amphibious. Ichthine can breath air and water with equal ease.

Depth acclimated. Icthine ignore penalties for high pressure, both in water and in normal atmosphere.

Hibernate (Ex). As a full action an ichthine can slow its metabolism to a crawl, radically reducing its need for air, water, and food. In this state it does not suffocate or starve, and is considered unconscious for most purposes. However, a hibernating ichthine can make Perception checks at -10 to notice changes to its environment while hibernating, and choose to end its hibernation as a full action. A DC 10 Medicine check is required to differentiate between a hibernating ichthine and a dead one. An icthine’s hibernation can last for tens of thousands of years with no harm.

Racial Memory (Ex). An ichthine can attempt a recall lore task with untrained skills, regardless of the check’s DC. An ichthine receives a +2 bonus to all recall lore checks. If the recall lore check is for questions relating to the ichthine’s own heritage, this bonus increases to +10.

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A Beginning Is A Very Delicate Time

“We are locked in existential battle with the forces of Khernobog. Every living, thinking thing on the other side of the rivers and mountains wants us dead. Or worse.

“The Wards Majoris keep out most threats. More powerful creatures can burst through the wards, of course, but doing so takes time and sets off alarms. As long as our Princips aren’t busy elsewhere, they can respond to any such effort and prevent a breach.

“But more minor creatures are simply below the threat level the wards respond to. Sometimes those lesser forces of Khernobog gather in numbers large enough to be a significant danger. Generally they must take such armies through the fords or passes. Which is why there are keeps and castles there, manned with veterans who couldn’t stop a creature powerful enough to breach the wards, but can act in units to guard against incursions of massed minor threats.

“Of course, for them to respond quickly, they can’t stray too far from those routes, and they can only patrol so much territory beyond that. Smaller groups of minor creatures that can pass through the wards can sneak past the patrols, or move through rough terrain a whole army couldn’t negotiate.

“Such individuals and small bands are no danger to our lands as a whole. But that is no comfort to a father mourning a stolen child, or a wisewoman who loses her chickens.

“Those threats are minor, but no less threats, and someone must face them. Someday, perhaps, you will have the experience and power needed to guard the castles. Who knows, maybe someday you’ll even be a Prencip, and defend us from reality-altering powers of the enemy.

“But until then, we need you to form into small groups, and seek out those threats you can handle. Ensure that the patrols don’t have to abandon their posts, and the Princips are neither distracted nor out of position.

“It may seem minor, but this, too, is a great service to our lands.”

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Webbing Wednesday! acid webs

It’s Webnesday! When we take a look at web-related monster abilities for some d20 games!

This week, we look at: Acid Webs!

For Pathfinder!

Acid Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs also takes acid damage every round. The damage is 1 point for creatures of CR 1 or less, 1d3 for creatures of CR 2-3, 1d4 per 2 CR for creatures of CR 4 or higher. Additionally, this creature’s webs are immune to acid damage.

(Want to make things even worse? Add a swarm to the encounter!)

For Starfinder!

Acid Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs also takes acid damage every round. The damage is 1d4, +1 point per CR of the creature. Additionally, this creature’s webs are immune to acid damage.

(Maybe add this ability to a Star-Drider!)

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Aberration Collective Nouns, A-Z

A list of 26 collective nouns for various aberrations. For those of you who find such things useful.

Not specifically designed for the Aberrant Empire… but clearly related to similar ideas.

An Ambush of Chuul
A Bushwack of Mimics
A Cacoethes of Intellect Devourers
A Drape of Cloakers
An Exlex of Gugs
A Flatus of Flumphs
A Grasp of Gricks
A Hybridization of Driders
An Iatrarchy of Mi-Go
A Jargon of Gibbering Mouthers
A Kakidrosis of Catoblepae
A League of Decampi
A Macropterous of Lurkers Above
A Noisome of Byakhees
An Origin of Aboleths
A Padrone of Incutilises
A Qanat of Delvers
A Rille of Moon-Beasts
A Strangle of Choakers
A Toadtality of Froghemoths.
An Umbraculum of Darkmantles
A Vafrous of Naga
A Web of Ettercaps_
A Xenagogue of Elder Things
A Yawp of Destrachans
A Zazzle of Carbuncles

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The Aberrant Empire

Aberrations are usually presented as lone monstrosities to be slain for their loot, or fallen kingdoms of single aberration species well past their glory days.
But if dwarves and elves and humans can have multi-species nations, why can’t there be a vast, thriving, dangerous Aberrant Empire, where all things alien and unwholesome serve a single Aberrex ruler.

Aatheriexa taskmasters cruelly drive monstrous humanoid laborers and magical beasts of burden to build twisted basalt monoliths, work fields that grow fleshy fungus, and forge weapons designed to tip tentacles and adorn eyestalks using greenish metal poisonous to non-aberrant races.

Akaname commandos sabotage the wells, waterways, and sewers of major cities or strongholds too near the Empire’s borders, ensuring disease and infestation keep potential enemies weak.

Blightspawn priests rule over congregations of non-aberrant “hostkin,” who literally give their bodies for the worship of twisted gods and the incubation of elite Imperial species.

Brume inquisitors ensure the loyalty of all with the Empire and draw knowledge out of the memories of its captured enemies, while cerebral stalkers turn what’s left of any subject into a useful servant of the Aberrex.

Choker assassins end the lives of those who threaten the Empire in silent attacks, or slaughter those foe’s loved ones and allies if unable to crush the enemy’s windpipe directly.

Destrachan heralds sound the calls to mobilize Aberrant armies, and learn the sounds of insanity from their Aberrant nobles to let loose mind-shattering calls that blast psyche as well as flesh.

Ailing aberrations that have served the empire well join in final, dread rituals to combine into egregores, or yah-thelgaad, ensuring their experience and fell knowledge can continue to fulfill imperial needs for centuries more.

Ethereal filchers both guard the border planes around the Empire, and act as intelligence agents, stealing opposing forces plans from their very pockets.

Froghemoth juggernauts, directed by armored ghorazagh commissars, anchor mighty armies and naval forces, acting as living siege engines, and often ridden by khardajeen artillery.

Incutilis and their lords man flotillas and watery caravans, ensuring that the appetites of the Empire are met, and that those who oppose them are subdued and forced to serve the Empire’s needs.

Hyakume magecrats rule Imperial territories, each defined by a strange border that respects no boundary non-aberrant eyes can perceive.

At the center of the Empire, sits 13 tychilarius, jointly the Aberrex, an aberrant amalgam of all the Empire’s best, most loathsome agents and lords. Do they serve a greater master? If so, can mortal minds even comprehend it?

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Awesome 80s: Gazer Guns (for Starfinder)

Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s gazer guns, optical weapons that use the optic nerves (or cameras) to access the nervous systems.command circuits of a target and shut them down.

This one is a bit more obscure so I’ll mention, there was this 1981 science fiction film written and directed by Michael Crichton called Looker

Gazer Guns

Gazer guns create bolts of intense optical patterns that, when perceived by optical nerves, travel directly to the brain and can short-circuit the nervous system (or control circuitry) of nearly any creature with sight. Gazer gun attacks are made against a target’s EAC.

The damage dice of a gazer gun don’t indicate points of damage, but instead the number of rounds an affected creature is dazzled. If a gazer gun affects a creature that is already dazzled, the creature is instead dazzled, flat-footed and off-target for the duration indicated by the damage dice. If a gazer gun hits a target that is already dazzled, flat-footed, and off-target, the target must make a Fortitude save (DC 10 +1/2 weapon item level +attacker’s Dex modifier, minus any penalties that apply to the attack roll) or be dazzled, flat-footed, off-target, and staggered for the duration indicated by the damage dice. If a gazer gun hits a target that is already dazzled, flat-footed, off-target, and staggered, the target must make a Fortitude save (same DC) or be dazzled, flat-footed, off-target, and dazed for the duration indicated by the damage dice.

A creature dazed by a gazer gun does not notice the passage of time while dazed, and is not aware of events that happen within the condition’s duration.

A gazer gun cannot make attacks against creatures that cannot see the attacker, including those that are blinded or sightless.

All gazer guns are of light bulk, and have a capacity of 20 and a usage of 1.

Untyped Small Arms
WEAPON LVL Price Damage Crit Range
Gazer, astarte 1 200 1d2 Staggered 20 ft.
Gazer, qetesh 4 2,500 1d3 Staggered 30 ft.
Gazer, hathor 8 10,000 1d4 Stunned 30 ft.
Gazer, turan 10 19,000 2d3 Stunned 40 ft.
Gazer, nanaya 12 44,000 2d4 Stunned 50 ft
Gazer, venus 14 90,000 2d5* Stunned 60 ft
Gazer, xochipili 16 200,000 2d6 Stunned 70 ft
Gazer, prende 18 400,000 2d7* Stunned 80 ft

*If you do not have access to d5s, this damage can be 1d4+1d6. If you do not have access to d7s, this damage can be 1d6+1d8.

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Cthoul (for Starfinder)

The Cthoul are horrific creatures that exist as much in higher dimensions of realist as they do the Material Plane. Though their forms can shift and morph depending on the circumstance, their true nature being too foreign to mortal comprehension to ever be entirely perceived or grasped, they are most often encountered as think humanoid creatures, with bulbous heads, long tentacles emerging from their lower face, and spindly, clawed fingers.

The Cthoul are not native to our reality, and much of their power comes from their power to draw rules of operation from their twisted, alternate dimensional extensions to wrap and pervert the natural environment. Their home dimension–a palce so wrong by any reasoned thought it is known only as the Inversity–is not well understood, though it is known it has easier access to the lands of Leng and the FiendWebs than normal space. It is believed to be a reality that was entirely formed from the unconscious dreams of the Great Old One, Cthulhu, and that the Cthouls appearance is a trifle of the cosmic demands that reality made on life which evolved from it’s befouled origins. The Cthoul themselves do not speak of this theory, and while they alternatingly venerate and enslave horrific elder beings, they have no special affinity for, or understanding of, Cthulhu.

Ancient, often mind-shattering histories of long-lost alien civilizations claim that once the Cthoul ruled a vast Empire that spanned all of known existence. But that ur-reality was split, with different gods and other cosmic powers scrambling to carve out alterverses over which they would hold sway, and the Cthoul were cut off from much of the mortal mortal existence. Now they can reach realms conceivable by humanoid minds only rarely, though their banishment was neither complete nor absolute. Their twisted star vessels of indescribable color seem able to invade our reality only when those who crave their secrets summon them, or the conjunctions of planar energies form weaknesses in the weft of spacetime they can violate.

Cthoul’s very presence places pressure on the sanity of those who perceive or approach them and they seem sustained (or at least entertained) by this effect, causing them to also be known as lucidivores or “mind eaters.” They are physcially extremely strong and resilient, though each Cthoul appears to be harms by some substance or energy, but there is no commonality to what that is. They also have powerful psionic powers, and know fell magics that can pervert, twist, corrupt, and blast everything from common matter to the very souls of those who oppose them.

Cthoul plans always follow some horrific, aberrant logic, and often involve steps that occur on alternate planes of reality, making their purpose or goal literally incomprehensible to mortal minds. That said, their schemes and efforts always seem bent on creating horror, fear, pain, and despair, and some appear to take particular pleasure in torture specific species, personality types, or even accursed individuals. to be the object of a Cthouls attention for years, or even generations, in particularly dreadful, for they cannot be bargained with or trusted, and their minds can conceive of ordeals no sane being would contemplate, much less inflict on living beings. And even if driven off, slain, or utterly destroyed in normal space, most of a Cthoul exists in reality beyond the reach of even the most powerful outsiders, and once their multidimensional selves heal, they can return to execute more foul events.

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The Awooginator, for Starfinder

An awooginator is an unusual weapon, popular with pacifists, some law-enforcement groups, anarchists, and some tactical combat teams. It does nothing but create a technologically-generated psychic wave that causes all creatures in the area to hear a loud claxonlike noise, which is most often written as “awoooGA” by those who try to express the sound to people who have never been on the wrong end of an awooginator. Because the waves of psychic energy are carried along an electromagnetic field to affect the nervous systems of creatures, things like armor and cover can protect a target from the awooginator’s effects. To be affected, a target must be in the weapon’s blast, and it must successfully hit the target’s EAC.

The psychically-generated sound is spectacularly sudden, loud, and distracting. Targets are thrown off-target for a number of rounds equal to 1/5th the awooginator’s item level (minimum 1 round), and can be deafened by it (even though the sound is psychic, rather than real), as the target is overcome by the sheer neurological memory of the phantom sound. All awooginator models are of light bulk, and have a capacity of 20 and a usage of 4.

Uncategorized

Small Arms

         
Name Level Cost Range Crit Special
Awooginator, bellow 1 400 30 ft. deafen blast
Awooginator, horn 6 5,000 40 ft. deafen blast
Awwoginator, siren 11 22k 50 ft. deafen blast
Awooginator, claxon 16 146k 60 ft. deafen blast

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Awesome 80s: The Kontos (Legendary Bladed Thrown Weapons, for Starfinder)

Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s the Kontos, a legendary line of throwing weapons that remain relevant even with the prevalence of far-future technology.

RGG-Glaive-color-01

The Kontos

The origins of the Kontos can be traced back to a small world of humanlike beings who possessed a feudal society with primarily analog technology. They had some rudimentary control of magic, but primarily used it for healing and magical metallurgy, with anyone attempting more advanced magic (such as shapeshifting) generally being at best half-trained and often seen as lacking the power to do harm. However, several lines of these people had innate psychic powers. Those lines often rose to positions of nobility and royalty. Inbreeding then caused their powers to weaken, requiring them to be channeled through devices such as the original Kontos, a bladed throwing weapon though could be controlled telekinetically by even the most latent of psychics. This weapon evolved from spears and lances and is still called by the same name, despite clearly not being a polearm.

This minor world likely would have gone almost entirely unnoticed if an invading aberration had not landed a teleporting magitech starship on the surface and, treating it as a nigh-impregnable keep, moved to conquer the world. This caused once-opposing factions to join, combining two royal lines in such a way that they could both maximize the effectiveness of the Kontos, and granting them (and their offspring) powerful pyrokinetic powers. This alliance defeated the alien invades, backwards-engineered its teleporting hybrid starship’s magitech, and within a generation became a powerful starfaring power, bringing duplicates and variants of the original Kontos with them to the stars.

RGG-Glaive-blades-01

Rapid Returning Fusion

At its base, the Kontos is a typical thrown weapon with a special weapon fusion. This functions as the returning fusion, but the weapon returns immediately after each attack, allowing it to be used to make multiple attacks in the same turn. It also gains the penetrating special weapon quality. However, a character must meet the prerequisites for the Psychic Power feat to gain these additional benefits—for anyone else it functions purely as a returning thrown weapon.

The rapid returning fusion costs 125% of a normal fusion, and all Kontos have it added automatically (it is included in their base price). As a result, all Kontos are magic items.

The blades on a Kontos retract automatically when they approach their thrower, making it safe to catch and throw again quickly. All Kontos have light bulk.

 

Advanced Melee Weapons, 1-hand
WEAPON LVL Price Damage Crit Special
Kontos, guisarme 1 490 1d4 S Knockdown Thrown (20 ft.)
Kontos, fauchard 4 3,180 2d4 S Knockdown Thrown (30 ft.)
Kontos, volge 8 12,710 4d4 S Staggered Thrown (50 ft.)
Kontos, corseque 10 21,300 3d8 S Staggered Thrown (60 ft.)
Kontos, ranseur 12 49,000 4d8 S Staggered Thrown (70 ft)
Kontos, sovnya 14 95,100 6d8 S Staggered Thrown (80 ft)
Kontos, caber 16 215,000 8d8 S Staggered Thrown (90 ft)
Kontos, glaive 18 445,000 11d8 S Staggered Thrown (100 ft)

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