|~||Young Astarus Soldier||Adult Astarus Soldier||Old Astarus Soldier|
|Size and Type || Medium Aberration (Shapechanger) || Medium Aberration (Shapechanger) || Medium Aberration (Shapechanger) |
|Hit Dice || 4d8+12 (30 hp) || 4d8+4 (22 hp) || 4d8-4 (18 hp) |
|Speed || 40 ft. (6 squares) || 30 ft. (6 squares) ||30 ft. (6 squares) |
|Initiative || +1 || +1 || +1 |
|AC ||18 (+1 Dex, +4 chain, +3 natural); touch 11; flat-footed 17||15 (+1 Dex, +4 chain shirt); touch 11; flat-footed 14|| 15 (+1 Dex, +4 chain shirt); touch 11; flat-footed 14|
|BAB || +3 || +3 || +3 |
|Grapple || +3 || +3 || +3 |
|Attack || Mwk Astarean Striker +7 melee (1d8+2) || Mwk Astarean Striker +6 melee (1d8) || Mwk Astarean Striker +2 melee (1d8-2) |
|Full Attack || Mwk Astarean Striker +7 melee (1d8+2) and claw +6 melee (1d4+2) || Mwk Astarean Striker +6 melee (1d8) and claw +4 melee (1d4) || Mwk Astarean Striker +2 melee (1d8-2) and claw +6 melee (1d4-2) |
|Space/Reach || 5ft./5ft. || 5ft./5ft. ||5ft./5ft. |
|Special Attacks|| None || Entropic Touch || Psionics |
|Special Qualities||Age Shift || Age Shift || Age Shift |
|Saves || Fort +4, Ref +2, Will +2 || Fort +2, Ref +2, Will +4 || Fort +0, Ref +2, Will +6 |
|Abilities||Str 15, Dex 12, Con 17, Int 9, Wis 6, Cha 8 ||Str 11, Dex 12, Con 13, Int 13, Wis 10, Cha 8 ||Str 7, Dex 12, Con 9, Int 17, Wis 14, Cha 8 |
|Skills || Survival +5, Concentration +7, Hide +4, Move Silently +4 || Survival +7, Concentration +5, Hide +4, Move Silently +4 || Survival +9, Concentration +3, Hide +4, Move Silently +4 |
|Feats || Track, Weapon Focus (Astarean Striker), Power Attack(B) || Track, Weapon Focus (Astarean Striker), Weapon Finesse(B) || Track, Weapon Focus (Astarean Striker) |
|Environment || Any || Any || Any |
|Organization || Solitary, squad (4-6), platoon (8-10) || Solitary, squad (4-6), platoon (8-10) || Solitary, squad (4-6), platoon (8-10) |
|Challenge Rating|| 3 || 3 || 3 |
|Treasure || Standard || Standard || Standard |
|Alignment ||Usually Lawful Neutral||Usually Lawful Neutral||Usually Lawful Neutral|
|Advancement || By character class || By character class || By character class|
|Level Adjustment|| +1 || +1 || +1 |
Astari go through three distinct stages of physical development. After being hatched, they quickly grow into their young form. This form is humanoid in nature, but is shorter and more bulky than the typical human, and has a rough yellow hide. Astari in this form are often impetuous and reckless, lacking the wisdom of their elders. About a third of the way through their lives, which makes them about thirty “human” years old, Astari enter a transformation phase lasting about six months, during which time they are sequestered in a cocoon. When they emerge, they are in their adult form, which resembles a tall human with large black eyes and oily yellow skin. An Astarus in this form does not have the strength or speed he had in his young form, but through years of experience he has learned to use more complex strategies in battle. While in this form, the Astarus has the ability to weaken or strengthen creatures it touches by altering the entropy levels in its body. After another third of his life has passed, an Astarus retreats into a deep underground chamber and goes through a meditative process that lasts for about one year. During this time, he changes into his old form. When the Astarus emerges, he has gained valuable insights from the time that he spent reflecting on his life, but his physical abilities have degraded somewhat, never to return to their former heights. At this point, the Astarus is stooped over, barely taller than a dwarf, and his yellow skin is wrinkled and spotted. Astari in all forms are capable of speech, but most only speak Astarean.
Astari tend to be very devoted to their current mission, and will usually allow nothing to get in their way. They tend to view other creatures with contempt and disdain, feeling themselves superior because of their advanced technology and entropic manipulation capabilities.
When an Astarus is encountered alone, he is usually a scout for a larger group, and will not typically attack groups of what he perceives as hostiles. When forced into combat, a lone Astarus will attempt to move stealthily and attempt to sneak up on enemies. If the Astarus believes he is facting an easy terget, he will typically Age Shift to his young stage and engage in melee combat. If the battle goes poorly, or if the Astarus is facing a more serious threat, he will has identify the most threatening enemy and attempt to neutralize his defenses with an Entropic Touch against his armor. Once that is done, he will attempt to shift defensively into his young form and take advantage of his opponent's lower AC by Power Attacking him. Inexperienced Astari are likely to ignore spellcasters, at least in the early parts of a battle, because they are unfamiliar with magic. A lone astari is unlikely to shift into his old form for battle because of his decreased hit points and strength.
A squad of Astari is usually composed of three to five soldiers and one 1st-level Astarus, who is the leader and is usually a fighter or ranger. Typically the leader remains in adult form, while two or more soldiers are in young form and at least one is in old form to complement their abilities with spell-like effects. When a squad engages in battle, they typically strike hard and fast, preferring to catch their enemies by surprise.(CR 5-6)
A platoon of Astari has a leader, usually a 2nd-level fighter, two lieutenants with one level in either ranger or rogue, and five or more soldiers. platoons usually have at least two soldiers in old form, and at least three in young form, who are usually at the front and rear of the platoon. They fight intelligently and follow the directions of their leader, who will usually try to direct the battle so that young Astari who are becoming wounded can fall back and be replaced by others who have just shifted into young form. (CR 8-10)
Age Shift (Su):
The Astarus can manipulate the entropy levels in his body to shift from one stage of development to another. Shifting form is a standard action provoking an attack of opportunity. An Astarus may make a Concentration check (DC 10+1/2 HD) to “shift defensively,” which takes a full-round action but does not provoke an attack of opportunity. This process is draining: after an Astarus shifts, he takes 2d4 points of nonlethal damage which return at the rate of one point per round and may not shift again for 1d6+2 rounds. An Astarus may only shift from one development stage to the next. That is, he can shift from young to adult, or adult to old, or vice versa, but he may not shift from young to old in a single action. Any weapons or armor the Astarus is holding when he shifts remains with him after he can completed shifting. The Astarus' memories and experience remain unchanged when he shifts.
In the different stages, an Astarus gains different abilities and attacks. These are outlined below. Any quality given for a certain development stage is only available when the Astarus takes that form For instance, the 10 ft. enhancement bonus to base land speed is only given to an Astarus who is in his young form.
Because Astari age differently than any terran race, such as humans, they do not follow the standard rules for aging.
A young Astarus gains a +4 bonus to Strength and Constitution, but takes a -4 penalty to Intelligence and Wisdom. In addition, his base land speed increases by 10ft. and his skin hardens, granting him a +3 natural armor bonus. Additionally, the Astarus gains the benefits of the Power attack feat (see below).
An adult Astarus has no ability adjustments, but has the ability to use the Entropic Touch ability described below. Additionally, an adult Astarus gains the benefits of the Weapon Finesse feat (see below).
An old Astarus gains a +4 bonus to Intelligence and Wisdom, but takes a -4 Penalty to Strength and Constitution. He gains some psionic abilities as well (see below). An old Astarus gains a +2 bonus to any skill he has ranks in.
An Astarus' skill points are based upon his Intelligence when he is in adult form.
An Astarus gains the benefits of the Power Attack feat, but only when he is in young form. He can take other feats that include Power Attack as a prerequisite, but can only use them in his young form, unless he takes Power Attack as a feat normally. Similarly, an Astarus gains the benefits of the Weapon Finesse feat, but only when he is in adult form. He can take other feats that include Weapon Finesse as a prerequisite, but can only use them in his adult form, unless he takes Weapon Finesse as a feat normally.
Old AStari can use their entropic abilities to alter the world around them, producing certain effects that resemble spells. 3/day: mage armor
, cure light wounds
, ray of enfeeblement
. 1/day: false life
(DC 15) Effective caster level 3rd. The save DCs are Intelligence-based.
Entropic Touch (Sp):
An adult Astarus can use his mental powers to either harm an enemy or help a friend. To use the touch offensively, the Astarus makes a melee touch attach against an opponent and attempts to suddenly increase the level of entropy in his body. This attack does not provoke an attack of opportunity from the target, but provokes one from any other creature threatening the Astarus. If the attack hits, the Astarus deals 2d6 damage to the target. A DC 17 Fortitude save halves the damage. Alternatively, the Astarus can use this attack to target objects, dealing damage which bypasses their hardness. An unattended, nonmagical object gets no saving throw against this effect. An attended object uses either its own save bonus or its owner’s, whichever is better.
The touch can also be used to heal the Astarus’ allies by reintroducing order into a disordered system. Since this is a harder task, this use of the touch heals only 1d6 points of damage. Unlike Cure and Inflict spells, these touches work exactly the same on undead as on living creatures.
The touch can be used once per day per HD the Astarus has.
The Astari (singular Astarus) are an ancient race of beings from a distant star system. At one point, they had a thriving culture and society at an advanced technology level. They never discovered the secrets of magic, but they did learn to mentally control the entropy levels in and around their own bodies. This ability allows them to alter their forms, taking advantage of the differences between their young, adult, and old forms. Centuries ago, they discovered that their manipulation of entropic energies had caused the atmosphere of their planet to become unstable. The atmosphere, which had soaked up excess entropic energy for a very long time, would eventually completely dissipate into space, leaving their planet a lifeless rock. Therefore, they sent explorers out into the galaxy to find a world suitable for colonization.
One-handed exotic weapon
The Astarean Striker is the standard issue for Astari exploration teams. It resembles a whip in basic structure, but the weapon is lines with razor sharp metal blades that cut and tear, making this a much more deadly weapon than the whip. It is also shorter, because of its additional weight, i.e. it is not a reach weapon. It can be used to make trip attempts just as a whip can be. Unlike a whip, this weapon deals full normal damage to creatures wearing armor. The Weapon Finesse feat can be used with the Astarean Striker
Astari may treat the Astarean Striker as a martial weapon rather than as an exotic weapon.
Fill in skills section, add feats, describe combat tactics Include Lore Knowledge DCs and Plot Hooks