Archives of Nethys

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Races

The Starfinder Roleplaying Game is about more than just meeting aliens—it’s also about playing alien characters. In Starfinder, the word “race” usually refers to an intelligent, selfaware species whose members can be considered characters rather than simple monsters. While not all races are appropriate for player characters, many of them are; any creature with a racial traits entry is a member of a potentially playable race, provided that your GM approves it.

Colossiborn

Source Mechageddon! pg. 157
This entry contains spoilers for the Mechageddon! Adventure Path.

Following the events of Mechageddon!, some colossi individuals expressed an interest in experiencing life among New Valor’s humansized residents. At their request, an independent lab based in New Valor developed an experimental technomagical procedure to transplant colossi nervous systems into humanoid bodies. The full “treatment” involves a series of transplants, technomagical genetic manipulation, and intensive physical therapy to help individuals adjust throughout the process.

This procedure incorporated genetic research developed by Xenowarden Tilassa Skipper as well as notes cribbed from Apex’s now-defunct bioengineering program. The program is incredibly controversial, but a small number of colossi have recently chosen to undergo the procedure to integrate into Daimalkan society and act as ambassadors for their people. The long-term viability of the treatment is unknown, and critics worry about the unstable effects on patients’ anatomies.

Bolstered by the positive results of these clinical trials, the research shifted to birthing the first generation of natal colossi hybrids. Hypothetically, these individuals will be born with traits of both colossi and humanoid species, and can fluidly shift between forms. Soon, the first generation of labincubated hybrid eggs will hatch.

Many New Valor Defense Force officers are excited about the opportunity to train and work with colossiborn cadets, but not everyone’s happy about fighting alongside their erstwhile enemies. Only time will tell if squads with colossiborn members will ultimately succeed or fail.

Ability Modifiers +2 Str, +2 Con, -2 Cha
Hit Points 6

Size and Type

Colossiborn are Medium aberrations with the shapechanger subtype.

Darkvision

Colossiborn have darkvision with a range of 60 feet.

Limited Telepathy

Colossiborn have limited telepathy with a range of 30 feet.

Living Mech Form

As a full action, a colossiborn transforms into a Huge colossus form. This form is represented by a living mech, which should be created using the rules found on pages 96–109 of Tech Revolution; when a colossiborn gains character levels, they should upgrade their living mech form, with a tier equal to their level – 1, and a number of mech points listed on page 97 of Tech Revolution. A colossiborn has a heart instead of a power core, and a brain instead of a computer. Otherwise, a colossiborn’s living mech form has a frame, limbs, and weapons as normal; conceptually, these are all organic parts of a colossiborn’s anatomy but function mechanically as normal. For example, a flamethrower or missiles might be the colossiborn’s breath weapon or detachable spines, a scythe or thundergauntlet might be claws or teeth, and a swordwhip might be their tail attack. Auxiliary systems might be supernatural abilities innate to their colossi lineage or magical anomalies imbued by the hybridization process. A colossiborn acts as their own operator during mech combat.

About the Colossiborn

Physical Description

A colossiborn’s appearance is subtly influenced by the type of colossi they were born from. Most look like humanoids with horns, spines, tails, or extra limbs. Most have glowing limbal rings that contrast with their iris colors, sharp teeth, and claw-like nails. Some colossiborn have patches of scaly or plated skin and vestigial gills or wings.

Adventurers

NUL