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.

Loqan

Source Angels of the Drift #3 pg. 29
Loqans are one of two species that evolved on the planet Kevlo out in the Vast. Reptilian in appearance, loqans are humanoids with clawed hands, turtle-like beaks, and plantigrade feet. The fine scales that cover their dense bodies shimmer in the light beyond their misty homes. Loqan have frilled skin flaps that resemble a baroque collar when relaxed, but can be raised and lowered using specialized muscles in a display that tends to startle most creatures when performed suddenly. Loqan scales are generally green, but range in color from brown, turquoise, and teal, to gray, sandy yellow, and black.
Kevlo’’s surface is shrouded in a thick mists, saturated with magical energy that warp and disrupt electric currents. To better their societies, loqans and the kevris with whom they share the planet agreed to construct a shield that would concentrate the mists close to the surface. This shield allowed kevris to build a technomagical paradise above the mists while loqans lived in a world of magic within them. The kevris' shield protects the loqan from the flying behemoths that threatened their early ancestors, while loqan provide kevri society with necessary resources from the planet’s surface. This arrangement led to the loqan architecture and engineering incorporating plentiful resources like wood and stone while substituting magic where other species might use electrical currents.
Loqnas are ruled by a governor whose council consults with their kevri counterparts via proxy, although most loqans choose to remain within the mists. After all, their homes are so saturated in magic, that even Triune’s Signal couldn’t reach Kevlo, so why dream of a place beyond Kevlo’s skies where magic is less plentiful?

Ability Modifiers +2 Con
Hit Points 4

Size and Type

Loqans are Medium humanoids with the loqan subtype

Mist Sense

Loqans have the sense through (vision; clouds, fog, and mist) universal creature rule

Natural Connection

Loqans have an otherworldly connection to the strange mists that cover their home world, providing them with a natural connection to this natural arcane wellspring. They add Mysticism to their list of class skills, or gain a +2 species bonus to Mysticism checks if they gain Mysticism as a class skill from a class, feat, or theme. They also gain the following spell-like abilities: At-will psychokinetic hand, token spell. The caster level for these effects is equal to the loqan’’s character level.

Neck Frills

Loqans have elaborate skin fills around their neck that they can raise or lower abruptly to startle foes. Loqans gain a +2 species bonus to Intimidate checks and can use the Intimidate skill to demoralize as a move action. If you are aware at the start of an encounter, you can spend 1 Resolve Point before initiative is rolled to demoralize a flat-footed creature within 30 feet as a swift action.