TABLE
OF
CONTENTS
CHAPTER
1: OVERVIEW
CHAPTER
2: CHARACTER
Character Creation Ability Scores Health and Resolve Alignment Leveling Up Character Themes
CHAPTER
4 CREATION
Steps
12 lL+
18 22 24 26 28
3: RACES
38
Androids Humans Kasathas Lashuntas Shirrens Vesk Ysoki
CHAPTER
·
42 44 46 48 50 52 54
4: CLASSES
56
Envoy Mechanic Mystic Operative Solarian Soldier Technomancer Archetypes
60 68 82 92 100 110 118
126
CHAPTER
5: SKILLS
130
CHAPTER
6: FEATS
150
CHAPTER
7: EGJUIPMENT
164
Weapons Armor Augmentations Computers Technological Items Magic Items Hybrid Items Vehicles Other Purchases
CHAPTER Combat Actions
8 : TACTICAL Basics in Combat
168 196 208 213 218 222 226 228 230
RULES
236 240 244
Injury and Death Combat Modifiers Movement and Position Senses Special Abilities Bonuses and Penalties Defining Effects Conditions Vehicle Tactical Rules
CHAPTER
250 253 255 260 262 266 268 273 278
9 : STARSHIPS
28B
Space Travel Building Starships Sample starships starship Combat
CHAPTER
290 292 306 316
10: MAGIC
AND
SPELLS
Magic Mystic Spell List Technamancer Spell List Spell Descriptions
CHAPTER
11: GAME
330 336 338 340
MASTERING
Adventures and Campaigns Environment Traps Afflictions Haw ta Read Stat Blacks
CHAPTER
Legacy Legacy
410
4 14 420
422
12 : SETIING
13: PATHFINDER Conversion Races
GLOSSARY
396 388 394
Pact Worlds Timeline The Pact Worlds Beyond the Pact Worlds The Great Beyond Factions and Organizations Faith and Religion Threats
CHAPTER
32B
426 428 462 470 472 482 494
LEGACY
498 500 506
512 516 51B
INSPIRATIONAL MEDIA INDEX CHARACTER SHEET
522
STARSHIP
524
SHEET
efore you can pick up your arc pistol and blast off toward adventure, there are somekey things you need to know about running or playing in a Starfinder game. If you're already experiencedwith roleplaying games,feel free to skip ahead to the next page.
8
WHAT 'SAROLEPLAVING GAME? Starfinder is a tabletop adventureroleplaying game (RPG): an interactive story in which one player- the GameMaster- sets the scene and presents challenges,while the other players each assumethe role of a sciencefantasy hero and attempt to overcome those challenges.By respondingto situations according to their characters' personalities and abilities, the players help to createthe story's plot as the outcomeof each scene (called an "encounter")leads into the next. Dice rolls combinedwith preassignedstatistics add an element of chance and determine whether characterssucceedor fail at the actions they attempt. Youcan think of an RPG as t heater:t he players are the actors, while the Game Master is the director. But you don't haveto be a skilled actor or storyteller to play t he game; just describe what you want your character to do, and let the Game Master and the rulesdo the rest!
ThePlayers Before the game begins, players typically invent t heir own player characters' backgroundsand personalities. While it's possibleto play multiple characters at once, it's generally the most fun to haveonecharacter per player,so playerscan really get into their roles. In addition to coming up wit h character concepts, playersuse the game'srules to build their characters' numerical statistics, which determinethe characters' abilities, strengths, and weaknesses . Chapter 2 provides in-dept h instructions for how to createa character, pointing you toward relevant rules in other chapters. One of t he reasonsthis book is so big is that t here are tons of opt ional rules to help you customizean infinite variety of characters! During the game, the players describe the actions their characters take.Someplayers particularly enjoy play-acting (or "roleplaying")the game's events asif they were their characters, while ot hers describe their characters' actions as if narrating a story. Do whatever feels best! Many in-gamesituations in Starfinder haverules that govern how they're resolved.Whena fight breaks out, for example,the
rules in Chapter 8 explain how to attack,defend,move.and so on. All the rules players needto play Starfinder can be found in this book.
TheGame Master While the rest of the players must createtheir charactersfor a Starf inder game, the Game Master (or GM) is in charge of the story and world. The GameMaster is a player, but for the sake of simplicity, she is referred to in this book and other Starfinder products as the GameMaster or GM, whereasthe other players are referred to simply as players. The Game Master needsto detail the situations she wants the players to experience as part of an overarching story, consider how the actions of the playercharacters(or PCs)might affect her plans, and understand the rulesand statistics for the challengesthey will face along the way. Many Game Masters find it fun and convenient to run premadeadventures,in which the game'sstory and mechanical preparation is largely complete. The Starfinder AdventurePath line fills t his role nicely. Other Game Mastersenjoy preparing original game material, and many usea blend of both methods. Eit her way, the rules in Chapter 11 help GameMasters figure out which characters or creatures are appropriate opponentsfor a givengroupof player characters, as well as how to adjudicate everything from zerogravity andenvironmental hazardsto what sort of loot PCsshouldget asrewards for their accomplishments. During t he game,t he players roll dice and use their player characters' statistics to determine how in-game actions are resolved.Much like a referee, the Game Master is the final arbiter of any action's successor failure, and she can always override t herules if shedisagreeswith an interpretationor feels a given rules interaction is breakingthe mood.
Unlimited Adventure A roleplaying gamesuchasStarfinder canbeplayedfor aslongas the GameMaster hasan ongoingstory she enjoys exploring and advancingwith her players.Thismeanst he gamemight last for a few hours, if t he story is short andself-contained , or it might last several years. Eachtime the GameMaster andplayers sit downto play, it's called a gamesession-mostsessions last several hours. Gamesgenerallyconsist of severallinkedsessions that toget her form a complete story, called an "adventure." Short adventures that can be playedin a singlesession are commonly referred to
as "one-shots."while games that last many sessionsor contain severallinkedbut distinct adventuresare called"campaigns."
WHAT'S INTHIS BOOK? This book contains all the information you need to play Starf inder, whether you're a player or a GameMaster. While some people may want to dive directly into the rules and character creationbeginning wit h Chapter2, others may want to first learn about Starfinder's sett ing by perusing Chapter12. For players making characters, Chapter 2 provides a stepby-step walk-through of the processthat includes references to relevant chapters. Chapter 3 follows with information about the different coreracesfrom which you canchoose,and Chapter 4 presents classes that determine your character's skills and abilities.Chapters5-7includeinformationfor further customizing your character'sabilities andequipment,while Chapter10 covers magic and spellsfor characterswith a supernatural element.Feel free to perusesomeor all of thesesections beforeembarking on the character creation process.See the first step in Character Creation on page14for more details. Beyond information about character creat ion, this book also contains the rules you'll need to play the Starfinder RPG. Tactical combat, movement, and related rules are an important part of Starfinder,as is starship combat,and thesecan be found in Chapters8 and 9. It's a good ideafor playersto review these chapters when learning how to play Starfinder, and it's key for GameMasters to understandthem so that gameplay and adjudication can flow smoothly. Game Masters should also review Chapter11,which collects key GM rules such as Starfinder's common environments, hazards like traps and poisons, instructions for building
encounters and preparing and running games, and more. They'll also want to be deeply familiar with the setting presentedin Chapter 12, and GameMasters familiar with the Pathfinder RPG and interested in bringing elements of that game into t heir Starfinder adventures will want to review Chapter13,which explains how to incorporate legacy material into Starfinder. Besidesthis book,you needjust a few things to play and run a Starfinder game.Most important ly, you needa prepared Game Master and players with charactersthey've created ahead of time. (Blank character sheetscan be found in the back of this .) Youalso need pencils and a set book and online at paizo.com of polyhedraldice. Each die is referred to using a ·ct·followed by the numberof sides it has (so a four-sided die is a d4). You needat least one d4, d6, d8, d10,d12,and d20, as well as a set of percentile dice ("d%'1that generates a numberfrom 1 to 100 (this can be simulated wit h two 10-sided dice). You also need a tactical batt le map with 1-inchsquares and a starship battle map with 1-inchhexagons,as well as tokens or miniatures to represent your characters and ships. Not sure where to start? Starfinder Flip-Mat: BasicTerrain and Starfinder Flip-Mat: Basic Starfield give you the maps you need to play, and you can find miniatures and cardstock pawns like t he Starfinder Core RulebookPawn Collectionat paizo.com , along with dice sets and ot her gamingaccessories.
SOME BASIC CONCEPTS Tomakethe best useof this book, you'll want to be familiarwith severalkey terms and abbreviations. Theseare usedthroughout the book, and many are common to tabletop roleplaying in general.Fora larger glossary,seepage512.
1d6,d20,etc.
Experience Points(XP)
Thesefiguresare abbreviationsfor die rolls and indicatewhich dice you roll to determinea variable number,suchasthe amount of damagea weapondeals.Thefirst numbertells you how many dice to roll, while the secondnumber tells you the numberof sidesthe die or dice must have;if there'sno first number,just roll one die. For example,"roll 2d8" meansthat you must roll two eight-sideddice, and "roll a d2O" meansyou must roll one 2O-sideddie. Occasionally, you may needto roll a d3; if you don't havea three-sideddie,you canroll a d6 instead-treata roll of 1or 2 asa 1,a roll of 3 or 4 as a 2, anda roll of 5 or 6 asa 3.
Often just called "experience,"this is a way of tracking your character'sincreasingexpertisegainedas a result of overcoming challenges . When charactersearn enough experiencepoints, they advancein level,or "levelup" (seeLeveling Up on page26).
Abbreviations Starfinder has manygameterms that are typically expressedas abbreviations,including HP(Hit Points),SP(Stamina Points),and RP (ResolvePoints).If you missor forget what an abbreviation means,they'reexplained in the glossarystarting on page512.
ArmorClass (AC) This is a number representing how hard it is for an enemyto strike your characterin combat. A character has two Armor Classes: EnergyArmorClass(EAC)andKineticArmorClass(KAC).
AttackRoll An attack roll is a d2O roll that representsyour character's attempt to strike anothercreaturein combat.
Check A checkis a d2O roll that may or may not be modified by your character'sstatisticsor anothervalue. The most commontypes are skill checksand ability checks (which determinewhether you successfullyperform a task), and initiative checks (which determinewhenyou act in combat).
Combat Typically,referencesto combatrefer to tactical combatbetween individual characters, which takes place on a square-gridded battle map and is coveredin depth in Chapter8. Combatcan insteadrefer to starship combat,which usesa hex map;you can find the detailsof that system in Chapter9.
Creature A creature is an active participant in the story or world. This includesplayer characters(PCs),nonplayer characters(NPCs), and monsters.
Difficu lty Class (DC) This is the target numbera creaturemust meetor exceedwhen attemptinga checkin order to accomplish a giventask.
Encounter An encounter is a situation that presents characterswith a challenge.This could be a roleplaying challengewhere they needto get information, a physical battle, a trap or puzzle,or anything else that requires players to use their wits or their characters' statistics. Characters typically earn experience points for completingencounters.
Game Master (GM) The GameMaster is the player who adjudicatesthe rules and controlsthe variouselementsof the Starfinder story and world that the players explore.A GM'sduty is to provide a fair and fun game-she wants the other players to ultimately succeed in their goals,but only after muchheroicstriving and danger.
HitPoints (HP) andStamina Points (SP) Stamina Points representhow muchdamageyou cantake before you're actually hurt, while Hit Points representhow badly hurt you can be beforeyou fall unconsciousor die. StaminaPoints are lost before Hit Points and are much easierto regain.For a moredetailedexplanation,seepage22.
Level A level is an indicationof relative powerwith in the game.There are severaltypes of levels. Classlevel is the numberof levels of a specific classthat a characterhas. Characterlevel is the sum of all of the levelsa characterhasin all of her classes.Level can also refer to a spell's level, an item's level, or another scaling mechanicthat falls within the frameworkof the game'srules.
Modif ier A modifieris a numberthat is addedto a roll suchas an attack roll, savingthrow,or skill check.It can be positive or negative.
Monster A monster is a nonplayer character.In general,monstersare too strangeor unintelligent to be playercharacters,or are prevented from being them for other reasons.A monstermight be a player character'sopponentor ally,or serve any other role.
Nonp layerCharacter (NPC) A nonplayercharacteris controlledby the GMfor the purposeof interactingwith playersand helping advancethe story.
Player Character (PC) This is a charactercontrolledby a player.
Roleplay ing Describinga character'sactions,often while play-acting from the perspectiveof the character,is referredto as roleplaying. When a player speaksor describesaction from the perspectiveof a character,it is referredto as being"in character."
Round In tactical combat,a round is a unit of time equalto 6 seconds in the gameworld; every characterwho is able to act gets a turn once per round. In starship combat, rounds consist of three phasesof actionsand don't correlateto a specific amount of time.
Sav ingThrow A savingthrow is a d20 roll representingyour character'sattempt to avoidor reducesomeharmfuleffect.
Tier Tierindicatesscalingand is similar in meaning to "level"; it is used for computers and starships,as well as other elements.
OVERVIEW OFPLAY Building a basicunderstanding of Starfinder gameplay will help you absorb the game's mechanicaldetails. The following are common aspects of Starfinderplay.
Roleplaying Anytimeyou'respeakingfor your characteror describingheractions but aren't in combat,you're roleplaying. This could be haggling with a trader, describingyour planto sneakinto a researchstation, or just having a conversationwith anotherplayer "in character." Thesesituationsoften requireskill checks, in which a playerrolls a 20-sided die and addsher modifierfrom the appropriate skill (see Chapter5 for more about skills), but they can also involvespells or other specialabilities. Sometimesroleplayingmay progressinto tactical combat. GameMasters should encourage playersto be creative and resourcefulduring roleplaying, while also ensuring that their actions have consequences-don' t insult an excitable crimebossunlessyou're readyto defendyourself!
Exploring Starf inder is primarily a space opera, and exploring and experiencingnew worlds are key parts of the game. Exploration
in Starfindermight involveasinglespacestation,a newandalien planet,a farawaysolar system,or the vast reachesof space.It might involve any aspectof roleplaying,but it always involves the GMdescribing the new and excitingscenesthe PCsuncover and with which t hey can interact. Cultures, environments, and other wonders and hazardsvary wildly when PCs explorenew places.The sett ing material found in Chapter 12 can help GMs describethe placest he PCsventure, and the rules in Chapter11 explain how to adjudicatethe PCs' adventures in strange and hazardousplaceswith regardto their statistics and abilities.
Tactica l Combat Whenthe PCsconfront or areaccostedby acreature or character, the game shifts to tactical combat. Tactical combat involves characters moving around a tactical battle map, attacking or using magic and other special abilities, and defending themselvesfrom their enemies.In Starfinder, attacking generally involves rolling a 20-sided die, adding modifiers to the result, and comparing the total to enemy statistics such as Armor Classto determinewhether a target is hit. When their attacks hit, characters deal a variableamountof damagedependingon their weaponsand statistics. But of course,the enemy can do the same thing to them! Full details about Starfinder'stactical rulescan be found in Chapter 8.
Starship Combat In combat betweenstarships, the PCs pilot their ship arounda starship battle map,trying to maneuverinto the best positionto fire on their enemieswithout being hit themselves.Full details aboutStarfinder'sstarship combat rules canbe foundin Chapter9.
The five heroeshove accepteda contract from AbadarCorpto exploreon ancienttempleon o newlydiscoveredworldand bring backa mysteriousmachinethat earlysurveyingsuggestsliesin the temple'sheart.They'vealsoheordrumorsthot theymightnot bethe onlyteamtryingta find theartifact... ~ You'rein a long, dark hallway,whosewallsare covered in strangetentacledesigns.At the far end is a door.
~
~ -
~ shadowybalconyhalfwayup. In the centeris a statue that lookslike a giant bird with tentaclesinsteadof wingsand threegreengemsfor eyes.Sprawledon the groundnearit is a humanoid corpsewearingmodern armor.Do the rest of you enter the room? Theplayersconferanddecideto enter. TheGMasksthemto place miniatureson the battlematto showwherethey're standing.
Crix: I go in front so that the glow from my stellar weaponcan illuminatethe area.
4I
Kostchek:I study the corpse.Do I recognizeanything?
Petal:Uh, Crix? Youdo realizethat some of us cansee in the dark, right? Yourlight is basicallya giant "come eat me"sign.
•
Attempt Life Scienceand Culturechecks.
Obozaya:I'm the strongest warrior; the honorof going first is mine. I approach the door.
,/ff\,_ As you get close,you seethat the door hassomesort of
'W
~ Obo,insideyou seea 20-foot-tallchamberwith a
TheLife Sciencecheckis to determinewhat kind of creaturethe corpsewas, whiletheCulturecheckis to seeif Kostchekrecognizes its clothingor other cultural identifiers. Kostchekrolls a d20 for eachcheckand adds her corresponding modifiers, for a total of 7 for Life Science-notvery good-but a 23 for Culture. TheGM decidesshefoiledthe first roll but succeeded at the second.
intricatelocking mechanism madeof spikes and gears. •
Honestly,all mammals kind of look the sameto you, but you can tell that this onewas shot, and you recognizethe symbolon its armor- it was a memberof the Skyfire Legion.
-
Kostchek : I tell the others.Think this is our competition?
Obozaya : There is no honorhere.Onlya coward'slock. Kopupali:Here, Obo-l've got this. I study the lock and try to pick it.
•
Soundsgood.Attempt an Engineer ing check.
Kopupafirolls a d20 and getsa 12.Sheaddsher Engineeringskiff modifier, whichis +9, for a total of 21.TheGMconsultshis notes, which fist the lock's Difficulty Classas DC20, meaningthat the resultof Kopupafi's checkis highenoughfor her to openit.
~ Youmanageto figure out a patternin the runesand pressthreeof them in order.As you do, the doorslides backandto the side,openinginto a newchamber.
,a,
Obozay a: Now the honor is mine!I go inside.
TheGMdraws a large chamberon the battle map, with several
Petal:Nah,Skyfiresdon't loot temples-they leavethat for gruntslike us. I investigate the statue.
@
Attempt a Perception check.
Petalrolls a d20 and getsa 12. thenaddsher Perceptionmodifier of +3to get 15. There's a magicaltrap on the statuethat Petalcould havenoticedand thusavoided , but it hasa PerceptionDCof 20, so sheremainsobliviousand triggersit. Thetrap is designedto go off the first timea creaturetouchesit, with lightningboltsarcingfrom the statue'seyes, dealing2d6 electricitydamageto the creature triggeringit. TheGMrolls 2d6 and gets a total of 5, but the trap allowsa Reflexsavingthrowfor half damage - if Petalsucceeds , she dodgesout of the wayandavoidstheworstof thedamage .
youtouchthestatue,its eye-gems light upandthe ~ When roomfills with a ghostlyscreech. Attempta Reflexsave.
• I •
Greenlightningblastsout of the crystals, knockingyou acrossthe roomandmakingall your fur standon end. Youtake 5 electricity damage. Kopupali: Nicehairdo,Ratty. Petal:Rude!Also,in my defense,the gemswereshiny.
~ Youhearthe soundof running feet comingfrom the
•
opposite corridor. Suddenlyhalf a dozengoblinswearing armored environmentsuits burst into the room! Petal: Goblins?Someone sentgoblinsto find the artifact?
To determinethe order of combat, each of the players rolls o d20 and addsher initiative modifier, and the GMdoesthe same for the goblins as a group. Now that they're in combat, their initiative checkresultsdeterminethe order in whichthe various participantscan take actionsuntil the end of the fight. TheGM starts the first combat round with whoever has the highest initiative countand workshis way down.Obozayagot an 18, Crix a 12, the goblinsa 10, Kostchekan 8, Kopupalia 7,and Petala 3. Obo,you go first. Oboza ya: I click the safetyoff my autotargetrifle and blast the nearestgoblin!
Obozayarolls a d20 and gets a 13. She adds her +5 bonusto attacks with that weaponfor a total of 18.Becauseher weapon shootsprojectilesanddealspiercingdamage , it targetsthegoblin's , whichin this caseis 11.Sincethe attack ro//'s KineticArmor Class result is equal to or higher than the goblin'sKAC, she hits! The GMtells Obato roll for damage , so sherolls 1d6and getsa 2 (the for weapon's damage ) andadds3 fromher weaponspecialization. a total of 5 damage.
l'!ff..Yourbullet punchesthrough the goblin'sshoulder,but
W"
Crixcountsout 5-footsquareson the battlematbetweenhimand the nearestgoblin.Thefastestroute is straight across2 squares and then across2 squaresdiagonolly. Movingacrossa square costs 5 feet of movement, while diagonal movementcosts 15 feet for every 2 squores, making his total movement25 feetsti/1/essthan his maximumof 30 feet, meaninghe can moveall the way up to the goblinthis round. Herolls a d20 to attack and getsa 5, then becauseit's a hand-to-hand(or ·melee")weapon, he addshis baseattack bonusof +3and his Strengthmodifierof +3, for a total of 11- just barely enoughto hit that goblin'sKAC of 11!He rolls his weapondamageof 1d6 and again adds his Strengthmodifierand his bonusfrom weaponspecialization,for a whoppingtotal of 11damage.
~ Youslashthroughthe goblin's armor like it's jelly! It '\iii lookssurprisedandthen topplesto the ground.
fa ) Crix: I turn towardthe cameraandposewith my 'a glowinggoldenblade,thenwhispermy tagline: "Good
Kopupali: Hey,AbadarCorp sent a rat.
@, Time to fight! Rollinitiativechecks.
'9
Crix: Kopupali,make sure your drone'scameragets a good shot of me as I run forward and decapitateone of these evil goblins with my stellar blade!Thefans are gonnalove this.
Petal:Ohgeez!Notagain!
Petalrolls a d20 and getsa 6, then addsher Reflexsavemodifier of +3, for a total of 9- not enoughto beat the trap'ssavingthrow DCof 15,soshetakesfull damage.
@
rt)
asgold!"
~ Don't get too cocky,becausenow it's the goblins'
·v-
turn. And since you'vejust establishedyourself as a threat, the biggest one's coming for you! Somehow it's gott en ahold of an oversized laser rifle, and it's taking aim.
The GMrolls an attack for the first goblin, using Crix's Energy Armor Classbecauseit's a laser, and getsa natural 20-a critical hit! TheGMrolls the normaldamagedice twice-2d8 insteadof 1d8, getting a 13-and adds 1d6burn damage(for whichhe rolls a 2). Crix takes the 13 damagenow and then takes the 2 burn damageeachrounduntil the fire is put out.
~ Crix, that laserhits you right in your perfect jaw.You
~
take15 damage,and the decorativeflourisheson your armor melt andcatch fire- you're going to take 2 more damageeachsubsequentrounduntil you put it out. Are you still standing?
Crix checkshis charactersheet.Hehas 11StaminaPointsand 9 Hit Points. Hesubtractsthe damagefromhis StaminaPointsfirst, usingup all 11,then subtractsthe remaining4 damagefrom his Hit Points,leavinghim with OStaminaPointsand 5 Hit Points.
/jt\
Crix: Oaf! Just barely. I scream "My face!My beautiful
-
Kostchek:Hangin there, Crix- your fansneedyou!
(ii\
Crix: Kostchek , if I don't make it...makesure my hair
'-SJ face!"
somehow it's still standing. Obozaya: Ahaha!First bloodis mine!
•
Crix, you'reup!
'-SJ looksgood...
•
CHARACTER SHEET Foreachstepin thecharacter creation process detailed below, fill inthenecessary information intheappropriate fieldonyourcharactersheet. com. Youcanfinda blankcharacter sheetatthebackofthisbookor availableasafreedownload at paizo. he following instructions assume you're building a 1stlevel character. Thesestepsare presentedin a suggested order,but feel free to complete them in the order you prefer. Many of the steps below instruct you to fill out fields on your charactersheet (see pages520-521), but note that the charactersheet is arrangedfor easeof use in gameplayrather than charactercreation- for instance,several fields listed at the top of the charactersheetare finishing detailsyou'll determine at the end of the charactercreation process. If you're creating a higher-level character,it's a good idea to begin with theseinstructionsbeforeprogressingto page26 for instructions on leveling up characters.
T
STEP 1:CREATE ACHARACTER CONCEPT What sort of sciencefantasy hero do you want to play?A good way to start charactercreation is to decidethe generalthrust of your character's personality, sketching out a few detailsabout her pastandthinking abouthowandwhy sheadventures.During this step,you'll likely want to peruseStarfinder's availableraces, themes,and classes,so that you have an idea of the options available.The sidebaron page15 briefly introducesthese,so it's a great starting point; full information on races is in Chapters 3 and 13, Chapter4 presentsclasses,and pages28-37 detail themes.Race refersto your species-frombug-like shirrensand reptilianvesk to humansand elves.Themesrepresentan element of your background,whether it's from your upbringing, training, or destiny;it can be related to your classbut doesn't needto be. Classesrepresentthe primary focusof your character'sabilities in battle and while adventuring-a technomance r manipulates technologyand casts spells, an envoy issuescommandsand inspiresher alliesto featsof heroism,and so on. Onceyou've considered your options, comeup with a brief descriptionof your character, focusing on what sorts of things you want her to be goodat (shooting guns,flying starships,and so on).Thenconsiderhow best you could model that usingthis book'srules components. Do you want to play a hulking lizardcreaturewith an enormouslaserrifle? Thena vesk soldier with the mercenarythemeis a perfectchoice.If a scrappybipedalrat who likesto burgle is more your style,a ysoki operative with the outlaw themecould be the way to go. If you're feeling lost for
------= ==--1 • ideas,try choosinga pieceof art from somewherein the book and creatinga characterwho matchesit.
CHARACTER SHEET
Write yourownnamein the Playerfield.Depending on howmuch you'vedeveloped yourcharacter's background, youmayalsowant to noteyourcharac ter'snameandgende r andperhaps adda short physica l description orasketch.
STEP 2:CHOOSE ARACE Your character'srace,or species,is one of her most important characteristics. Chapter 3 and the sidebar on page 15 detail Starfinder'scoreraces-manyof them quite alien-while Chapter 13 details legacy racesiconic to sword-and-sorceryroleplaying games.Your character'sracegrants her abilities and languages anddeterminesa portionof the Hit Points (HP)shehaswhenyou beginplay (HP represen t s how badly shecan be hurt before she falls unconsciousor dies).Her classwill also impacther starting HP total, as describedin Step6. Your character's race also modifiesher ability scores. These are important values that affect many of your character's statistics,but you won't finalize t hemuntil Step5.
CHARACTER SHEET Putyourcharacter's raceatthetopofyourcharacter sheet.Noteher startingracial Hit Pointsandherracial language (if any),aswellas theracialabilitiesshecanuse.Fornow,noteanypointsshe'll addto orsubtract fromherability scores dueto herraceinthemargins next to herabilityscores (you'llneedthisduringStep5!).
STEP 3:CHOOSE ATHEME Next, you can choose a theme for your character, which representsa core aspect of her backgroundand mot ivations. A theme can help express your character's approach to adventuring-whether she'sa bounty hunter, a scholar,or the embodiment of another classicadventuring trope. In addition to reflectinga certain background,a themeprovides benefits to an appropriate skill or skills at 1st level and also grants 1 extra point to a specific ability score-you'll finalizeyour ability scores during Step5. Starfinder'scharacter themesare summarizedin
RACES Android:Artificial peoplewith mechanical components,formerly built asservantsbut now recognizedas citizens.(Page42) Human : Extremely versatile andadaptable racethat'sconstantly expandingandexploring.(Page44) Kasatha: Four-armed racefrom a distant desertworld with a highlytraditional culture.(Page46) Lashunta:Charismatic andtelepathic race of scholars with two subspecies: onetall and lean,the other short and muscular.(Page48) Shirren:lnsectile racethat broke awayfrom a locustlike hive,community-mindedbut addicted to individualchoice. (Page50) Vesk:Warlike reptilian race that recently declared a trucewith the others-for now.(Page52) Vsoki:Alsocalled"ratfolk; theseshort,furry scavengersmake up for their short size with big personalities.(Page54)
THEMES AcePilot: Skillful operatorof starshipsandother vehicleswho is obsessed with all relatedknowledge and lore.(Page 29) Boun ty Hunter: Unstoppabletracker who knowshow to stay hot on the trail of thosewho flee.(Page30) Icon: Popular and respected celebrity who can leveragethe public's adoration for specific needs.(Page31) Mercenary:Well-trainedsoldier of fortunewho canwork equally well asa combat grunt or a squad leader. (Page32) Outlaw:Wantedcriminal with back-alleyconnectionsto blackmarketsand associates who can fend off legaltrouble. (Page33) Priest:Dedicated andknowledgeableadherent to a philosophy or religionwho commandsclout amongother followers.(Page34) Scholar:Skilled researcherand cutting-edgethinkerwith a broad baseof knowledgeanda thirst to expandit. (Page35) Spacefarer: Restlessexplorerwho has strongintuition and hascollected deepknowledgeabout alien biology andtopology.(Page36) Xenosee ker:Guru of alienlife-formswho findsthat meeting them is oneof life'smost rewarding accomplishments.(Page37) Themeless:One who doesn'tfit into any nicheabovebut forgesa personalpath of determination and training.(Page 28)
CLASSES Envoy:Charismatic people persongoodat a wide rangeof skills who inspires allies to accomplish greatheroicfeats.(Page60) Mechanic: Master of machinesandtechnology whosetinkeringproduces a dronecompanionor a powerful brain implant. (Page68) Mystic:Magic user whosemysteriousconnectionto a powerful force grants abilit iesthat breakthe lawsof the universe.(Page82) Operative: Stealthy combatantwith wide-ranging know-howwho is adeptat takingadvantageof unprepared foes.(Page92) Solarian:Disciplined warrior whosemasteryof the stars grantseither a weapon or armormade of stellar power.(Page100) Soldier:Expert with a hugerangeof armor, guns,andmeleeweaponswho specializesin certaintypesof gear.(Page110) Technomancer:Magic user who is preternaturally attunedto technologyand canuseit to unlock powerful effects.(Page118)
the sidebar above, and presentedin detail starting on page 28 along with the rules for being themeless.
well as other part icularly helpful ability scores, but for easy reference, Table 2-3 on page 19 lays out the key ability scores for all classes.
CHARACTER SHEET Writeyourcharacter's theme atthetopofyour charactersheetand record anybonuses it grants toskills.Fornow,notethepointit adds toanabilityscore inthemargin nexttothatability score (you'llneed thisduring Step5!).
CHARACTER SHEET Putyourcharacter 'sclass atthetopof yourcharacter sheet, thenwrite '1"afterit to indicatethatyou're1stlevel.Don'tworryaboutother abilitiesyourcharacter getsfromher class -you'llhandle thatinStep6.
STEP 4:CHOOSE ACLASS
STEP 5:FINALIZE ABILITY SCORES
At this point, you're almost ready to finalize your character's ability scores, which are key values you'll need to calculate many of her stat istics. First, though, you need to chooseyour character's class. This affords her accessto a suite of heroic abilities, determines how well she can attack, and governs how easily she can shake off or avoid certain harmful effects. Chapter 4 details the sevenclassesyou can play in Starfinder, and the sidebar above provides an overview of t he classes'
Now that you've madethe most important decisions about your character, it's time to fill in her statistics. Yourcharacter's ability scores determinea widearray of her capabilitiesandconsist of six values: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. To learn how to calculate your ability scores, see Ability Scoresbeginning on page 18. That section will also tell you how to determine your ability score modifiers, which affect the calculation of many of the values describedon your character
functions and roles. You don't yet need to note all of your character's class features. You simply need to know which class you want to play, which will tell you the ability scores that will be t he most important to you. Each class notes its key ability scores, as
sheet and later in this section.
_-==== -i•
- CH -A-R-A CT _E_ RS -H-E_ E T
Reco rdyourability scores intheappropr iatefieldsonyourcharacter sheet . Nexttothescores, writedowneachscore 's mod ifier.
STEP 6:APPLY YOUR CLASS Now,determinethepowers,specialabilities(calledclassfeatures), andother keystatisticsyour charactergainsfrom being1stlevel in her class.The table at the beginning of each class section includes your character's base attack bonus, which helps determinehow good she is at attacking.You'll add this base value to her meleeand rangedattacks;seeChapter8 for more details on combat.That table also indicatesyour character's basebonusesfor her Fortitude, Reflex, and Will savingthrows. SeeStep9 for more information on savingthrows. Additionally,your character'sclassaffects her total Stamina Points (SP).StaminaPointsmeasurehow muchpunishmentshe can absorbbefore it beginsto really hurt her and reduceher Hit Points. At 1st level,you gain the numberof StaminaPoints listed in your class+your Constitution modifier. At 1stlevel, you alsoadd the numberof Hit Pointsindicatedin your classto the numberof Hit Points you gainfrom your race.(Seepage22 for moreabout Hit PointsandStaminaPoints.) Finally,your character'sclassinfluenceshowmanyskill ranks shecanassignper level (seeStep7), and determinesher armor andweaponproficiencies(seeStep8).
skill.Noteherfeats,andif anyprovide bonuses to skills,putthemin theskillsboxfor miscellaneous modifiers. Finally , addupandrecord hertotalskillmodifier foreachskill thatisn't atrained-on ly skill.
STEP 8:BUY EQUIPMENT At 1stlevel,your characterhas1,000credits to spendon armor, weapons,and other supplies(though your GM may give you alternative instructions for how to chooseyour gear).Armor and weaponsare often the most important- keep in mind that your character'sclass determines the types of weaponsand armor that she is proficient with. Your character'sweapon determinesthe damageshe can deal in combat,while armor affects her EnergyArmor Class(EAC)and KineticArmor Class (KAC)- seeStep9 for moreon Armor Class.Additionally, there are other staples that can help your characterduring play. For more on the equipment available and how much it costs, see Chapter7.
------ • ---- -==--1 • CHARACTER SHEET
Noteyour character's total Stamina Pointsas well as her total startingHitPoints. Record herbaseattackbonus andthebasesaving throwbonuses shereceives fromherclass . (Step9 explainshowto calculate yourcharacter 's finalsavingthrowmodifiers.) Alsowrite downyourcharacter's 1st-levelclassfeatures .
CHARACTER SHEET
Onceyou'vespentyourcharacter's credits, notetheequipment she ownsaswellasanyremaining credits.Record yourweapons onthe appropriate lines,aswellas theirrelevantdetails,including how muchdamage eachweapon deals(seepage240for detailsabout howtocalculate damage).
STEP 9:FILL INTHEFINISHING DETAILS Nowaddthe followingdetails to your charactersheet.
Alignment STEP 7:ASSIGN SKILL RANKS AND CHOOSE FEATS Note your character'salignment,which plays a role in her Next, figure out what skills you want your character to be good at, whether it's using technology or surviving in the wilderness.At each level, she gains skill ranks, representing her growing know-how and training. The number of ranks she gains at each level equals her Intelligencemodifier + an amountdeterminedby her class(but shealwaysgains at least 1),and you canallocatethe ranks to any skills you want. Some skills are called out as class skills in your class entry-these are skills tied to your class,and you automatically get a +3 bonusif you put a skill rank into them. (Youcanstill put ranks into skills that aren't classskills; you just don't get the special +3 bonuswhen you do.)Formoreon skills and how they work, including information about trained-only skills and penalties for wearing armor while using skills, seeChapter5. Onceyou'veassignedyour character'sskill ranks,chooseher feats.Mostcharactersbeginplaywith onefeat, though humans gain a racial bonus feat. Feats are a good way to boost an elementof your characterthat might be lacking.For example, Toughnessgrants extra StaminaPoints, while Bodyguardlets you protect nearbyallies from attacks.SeeChapter6 for more information.
--------= ======== =--1 • CHARACTER SHEET Assign yourcharacter 'sskillranksonyourcharacter sheet-remember , herranksina skillcanneverexceed hercharacter level!If anyofthe selected skillsareclassskills , notethatshereceives a +3 classskill bonus intheappropriate box.Include herabilityscore modifier foreach
personality.Seepage24 for more information.
ArmorClass Energy Armor Class (EAC)and Kinetic Armor Class (KAC) represent how difficult your character is to hit in combat. EnergyArmor Classrepresentsher ability to avoid injury when hit with energy attacks, such as lasers. Kinetic Armor Class represents her ability to avoid injury when hit with physical attacks,suchas bullets.(Seepage240 for moreinformation.) The values for EACand KAC each begin at 10. Add your character's Dexterity modifier to eachvalue.Thenadd the EAC bonusand KACbonusthat herarmor providesto the respective values.You'll also want to note your character'sArmor Class against combatmaneuvers,which is her KAC+ 8.
AttackBonuses Younotedyour character'sbaseattack bonusin Step6, but you still needto calculatehertotal attackbonuseswith melee,ranged, andthrown weapons.Todo so,add her Strengthmodifier to her meleeandthrown attacks,andadd her Dexteritymodifier to her otherrangedattacks.Thenaddany miscellaneous modifiers from featsor classfeaturesto the appropriate attacks.
Carrying Capacity This is how much bulk your charactercan carry basedon her Strengthscore.Sheis encumbered(seepage275)when carrying an amount of bulk equal to or greater than half her Strength
score, and overburdened(see page 276) when carrying an amountof bulk equalto or greaterthan her total Strengthscore.
Deity Notethe deity your characterworships,if any.Seepage482 for moreinformationon religionsand philosophies in Starfinder.
Description If you haven'talready,write a shortdescriptionof your character.
Home World Thisis whereyour characterwas raised,whether it's a planet,a spacestation,or evenan asteroid.(SeeChapter12for inspiration.)
Speed Your character'sland speedat the beginning of play is 30 feet, unless she has an ability that modifies it (or penalties from armoror encumbrance). SeeChapter8 for moreinformation on speedand movement.
Starship While you can play Starfinder without the starship rules,most adventuresassumethe PCsare (or will soonbe)crewmembersof a sharedstarship.Askyour GMwhetheryou'll bestartingout with a starship or potentiallyacquiring oneas part of an adventure.If you beginwith a starship,ask the GM for its statistics, and find out whetheryou'reable to customizeit- at the very least,every ship needsa good name!SeeChapter9 for moreon starships.
Initiative Yourcharacter's initiativemodifieris addedto her initiativechecks to determine the orderin which sheactsin combat.It's equal to her Dexterity modifier plus modifiersfrom featsor otherabilitiesthat affectinitiative.
Languages Your characterbegins play speaking and reading Common, her racial tongue(if any), and the languageof her homeworld (if any). If she hasa positive Intelligencemodifier, she knowsa number of additional languagesequalto that value. Seepages40-41 for moreon languagesand a list of languagesto choosefrom.
Resolve Points Your charactercan useResolvePointsfor manyimportant purposes,including replenishing her Stamina Points and poweringsomeclassfeaturesand other abilities. At 1st level, your characterhasa numberof ResolvePoints equalto 1 + the ability scoremodifierfor her class'skey ability score. For more informationon Resolve Points, seepage22.
Saving Throws Fromtimeto time,your character will needto determinewhether shecanavoid or shakeoff an effector spell.Whenthis happens, the GM will call for a Fortitude, Reflex, or Will saving throw, dependingon the situation. A saving throw is a d20 roll to whichyou addyour character's base saving throw bonus of the appropriatetype and other applicablemodifiers.Yourcharacter'sclassdeterminesher base bonus to each type of saving throw. Additionally, you apply her Constitution modifier to her Fort itude saving throws, her Dexterity modifier to her Reflexsavingthrows,and her Wisdom modifierto her Will savingthrows-and you must do so even if a relevantability score modifier is negative.Finally,you apply any additional modifiersto specificsavingthrowsasappropriate, such as bonusesfrom featsor other abilities.
Size Your character'sracedeterminesher size(seepage255).
Onceyou've recordedall of this information on your charactersheet,you're readyfor adventure!
our character has six ability scoresthat representher basic attributes and raw potential: Strength, Dexterity, Constitution,Intelligence,Wisdom,and Charisma.Thesescores are factored into nearly all of your character'scapabilities-for instance,Dexteritydetermines her agility and the steadinessof her aim, Intelligencerepresentseducation and reasoning ability, andsoon. (Formoreinformation on what eachability represents, see Ability Descriptions starting on page 20.) Ability scores generallyrangefrom 3 to 18,and an averagescoreis 10. Different abilities will be more or less important to you depending on what sort of characteryou want to play, and each classhasa key ability scorethat is centralto that class'sfeatures to help you makesure you get the right abilities to succeedin that role. Table2- 3 on page19 lists the key ability scorefor each class;the first pageof eachclassentry also lists the class'skey ability score,as well as other abilities that are helpful for that class,if not quite as important. Presentedbelowis Starfinder'sdefaultmethodfor generating ability scores,referred to as the buying ability scoressystem. These rules allow you to customize your abilities to build exactly the characteryou want. Additionally, we present two optional systems: ability quick picks lets you choose from severalpredetermined arraysfor speedand convenience,while advancedplayersmay be interestedin the rolling ability scores system, which gives you the fun of randomly generating a character,sometimeswith dramaticstrengthsand weaknesses. You need to use only one of these systems-checkwith your GMto seeif she hasa preferencefor which one you shoulduse. When in doubt,use the buying ability scoresmethod.
Y
BUYING ABILITY SCORES In this method,you customizeyour ability scoresby "buying· them using a pool of points. Sincethe purposeof this system is to help you build exactly the character you want, before start ing to customize your ability scores,first decide what you want your character'srace (Chapter3), class (Chapter4), and theme (seepage28) to be.Onceyou'vegot thosefirmly in mind, follow the steps belowin order. • Step 1: Start with a score of 10 in each ability. On your charactersheet or a piece of scratch paper,write down all six abilities-Strength, Dexterity, Constitution, Intelligence, Wisdom,and Charisma-andput a 10 next to eachof them. • Step2: Addandsubtractpointsfor race. Racesin Starfinder areoften naturallygifted in someabilitiesand lesssoin others. The first pageof eachrace entry lists these advantagesand disadvantagesin terms of points you add or subtract from specificstarting ability scores;you can also look at Table2-2 to seeall the racial advantagesand disadvantages at a glance. Forinstance,a shirrenstartsout with +2 pointsin Constitution and +2 pointsin Wisdom,but -2 points in Charisma(meaning you'd add 2 points to your starting Constitution and Wisdom scores,but subtract 2 from your starting Charisma score). Someraces,like humans,are so versatileas a race that they get points they can put in any singleabiIity.
Once you know your racial modifiers, add or subtract thosepointsfrom your starting scoresof 10. • Step3: Addpoints for theme.Eachthemegivesyou a single ability point to applyto an ability score.Forinstance,choosing the ace pilot themegivesyou +1 point in Dexterity, while the themelessoption lets you apply an extra point to any ability scoreyou choose. The points granted by eachthemecan be found in its description or on Table 2-2. Onceyou know your theme,add that point to the designatedability. • Step4: Spend10 points customizing your scores . Now that you'vegot yourbaselinescores,whichincorporatemodifications for classand theme,you get a poolof 10 extrapoints to assign to your ability scoresas you see fit. You apply theseto your existing ability scoreson a 1-for-1basis- if you havea Dexterity scoreof 12 and you add a point from your pool,you now have a Dexterityscoreof 13.Youcandividethesepoints up however you want, but you can't makeany individual scorehigherthan 18.(Lateron,asyou levelup andgain ability-boostinggear,your ability scoresmayriseabove18,but 18 is the highestvalue any charactercan start out with.) Be sure to spendall 10 of your ability points- you can'tsavethemfor later. • Step 5: Record ability scores and ability modifie rs. Once you've spent all your points, you're done. Write your final ability scoresin the appropriateboxeson your charactersheet, then checkTable 2-1to find the correspond ing ability modifier for each one, and write those down as well. Modifiers are explainedin Ability ModifiersandAbility Checkson page21.
Examp leofBuying AbilityScores Let's say you're building a vesk soldier-you saw the art on page 27, and immediately started imagining a gruff but loyal mercenarywho plays by her own rules. You start out with 10 in every ability, like any character.You alreadyknowyou want to bea vesk,and lookingat Table 2-2, you seethat her racegrantsher +2 pointsto Strengthand+2 points to Constitution, but -2 points to Intelligence. Youapply thoseto your startingscoresof 10,sonow your scoreslook like this: STR12, DEX10,CON12, INT 8, WIS 10, CHA10 Next, you apply a theme.You know you want her to be a mercenary,and you see from the table that the mercenary themegives her +1 point to Strength,makingyour scoresthese: STR13, DEX10, CON12, INT 8, WIS 10, CHA10 So far, you'respot on for your concept-plentystrongbut not particularlybright. Now it's time to take your 10 discretionary points and assign them.Table2-3 tells you that a soldier'skey ability score is either Strength (for fighting hand-to-hand)or Dexterity (for shooting projectile weapons).You're imagining her charging into combatwith a big assault hammer,so you go aheadand spend5 points to get her Strengthfrom 13to 18,the strongest anyoneof her level can be.At the sametime,though, you know there will be situations whereshewants to use guns, soyou spend4 morepointsto bringher Dexterity up to 14.With 1 point left to spend,you consider addingit to Intelligenceto offset
TABLE 2-1: ABILITY SCORES AND MODIFIERS TABLE 2-2:ABILITY POINTS FROM RACE &THEME ABILITY SCORE 1 2 3 4 5 6 7 8 9 10 11 12
ABILITY MODIFIER -5 -4 -4 -3 -3 -2
13 14 15 16 17 18 19 20 21 22 23 24 25 26
-2 -1 -1 +O +O +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8
her racialdisadvantagethere,then decideit's more fun to add it to Charisma-she may be a brute, but sheshouldbe charming in her own way.Sotheseare your final scores:
SOURCE
STR DEXCON INT WIS CHA ANY
RACE Andro id Human +2 Kasa tha Lashunta (Damaya} Lashunta (Korasha} +2 Shirren Vesk +2 -2 Ysoki
+2
-2
+2
+2 -2 +2
-2 +2 +2 +2
+2 -2 +2
+2 +2 -2
-2 +2
THEM E AcePilot BountyHunter Icon Mercenary Outlaw Priest Scho lar Spacefa rer Xenoseeker Themeless
+1 +1 +1
+1 +1 +1 +1 +1
+1 +1
TABLE 2-3:KEV ABILITY SCORES BYCLASS CLASS Envoy Mechanic Mystic Operat ive Solarian Soldier Technomance r
KEY ABILITY SCORE Char isma Intelligence Wisdom Dexterity Char isma Strength or Dexterity Intelligence
STR 18, DEX14, CON12, INT 8, WIS 10,CHA 11 You wr ite t hose down on your character sheet, then locate the appropriate ability modifiers on the table above and write those down in the boxes marked for t hem next to eachability score-an 18 equalsa +4 modifier, a 14 equals a +2,and so on. Now you're ready to move on to the rest of character creation!
Optional Rule: Character Flaws Thebuyingability scoresmethod makessurethat your character is always at least close to average- your race might push you slightly below the averageof 10, but you won't be severely hampered.Sometimes,however,it's fun to play a character with a major flaw. If you want to reduceany ability scoresfor your characterbelow what this system would normally allow, that's fine-playing a brutish soldier with an Intelligence of 5 or a noodle-armed technomance r with a Strength of 4 couldallow for somefun roleplayingopportunities- but you don't get to reassign thoselost ability pointselsewhere . Beware making your scores so low that your character can't keepup with the rest of the party!
ProTip:AbilityModifiers Ability modifiers are t he values you'll use most often in gameplay to modify rolls and checks-positive modifiers add
to your results, while negative modifiers subtract. As you can seeon Table 2-1,however,ability modifiers increaseonly wit h each new even ability score you reach. While odd scoresare still good to have-they can enableyou to qualify for feats and get you that much closer to t he next ability modifier threshold, making it easierto achievehigher scores when it's time to level up-some players try to customize their ability scores to haveas many evenability scoresas possible,thus making sure t hey're not ·overpaying" for a part icular ability modifier.
OPTIONAL METHOD: ABILITY QUICK PICKS Sometimes you're making a character in a hurry and don't care about precisely customizing your ability scores.If that's the case for you, you can pick one of t he arrays on page 20 and assign each value to the ability score of your choice-for instance,if your array is 18, 14, 11,10, 10,10, you put the 18in oneability score(probablyyour class'skey ability score),t he 14 in a different score, and so on until they've all been assigned. Under this met hod, choices like race and theme don't affect your ability scores-you just choosewhich scoregoesin which ability, and you're good to go. The focused array creates a specialist, the split array makessomeonewith multiple talents, and the versatile array makesa jack-of-all-trades.
FOCUSED SPLIT VERSATILE
18,14,11,10,10,10 16,16,11,10,10,10 14,14,14,11,10, 10
Once you've chosenwhich abilities to put your scores in, write them down in the appropriate boxeson your character sheet,then check Table 2- 1 to find your corresponding ability modifiers and write those down as well- they're explainedin Ability Modifiers and Ability Checkson page21.
Example ofAbilityQuick Picks Let's say you're making a ysoki technomancerwith the outlaw theme. With the quick picks system, you don't need to know anything except which abilities are most important for your character. Fortunately, all the classesoffer guidance in this regardin their Key Ability Scoresections- you can find a quick summaryon Table 2-3. In this case,let'ssay you decideyou want your characterto be fairly specialized,so you select the focusedarray, and the technomancerclassadvises you to put your best score (18) in Intelligence,and your next highest(14)in Dexterity.Youdecide to put the 11in Constitution, to help you better survivethe rigors of adventuring,and put the three remaining 10s in Strength, Wisdom,and Charisma. And that's all there is- you write those values down on your character sheet, look at Table 2-1 to jot down the correspondingability modifier for each ability score, then moveon to the rest of character creation.
Examp leofRollingAbility Scores Let'ssay you've decidedto create a shirren mystic, and you've gotten your GM'spermissionto roll your ability scores. First, you roll your starting scores.Yourfirst roll is excellent: a 6, two 5s, and a 1.You discardthe 1, for a total scoreof 16, and write that down. You repeat this processfive more times,and ultimately end up with scoresof 16,16, 15,14,13, and 5. Above averagein almostevery way,but with one big shortcoming! Table2-3 tells you Wisdomis the key ability scorefor mystics, soyouput oneof your16sthere,andassign the otherto Charismayouwant yourshirrento bea leaderandbe goodat making friends with aliens.You put the 15 in Constitution, 14 in Dexterity, 13 in Intelligence , and 5 in Strength (you really should'vehit the gym more after all that time in zero-g).Sonowyourscoreslook likethis:
STR5, DEX14, CON15, INT13,WIS 16,CHA16 Now it'stime to makeadjustmentsfor your raceandtheme.You alreadyknow you want to be a shirren,which grants+2 points to both Constitution andWisdombut -2 pointsto Charisma.Soyou includethosemodificationsand the scoresbecome:
STR5, DEX14, CON17, INT13,WIS 18,CHA14 Youalsochoosethe priest theme,becauseyou like the ideaof a bug-headedmissionary,which grants 1 point to Wisdom-but you're alreadymaxedout, so that point would disappear!Instead of letting it go, you opt to go backand swapthe initial placement of the 16 in Wisdom and 15 in Constitution,then go through the stepsagain. Nowyour raceand thememake you hit that 18 Wisdomperfectly,andyour Constitution is 1 point higher,like so:
OPTIONAL METHOD: ROLLING ABILITY SCORES The buying ability scores method works great if you want to create a perfect ly customized, balanced character. But sometimes you want to inject a litt le randomness,and let the dicedecide what kind of characteryou're goingto play. Forthat, you can use this alternative ability rolling method.Be warnedthe samerandomnesst hat makes this system fun also allows it to sometimes create characters significantly more (or less) powerful t han the buying ability scoressystem does or other Starfinder rulesassume.Checkwith your GMto make sureshe's okay with that possibility before employing this method. Tobegin,roll four six-sided dice (4d6)and discardthe lowest die result, adding the three remaining results together and recording the sum on a piece of scratch paper. Repeat this processunt il you've generatedsix numbers, then assign each of t hesetotals to oneof your ability scores,distributing them as you seefit-these become your starting scores for thoseabilities (rather than t he standard10). Oncethis is done,go aheadand follow steps 2 and 3 from the buyingability scoresmet hod,addingand subtracting points for your raceand t heme. The only differencewith this method is that instead of start ing with a 10 in each ability score,you start wit h whatever value you rolled and assigned. You still can't haveany singleability score higherthan 18. If points from a raceor theme would pushyou over that amount, you still just get t he 18, and those addit ional points are lost; they can't be assignedanywhere else.Onceyou've donethis, skip straight to Step 5 and recordyour ability scoresand modifiers- you don't get any discretionary points to assign.
STR5, DEX14,CON18, INT13,WIS 18,CHA14 Thoseare your final scores-there are no pointsto spend. Note that throughrolling,this characterendedup with both higher and lowerscoresthan the vesk soldier from our buyingability scores example.That'sthe risk of the rollingsystem-this mystic is going to be excellent at spellcasting and using other abilities relying on Wisdom, and still prett y great in most other areas,but severely hamperedby that low Strength scorewhenit comesto how much he cancarryor his ability to dealdamagein hand-to-handcombat.
ABILITY DESCRIPTIONS Eachability describes a dist inct aspectof your character and affectsdifferent capabilit ies and actions.
Strength (Str) St rengthmeasuresmuscleand physical power. A characterwith a Strength scoreof O is unconscious.Your character's Strength modifier is factored into the following: e Melee attack rolls and att ack rolls made with thrown weapons(suchas grenades). e Damagerolls when using meleeweaponsor thrown weapons (but not grenades). • Athletics skill checks. e Strength checks(for breaking down doorsand the like).
• How muchgearyour charactercan carry (seepage167).
Dexterity (Dex) Dexterity measuresagility, balance.and reflexes. A character with a Dexterity score of O is unconscious.Your character's Dexterity modifier is factored into the following: • Ranged attack rolls. such as those made with projectile weaponsand energyweapons.as well as somespells. • EnergyArmor Class(EAC)and KineticArmor Class(KAC);see page240 for details. • Reflexsavingthrows (for leapingout of harm'sway). • Acrobatics.Piloting.Sleightof Hand.and Stealthskill checks.
Const itution (Con) Constitution represents your character's health. A living creature whose Constitution score reaches O dies. Your character'sConstitution modifier is factoredinto the following: • Stamina Points (seepage 22). which representthe damage your charactercan shrug off beforeit starts to be a problem. If this score changes enough to alter its modifier. your character's StaminaPoints increaseor decreaseaccordingly. • Fortitudesaves(to resistdiseases. poisons.andsimilarthreats).
Intelligence (Int) Intelligencerepresentshow well your character learns and reasons.and is often associatedwith knowledgeand education. Animals have Intelligencescoresof 1 or 2. and any creature capableof understandinga languagehas a scoreof at least 3. A characterwith an Intelligencescoreof O is unconscious.Your character'sIntelligencemodifier is factoredinto the following: • The numberof bonuslanguagesyour characterknowsat the startof thegame.Evenif this modifier isa penalty,yourcharacter canstill useher starting languages unlessher Intelligencescore is lowerthan3. Seepage40 for moreaboutlanguages. • The number of skill ranks gained each level, though your character alwaysgetsat least1skill rank per level. • Computers, Culture, Engineering, Life Science, Medicine, PhysicalScience,and someProfessionskill checks. • Bonustechnomance r spells.The minimum Intelligencescore neededto cast a technomancerspell is 10 + the spell's level.
Wisdom(Wis) Wisdom describes a character'scommonsense,intuition, and willpower.A characterwith a Wisdomscoreof Ois unconscious . Yourcharacter'sWisdommodifier is factored into the following: • Will saving t hrows(for defending against things like magical mind control). • Mysticism. Perception. Sense Motive, Survival. and some Profession skill checks. • Bonusmystic spells. The minimum Wisdomscoreneededto cast a mystic spell is 10 + the spell's level.
Char isma(Cha) Charisma measures a character's personality, personal magnetism,ability to lead,and appearance.A characterwit h a Charismascoreof O is unconscious . Your character'sCharisma modifier is factoredinto the following:
• Bluff, Diplomacy,Disguise.Intimidate, and someProfession skiII checks. • Checksthat representattemptsto influenceothers.including the envoy'sextraordinary abilities.
ABILITY MODIFIERS AND ABILITY CHECKS The right-handcolumn in Table2-1 shows the ability modifier correspondingto eachability score.This modifier is applied to die rolls related to your abilities.such as skill checks.attacks. and more. Nearlyevery roll is affected by your abilities in some way,oftenwith additionalmodifiersfrom other sources.but they generally involveyour ability modifier rather than your actual ability score.When you determine your ability scores,make sure to note their respectiveability modifierson your character sheet.If a changeto an ability scoreever alters its modifier.be sure to adjust any statistics that rely on that modifier. Sometimes.a situation or ability might requireyou to attempt somethingcalledan ability check.In such instances.insteadof attempting a checkinvolving both your abilitiesandother factors (suchas skills or saving throws that reflect your training and expertise),you attempt a check using just 1d20 + your ability modifier.This representsyou trying to use your raw. untrained talent for that particular ability, such as attemptinga Strength checkto kick down a door. Seepage242 for moreinformation. In the rare instance that you need to determine ability modifiersbeyondthe numberspresentedin the table, such as for extremehigh-level play,ability modifiers can be determined by subtracting10 from the ability scoreand dividing that result by 2. rounding down if the final result is a fraction. Forexample, anability scoreof 41 would havean ability modifierof+ 15 (since 41-10 : 31and 31 .;.2 : 15-1/2,which roundsdownto 15).
LEVELING UPAND ABILITY SCORES Every 5 levels (at 5t h, 10th, 15th, and 20th levels), you get to increaseand customizeyour ability scores.Eachtime you reach oneof theselevel thresholds.choosefour of your ability scoresto increase.If that ability scoreis 17or higher(excludingany ability increasesfrom personalupgrades-seepage 212), it increases permanently by 1. If it's 16 or lower, it increasespermanently by 2. You can't apply more than one of t hese increasesto the sameability scoreat a given level. but unlike at 1st level. these increasescan make your ability scores go higher than 18. For example, let's say you're leveling up your android technomancerwith the following scores:
STR10, DEX16, CON10,INT18,WIS 11, CHA10 You might decide to increaseyour Dexterity, Constitution. Intelligence,and Wisdom. Becauseyour Intelligenceis 17 or higher,it would increaseby 1 to a scoreof 19. The other three scoreswould increaseby 2, giving you thesefinal scores:
STR10, DEX18, CON12, INT19, WIS 13,CHA10 The next time you can increaseyour ability scores,you could decide to increasethose sameabilities again, or you could pick a different subset.For moredetails on levelingup, seepage26.
HEALTH
AND
~------------------S
RESOLVE
tarfinder is an adventure game,which meansthat two very important qualities are key to your survival: the amount of punishmentyou can take without dying, and your ability to stick to your convictions in the face of adversity. Theseare tracked through three different systems of points: Hit Points (HP).StaminaPoints(SP).and ResolvePoints(RP). Hit Pointsand Stamina Pointsare tightly intertwined:while StaminaPointsrepresenthow many bruisesand dingsyou can reliably shake off without suffering any lasting damage,Hit Points reflect how many actual injuries you can sustain while still staying upright and conscious. In contrast, ResolvePoints (RP)are more of an indicator of your willpower and gumption, and this pool measuresyour ability to overcomeyour physical limitations as well as to employ core tenets of your training, evenwhen the oddsseemlong. Eachsystemof points is describedin detail below.
HITPOINTS ANDSTAMINA POINTS Hit Points (HP) measurehow robust and healthy you are- a reduction in Hit Pointsrepresentsphysical wounds,illness.or another serious physical impairment. Stamina Points (SP). by contrast, measureyour readinessandenergy,andthey replenish morequickly and easily. Whenyou take damage- whether from an attack, a spell, a disease,or some other source- it reduces your pool of StaminaPoints first, and any damagebeyondyour remainingStamina Pointscomesout of your Hit Points.Think of Stamina Points like your ability to shake off a punch; the first one may not do any last ing damage,but eventually you get worn down and start hurting. If your Hit Pointsever drop to O.you are dying and must becomestable,or you might die for good(seeInjury and Death on page250). You replenish your Stamina Points by spending 1 Resolve Point (seepage23) and taking 10uninterrupted minutesto rest and catchyour breath.Up to onceper day,you can regainsome Hit Pointsand all of your StaminaPointsafter 8 full hours of uninterrupted rest (see Regaining Daily-Use Abilities and Spellson page262; an 8-hour rest counts as a 10-minute rest to regain SP).but you can also regain them through the use of magic or technology. Sourcesof magical and technological healing state in their descriptions whet her they restore Hit Points or Stamina Points. Usually, healing can restore points you've lost, but can't raise your total capacity,though certain types of magic may temporarily ignore this restrict ion (see Temporary Hit Points below).
--
Calculating Stam inaPoints YourStaminaPoints are determinedby your Constitution score and your class.At each level, you gain a number of Stamina Pointsequal to the SP value listed in your classdescription+ your Constitution modifier (even if your Constitution modifier is negative,the total amountgainedcan neverbe lessthan 0).
Temporary HitPoints Someforms of magic can give you temporary Hit Points that last for only a limited amountof time,and can evenexceedyour normal number of Hit Points. If you have any temporary Hit Points,whether or not they exceedyour maximum,you lose these temporary points first before you lose Stamina Points. TemporaryHit Pointscan't be restoredthrough healing.
Example Let's say you're making a brand-new 1st-level character: a human soldier. You find the entry for humans in the Races chapter (page44) and see that a humanreceives4 Hit Points at 1st level.You then look at the soldier in the Classeschapter (page 110). which tells you that a soldier gains 7 Hit Points at each level, giving your charactera total of 11 Hit Points at 1st level. The class entry also tells you that a soldier receives Stamina Points equal to 7 + his Constitution modifier at each level. You go back and check your abilities. Let's say that after rolling and applying your soldier's racial traits. he has a Constitution score of 14, which means his Constitution modifier is +2. So your soldier has 9 Stamina Points (7 + 2) at 1st level. Remember,you're adding only his ability modifier (+2).not the ability scoreitself! Onceyour soldier has goneon a few adventuresand gained enoughexperienceto advanceto 2nd level,he gainsadditional Hit Points basedon his class.In this case,he gains 7 more Hit Points-remember,your character gets Hit Points from his race only at 1st level! For his StaminaPoints, you do the samething you did at 1st level,adding 7 StaminaPointsfrom his classand 2 StaminaPoints from his Constitution modifier.Soyour soldier now hasa total of 18 Hit Points and 18Stamina Points.
RESOLVE POINTS As a hero in Starfinder,you haveresolve-an intrinsic reservoir of grit and luck tied to your talents and often enhancedby your class.Your pool of ResolvePoints (RP)allows you to carry on evenwhen everythingseemslost.
CalculatingHitPoints
Calcu latingReso lvePoints
At 1st level, you gain the number of Hit Points listed in your race entry + the number of Hit Points listed in your class's description, reflect ing the overall durabilit y of your raceas well as the hardinessyou'vegainedfrom your training. At 2nd level and at every level thereafter. you gain the numberof Hit Pointslisted in your class'sdescription, reflecting the greater influenceyour training and experiencehas played in your toughness.
Youhavea number of ResolvePointsequalto half your character level(roundeddown,but minimum1) + the modifier of your key ability score (the ability score that is most important to your class-see page58). Evenif you have a negativemodifier,you always haveat least 1 ResolvePoint. For example, let's say you're creating a 1st-level mystic (whose key ability score is Wisdom)with a Wisdom score of 16 (a modifier of +3). Half your character'slevel roundeddown
would normally be 0, so thank goodnessfor that minimum of 1!
Points, up to your normal maximum. Using this abi lity
Add in th e 3 fro m your Wisdom modifier, and your mystic has a
requires 10 minutes of uninterrupted
tota l of 4 Resolve Points.
interrupted partway through this process, you neither
rest-if
you're
regain your Stamina Points nor lose the Resolve Point. You
Spending andRega iningReso lvePoints
must take 10 consecut ive minutes of uninterrupted rest
Resolve Points can be spent in a number of ways, and many
to use this ability and cannot simply rest in intervals that
classes let you spend th em to activate class features and
total 10 minutes.
regain resources. Some abiliti es don't require you to spend points, but are act ive only as long as you have a minimum
Stabilizing
number of Resolve Points available-for instance, an envoy
•
with at least 1 Resolve Point remaining in her pool can use
If you are dying and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter
her expertise class feature to roll an extra die on Sense Motive
your maximum (minimum 1 RP, maximum 3 RP) on your
checks w ithout spending the point. Your Resolve Points can
turn to immediately stab ilize. This means you're no longer
never drop below 0. Dying causes you to lose Resolve Points.
dying, but you remain unconscious. If you don't have at
If you wou ld lose Resolve Points due to dy ing and don't have
least 3 Resolve Points remaining when you are dying, you
any remaining, you're dead. (See Injury and Death on page
lose Resolve Points as per the dying rules (see Injury and
250 for more information.)
Death on page 250).
Up to once per day, characters can regain any spent Resolve Points by gett ing a ful l 8 hours of uninterrupted rest.
Staying intheFight •
General Uses forResolve Points
If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonletha l damage
Besides expending Resolve Points to activate class features,
(see page 252), you can spend 1 Resolve Point at th e start
they are useful for a few key general purposes. Any character
of your turn to heal 1 Hit Point. You are no longer dying,
with Resolve Points can use th em to regain Stamina Points, to
you immediately become conscious, and you can take your
stabil ize after sustaining gr ievous wounds, or to rally and stay
turn as normal. You can spend Resolve Points to regain Hit
in the fight, as described below.
Points only if you are at O Hit Points and are stable, and you cannot heal more than 1 Hit Point in this way. You cannot
Regaining Stamina Points
spend Resolve Points to both stabil ize and stay in the fight
• You can spend 1 Resolve Point to regain lost Stamina
in the same round.
ALIGNMENT ___________ __
~......
lignment is a quick way to characterizean individual's personality,morality, and predilections.It encompasses two axes:good-evil andlaw-chaos.Eachaxis worksasa spectrum, with a neutral option in the middle, and the two axes can be combined in any form, resultingin nine alignmentcombinations.
A
GOOD VERSUS EVIL The good-evil axis describesa character'ssenseof morality. A good alignment implies altruism, desire to help the innocent, and respectfor the life and dignity of sentient beings. An evil alignmentimpliesselfishness,willingnessto harm and oppress othersfor fun or profit,andlackof compass ion.Neutralcharacters might see themselvesas outside the moral spectrumor simply lack the commitmentto makepersonalsacrificesto helpothers.
LAW VERSUS CHAOS The law-chaos axis describes a character's flexibility and adherenceto rules. A lawful alignment implies keepingone's word, respecting authority and tradition, following laws or a personalcode,and judging those who fail to do the same.A chaotic alignment implies desire for freedom, making one's own decisions,and distrust of authority. Neutral charactersfall betweenthese extremes,with no inherent compulsionto obey or rebel. Note that lawful doesnot necessar ily meanobeyingthe laws of a given society-a lawful charactermay have a strong personalsenseof honorat oddswith his societyor might adhere to the practicesof his nativeplanetinsteadof those of a planet he'scurrently visiting.
THENINE ALIGNMENTS Thesedescriptionsare just suggestions,and different characters may act moreor lessin accordancewith their alignments.While player characterscan be of any alignment,it's usually easiest to haveeveryonein a party be goodor neutral,as mixing goodand evil characterscancreateunwantedconflict and frustration.
LawfulGood You act as a good personis expectedby society to act. You're honorableand compassionate,you keep your word, and you fight injusticein a disciplinedfashion.Youbelievethat rulesand structure are necessaryfor a healthy society,but only if they help people do the right thing. Otheralignments may seeyou as simplistic andasvaluing ideological purity over progress.
Neutral Good Youbelievein doingthe right thing and helping others,but you don't bother enforcingan ideology.You havelittle time for selfrighteousnessfrom either law-keepersor rebels,and you don't careif othersthink of you as inconsistentor detachedas long as you'reworking towardthe greater good.
Chaot icGood You follow your conscienceand make up your own mind. You resent anyone'sattempt to limit you, and you know that
sometimesyou haveto breakthe rulesto do what is right. While you generally havegood intentions, peoplecan sometimesfind you difficult to work with and unpredictable.
LawfulNeutra l You follow a code,and don't willingly break it, whether that's societal law or a personal ethos. You feel that order and organization are the only things holding society together, and while you believe in authority, you don't confuse it with morality-t he system may hurt as well as help, but it's better than no systemat all. Others may resent your inflexibility, but at least you'redependable.
Neu t ral Youmayhold an aloof philosophical commitmentto balanceand neutrality, but more likely you simply don't hold any particular inclinations toward other alignments.You likely prefer good to evil, but don't go out of your way to uphold it. You act in your own self-interest and may be keenly aware that the universeconsiders mortal beliefs to be irrelevant.Nonsentient creaturesare alwaysconsideredneutral, as they lack the selfawarenessto makeinformedchoicesand simply act on instinct or programming.
Chaotic Neut ral Youfollow your whimsand don't worry aboutthe consequences . Youresentattemptsto control you,andyou act in your own selfinterest.You'renot committed to spreading anarchy-t hat would require too much conviction-and your actions aren't random, but merely unconstrained.You don't enjoy hurting others, but you don't worry overmuchabout protectingthem. You believe in living for the moment and reinventing yourself asnecessa ry.
LawfulEvil You believe that a civilization supported by laws, hierarchies, and social contracts is inherently preferable to chaos.At the sametime, you believe in using those rules to get what you want, regardlessof whom it hurts. While you'realwaysthinking abouthow to get ahead,you'rewilling to serveand rise through the ranksif necessary.Youkeepyour word and obeythe letter of the law, and you careabout tradition, loyalt y, and order-but not freedom,dignity, or life. While you may cite the greater good, ultimately your actionsare meant to benefit only you.
Neutral Evil You'rethe embodimentof amoralself-interest.Youdo whatever you feel like without remorse, and have neither a fondnessfor order nor a needto createconflict. You lack empathyand may harmothersjust for the fun of it. Thoughyou'recapable of longterm planningandworkingin a group,you turn on alliesinstantly if it is to your benefit.
Chaotic Evil You adoreconflict and destruction,as it gives you the chance to show your strength. Youfollow your greed,hatred,and lust without restraint, making you brutal and unpredictable. You don't really understand loyalt y and would rather be feared
OVERVIEW
NEUTRAL
I I I I GOOD
NEUTRAL
CHAOTIC CHARACTER CREATION
Lawful
Good
Neutral
Good
Chaotic
Good
RAC E S
CLASSES
Lawful
Neutral
Neutral
Chaotic
Neutral
SKILLS
FEATS
EVIL
Lawful
Evil
Neutral
Evil
Chaotic
Evil
EQUIPMENT
TACTICAL RULES
STAR S HIP S
than loved. You have an instinctive desire to smash anything that tries to restrain you.
HOW TOUSE ALIGNMENT Alignment in Starfinder is a descript ive tool meant to help describe a given character's personality, rather than a straitjacket determining what someonecan or can't do. A good character can still do evil, and an evil charactercan do good. In some cases,a GM may decidethat an action is drastic enough to result in a shift of alignment(seeChangingAlignmentbelow). More often, though, it simply reflects t he fact that alignment is not absolute-no mortal character is perfectly good or evil, lawful or chaotic.Differing cultural practicesand belief systems, combinedwith the fact that even people (or gods!)who share similar valuesrarely seeeyeto eye on everything, meant hat an alignment can encompassa wide rangeof contradictory beliefs and act ions. A character might be generally kind, generous, and law abiding, yet hold some belief or prejudice that other characters find abhorrent. Another character might decide that killing one innocent in order to save many is a sad but acceptablecourse of action. Whether these characters could be considered lawful good is left up to you and your gaming group-and as with all rules, the GM is the ultimate arbiter of what it meansto be a given alignment. In addition to its usefor individual characters,alignmentis also listed in stat blocksfor creaturesand races.Thelisted alignment doesn'trepresent somethinghard-codedinto a creature'sgenes, but rather the most commonalignmentfound in the species or society.With the exceptionof outsiders like angels or devils who are literally physicalmanifestations of certainalignmentsor
ideologies, individualsof any speciescan be of any alignment, and under the right circumstances, an individual creaturefrom a racenormally describedwith onealignment may buck the trend andturn out to be quite different. Alignment, like the moral philosophies it attempts to represent, is messy,uncertain, and culturally relative, but the ultimate goal of Starfinder is to havefun. If you don't enjoy the interactions facilitated by the alignment system, feel free to ignore it altogether.
Chang ing Alignment While certainforms of magicmayoperate differently depending on a character'salignment, and gods rarely grants spells to worshiperswhose alignments opposetheir own, alignment in Starfinder is primarily a storytelling aid rather than a rule. If a GMfeelsa player'sactionsaren't reflecting his character'schosen alignment,she should let him know-and if the divergence is extreme enough, she may allow or requirethe player to change his character's alignmentaccordingly.Likewise,if a playerwants to alter his character'salignmentto reflect shifts in his character, he should talk with his GM about making that change(though frequent changeslikely representa chaotic alignment).
Alignment Steps Occasionallythe rules dealingwith alignment refer to "steps·this means the number of alignment shifts between two alignments (as they appearon t he Alignment diagram above). Note that diagonally adjacent alignments are separated by two "steps";a lawful neutral character is one step away from a lawful good alignment and three stepsfrom chaoticevil.
MA G IC ANO SPELLS
GAME MASTERING
SETTING
PATHFINDER LEGACY
LEVELING UP _ _ ___________
~......
s player charactersovercomechallenges,they gain experiencepoints (alsocalled "XP1 as a quantification of everythingthey've learnedand practiced.As the PCsattain moreexperiencepoints,they advancein characterlevel, gaining new and improvedabilities at eachlevel.Charactersadvancein characterlevel (or "level up1 when they earnspecific amounts of experience points-the Experience Point Total column of Table2-4: CharacterAdvancement showsthe experiencepoints neededto reacheachlevel.Typically,levelingup occursat the endof a gamesession,whenyourGMawardsthat session's XP, or betweenthe endof that sessionandthe start of the next. The processof advancing a character works in much the sameway as generatinga character, exceptthat your previous choices concerningrace, ability scores,class, skills, theme, and feats cannot be changed.Adding a level generallygives you new classfeatures:additional skill ranks to spend;more Hit Points,Stamina Points,and ResolvePoints;and possibly an additional feat or themebenefit,or evenextra ability points (seeTable2-4: CharacterAdvancement). Followthe steps belowto advanceyour character.
A
STEP 1:APPLY ANYABILITY INCREASES Every 5 levels, you get to increase and customize your character'sability scores.Eachtime he reachesone of these level thresholds (5th, 10th, 15th, and 20th-see Table 2-4). choosefour of his ability scoresto increase.If a chosenscore is 17 or higher (excluding ability increasesfrom personal upgrades-seepage212), it increasespermanently by 1. If it's 16or lower,it increasesby 2. Youcan't apply more than oneof theseincreasesto the sameabilit y scorefor a givenlevel.Unlike during charactercreation, ability scoreincreasesgained from leveling up canpushyour character'sability scoresabove18. If an abilit y scoreincreaseresults in a changeto an ability modifier, don't forget to adjust any statistics that rely on that modifier, such as att ack bonuses,saving throws, total skill bonuses,ResolvePoints, StaminaPoints, and the DCs of class featuresand spells. Note that ability scoreincreases are effective retroactively; when your character's ability scoreincreases,it increaseshis total numberof ability-based statist ics-things like Resolve Points, Stamina Points, or skill ranks-as if he had the highervalueat previouslevelsas well. For example, a mechanic with an Intelligencescoreof 17 has a modifier of +3, and thus gets 7 skill ranks to spendat each level (seeChapter 5). If at 4th level he increaseshis Intelligence scoreto 18,he'll havea modifier of +4,andthus get 8 skill ranks to spendfrom this levelforward-but he'll alsoget 3 additional ranksto assign, reflecting the rankshe would havereceivedif he'dhadan Intelligencescoreof 18at his first 3 levels. For moreinformation on ability scores,seepage18.
STEP 2:ADDNEW CLASS FEATURES Your character'scan either advanceto the next level of his current classor takea level in a differentclass(seeMulticlassing below).SeeChapter 4 for the featuresyour classgains at each
level. Increaseyour character'sHit Pointsby the numberthat his classgrantshim,increasehis StaminaPoints by the amount specified in the class plus his Constitution modifier, adjust his saving throw and attack bonuses,and integrate the class features he gains at that level (including choosingany new spellshe has gainedif he'sa spellcaster).In additionany new classfeatureshegains,someclassfeatureshe receivedat lower levels mayimproveat higher levels,so besureto checkwhether his existing classfeatureshavegotten better.
STEP 3:ADDNEWFEATS ORTHEME BENEFITS Your charactergets a new feat at every odd-numberedlevel. This is in addition to any bonusfeatshemight get from his class. Whenchoosinga newfeat,besureto checkthe prerequisitesto makesure your characterqualifies for it (seeChapter6). Your character gains a new benefit from his theme (see page28) at 6th level, 12th level,and18th level.
STEP 4:INVEST SKILLRANKS Wheneveryour character levelsup, he gainsa numberof new skill ranks basedon his classand his Intelligencemodifier(see page132):as noted in Step1, he mayalso gain skill ranks as a result of his Intelligencemodifier increasing . Investthesenew skill ranks in skills (hecan investin existing skills or newskills), keeping in mind that his ranksin any one skill can't exceedhis characterlevel. If any of his ability scoremodifiers increasedin Step1, don't forget to adjust thosebonusesto his skill checks.
TABLE 2-4:CHARACTER ADVANCEMENT CHARACTER EXPERIENCEABILITY LEVEL POINT TOTAL INCREASE 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
SPECIAL
1stfeat,themebenefit 1,300 3,300 6,000 10,000 15,000 23,000 34,000 50,000 71,000 105,000 145,00 0 210,000 295,000 425,000 600,000 850,000 1,200,000 1,700,000 2,400,000
2ndfeat 1st
3rdfeat Theme benefit 4thfeat 5thfeat
2nd 6thfeat Theme benefit 7thfeat 3rd
8thfeat 9thfeat Theme benefit 10thfeat
4th
MULTICLASSING Most characterscontinueto advancein their chosenclasses for their entire careers, gainingever moreimpressive abilities. Sometimes,however,you might want your character to crosstrain andpick up someof the abilities of a different class.When
sucha characterlevelsup, insteadof gaining the next level of his existingclass,he canadd a level of a new class,adding all the 1st-level class featuresof that classto his existing class features.This is referredto as "multiclassing." For example,let's say a 5th-levelsoldierdecidesto dabble in the magicalarts andadds1 levelof technomancer whenhe next advancesin level (such a combinationof levels is commonly written "soldier5/technomancer 1"). Sucha characterretainsthe classfeaturesand abilitiesof a 5th-level soldier- his bonusfeats. styletechniques,armorandweaponproficiencies,andotherclass features - but alsogainsthe classfeaturesandabilitiesof a 1st-level technomancer , suchas the ability to cast1st-leveltechnomancer spellsandthetechnomancer's spelI cacheclassfeature.Headdsall of the Hit Points,StaminaPoints,baseattackbonuses, andsaving throw bonusesfrom the 1st-leveltechnomancer on top of those gainedfrom beinga 5th-levelsoldier,andis still considered a 6thlevelcharacter(hischaracterlevel is 6th.) It's important to keep track of which effects and prerequisites rely on a character level versus class level. For example, feats might require a minimum class level or characterlevel,while almost all class features are based on the character's level in the class that grants that feature. Casting spells is an exception-when determining caster level, a character adds together his levels from different spellcastingclasses(suchas mystic and technomancer). A multiclassed character can have more than one key ability score.For each class,your keyability score remainsthe sameas normal for that class (and for the class features that rely on that score). \ For any key ability scorecalculation \ not tied to class,such as determining your maximum ResolvePoints, use 1 whichever key ability score has the 1 1 highest value (and therefore the \ highestmodifier). You can take as many levels of as many different classesas you want, but while it might seem tempting to be a dilettante,spreadingyourself thin 1 comeswith a cost.Sinceyoualwaysstart at the ground floor with a new class, it's easy to end up with a bunch of low-level abilities that can't characterof the samelevel. For instance,an envoy 3/soldier 4/technomancer3 may be well-rounded,but she'sgoing to get
stompedinto puddingby a 10th-level soldier, and she will be consistently outperformedby the other 10th-levelcharactersin her party.
RETRAINING In general, decisions madeaboutyour characterwhen leveling up are permanent;you can't go back and changehis ability scores,feats,skills, and so forth later on. For characterswho desperate ly want to changetheir past and replaceabilities, however.there is a technologicalsolution:the mnemoniceditor, a device by which old knowledgeandabilitiescanbe editedout of your character'sbrain and permanently replacedwith new ones,thus allowingyou to partially rebuild your character- with your GM'spermission,of course.Formoreinformation,seethe device'sdescription on page226.
ACE
PILOT
PR I EST
Thanksto steadyhandsand nerves of steel,you are skilled at operating starshipsand other vehicles.Seepage 29 for moreinformation.
BOUNT
Yourunshakabledevotionto a philosophyor religion forms the core of your personality. Seepage34 for moreinformation.
Y HUNTER
SCHOLAR
Almostnothingwill stop you from trackingdown your quarriesand returningthemdeador alive. Seepage 30 for moreinformation.
As an academic,you havea broad knowledgebaseand a thirst to expandit. Seepage35 for more information.
ICON
SPACEFARER
Youare a popularand respected celebrity within the boundsof colonizedspace. Seepage31 for moreinformation.
Youlive your life amongthe stars, seeking new worlds to explore and yearningfor the next adventure. See page36 for more information.
MERCENAR
X ENOSEEKER
Y
Youare a well-trainedsoldier of fortune who works well with your companions in batt le. Seepage32 for moreinformation.
As you travel outside of PactWorlds space,you striveto makecontact with alienlife-forms.Seepage37 for more information.
OUTLAW
THEMELESS
Whether you are guilty or not, you are a wanted criminalin a city, on a planet, or eventhroughoutthe galaxy.See page33 for more information.
Youdon't f it neatly into any of the abovecategories,or you seeyourself as a blankslate.Seebelowfor moreinformation.
THEMELESSCHARACTERS Certainty (6th) If you decidethat noneof the themesabovefit your particular characterconcept,you can choosenot to have a theme. You then gain the following benefits at the listed levels.A themeless characteris considerably lesspowerful than a character with a theme, so choosethis option with care.
General Knowledge (1st ) Yougaina classskill of your choicewhenyou createa themeless character.Also, you gain an ability adjustment of +1 to any ability score you choose.
Once per day before you roll a skill check, you can gain a +2 bonusto that skill for that check.
Extensive Studies (12th) Choosea skill that is a classskill for you. Onceper day,you can reroll one suchskill checkbeforelearning the resultsof the roll. Youmusttakethe secondresult,evenif it is worse.
SteelyDeterm ination(18th) Increaseyour poolof ResolvePoints by 1.
THEME
KNOWLEDGE
(1ST)
You are obsessed with starships and vehicles, and have committedto memoryalmostevery relatedtidbit of knowledge you've ever comeacross. Reducethe DCof Culture checksto recall knowledgeabout starship and vehicle modelsand parts as well as famous hotshot pilots by 5. Piloting is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Piloting checks.In addition, you gain an ability adjustment of +1 to Dexterity at charactercreation.
LONE
WOLF
(6TH)
You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch.Wheneveryou needto attempt a skill checkeither during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Pilot ing as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the relatedskill, you are consideredt rained in the skill for the purposesof this check).
NEED
FOR
SPEED
[12TH)
Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduceany penaltiesto Piloting checks you make when on a vehicle by 1. When you take the double maneuveraction during a vehicle chase(see page 283), reducet he penalty for each action by 1. Whenever a Pilot ing check has a penalt y for failing by 5 or more, you take that penalty only if you fail by 10 or more.
MASTER
PILOT
[18TH]
Your piloting accomplishments invigorate you, giving you renewed purpose and zeal. Up to twice per day, when you defeata significant foe in starship combat asa pilot or succeedin a vehicle chase (meaning that you've eit her escapeda pursuer or caughtor defeatedyour opponent),you recover1 Resolve Point.
THEME
I
KNOWLEDGE
(1ST)
Your mind is a cold steel trap when it comes to scraps of information about the creaturesyou're tracking down. Choose a specific sentient creaturethat you can identify by name,alias, or specific identity to be your mark. Reducethe DC of Culture or Profession(bounty hunter)checks to recallknowledgeabout your mark,aswell asto recallknowledgeaboutlaw-enforcement individuals and practices,by 5. If you choosea mark that is known only by an alias or secretidentity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an actionthat takes1 minute,you can study dossiers and database information about another individual to be your new mark.You caninsteadabandonyour mark for a new onewithout defeating it, but if you do so, you take a -2 penaltyto all skill checks for 1 week.Survival is a classskill for you, thoughif it is a classskill from the classyou take at 1st level,you insteadgain a+ 1bonus to Survival checks.In addition,you gain an ability adjustmentof +1 to Constitution at character creation.
SWIFT
HUNTER
[6TH]
Youknowj ust how to askaroundabout your marks to gain information and insight in a hurry. You can use Diplomacy to gather information about a specific individual in half the normal time, and you reducethe penalty for following tracks using Survival while moving at full speedto 0.
RELENTLESS
[12TH]
You never seem to get tired, even when working longer and harder than everyoneelse in pursuit of your mark; some of your targets might even refer to you asa tirelessghost or an all-seeing hunter. Youcanwalk or be otherwise active for 12 hours insteadof 8 before needingto attempt Constitution checks for a forced march (seepage258), andyou can hustle for 2 hoursa day duringoverlandtravel (see page 258) insteadof 1 hour. Reducet he penalt y for following tracks usingSurvival while moving at doublespeedto - 10.
MASTER
HUNTER
(18TH)
Yourrelentlesspursuit of your mark steels your determination and can renew your inner reserves of strength. Once per day while in pursuit of your mark, you can review current informationaboutyour mark for 10 minutesto regain1 Resolve Point; this doesn't count as resting to regain Stamina Points. Additionally, once per day when you defeat your mark, you regain1 Resolve Point.
THEME
KNOWLEDGE
(1ST)
Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Professionor Culture check to recall knowledgeabout other icons of your profession or details about your profession's cultural aspects,increasethe DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomesa class skill for you, though if it is a class skill from the class you take at 1st level, you insteadgain a +1bonusto Culture checks. In addition, you gain an ability adjustmentof +1 to Charismaat charactercreation.
CELEBRITY
(6TH)
Youare famous enoughthat pretty much everyonehas either heard of you or can quickly find information about you (it's a DC 10 Culture check to recognizeyour name and a DC 20 Culture check for someoneto recognizeyou out of context from your appearancealone).Among those who follow your iconic profession,you've built up both fans and detractorsdue to your celebrity. If you're looking for a generic person like "a doctor who can treat this disease,"you can almost always find one who's a fan and whose attitude starts as fr iendly or helpful to you; this takes 2d4 hours. At the GM's discretion, fans might give you services (although not goods) for a discount or even for free.
MEGACELEBRITY
[12TH)
Yourreputationgrows to the point that your nameis ubiquitous. The DC of Culture checks to recognizeyou is reduced to 5 (or 10 to recognizeyou out of context from your appearance alone)and it takes only 1d4 hours to find a fan who meetsa genericdescription. In addition, fans give you a 10%discount on purchasedgoods.
MASTER
ICON
[18TH)
Up to twice per day,you can interactwith the publicaboutyour profession (usually during a performance,such as a concert, but sometimesin a pressconferenceafterward if your profession requires no audience)for a total of at least 10 minutesto recover1 Resolve Point.
\
THEME
KNOWLEDGE
(1ST]
Youare knowledgeableabout the military,from rival mercenary groupsto standardmilitary proceduresto planetary armed forces.and you can draw uponthis fount of information to aid your adventurouspursuits. Reducethe DCof Culturechecksand Profession(mercenary)checks to recall knowledgeabout hierarchies, practices, personne l, andsoon in the military by 5.Athletics is a class skill for you. though if it is a class skill from the classyou take at 1st level,you insteadgain a +1 bonusto Afhleticschecks. In addition.you gainan ability adjustmentof +1 to Strengthat charactercreation.
GRUNT
(6TH]
You're used to long marches while carrying heavy equipment and can hoist most machinerywith ease. Treat your Strength as 1 higher for the purpose of determining your bulk limit (seepage167).
SQUAD LEADER
[12TH]
You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and becauseof the respect that you command. If you are able to attempt the check in quest ion, you automatically succeedat a skill check to aid another (see page 133) when assisting a squad memberor other longtimeally (suchas a fellow PC).
COMMANDER
[18TH]
Youpull determination from your victorieswith your squad, no matter how bloody. After participating in at least three combats in a day in which you defeat distinct groups of significant foes, you recover 1 Resolve Point. After participating in six such combatsin a day,you recovera second Resolve Point.
THEME
KNOWLEDGE
(1ST]
You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall know ledge about the criminal underworld by 5. Sleight of Hand is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
LEGAL
CORRUPTION
(6TH]
Your underworld contacts have serious pull with
the
corporations and the authorities and can get you out of just about any legal trouble - as long as you're wi lling to pay t he right price. Depending on the severity of the crime, this can be anywhere between 500 credits
x
your character level and
10,000 credits x your character level.
SLACK MARKET CONNECTIONS
[12TH]
You have contacts who can move goods of all manner discreetl y and quietly just about anywhere to nearly any destinat ion you can imagine. You can sell goods in any city for their usual price, even if t he goods are illegal or too luxurious for the locals to afford. Addit ionally, for 10% more than the usual price, you can purchase goods to be delivered to a remote drop-off point (possibly near an adventure location) in the same solar system as a familiar city. The delivery always takes at least as long as the journey between the city and the drop-off point-and usually longer.
MASTER
OUTLAW
[18TH]
Organizing shady plans is one of your specialt ies, and doing so is li ke a sweet shot of adrenaline. Up to twice per day, aft er you spend at least 10 minutes to plan a significant heist, caper, or ot her crime (this doesn't count as resting to regain Stamina Points) and successfully complete at least one act ion toward enacting th at plan, you regain 1 Resolve Point.
THEME KNOWLEDGE
(1ST]
Choosea deity or a philosophy whose alignmentis within onestep (on either the good-evil axisor the law-chaosaxis) of your own.Reducethe DCof Cultureand Mysticism checks to recall knowledge about religious traditions, religioussymbols, andfamousreligious leadersby 5. Mysticismbecomesa classskill for you, though if it's a classskill from the classyou take at 1st level, you insteadgain a +1 bonusto Mysticism checks.In addition, you gain an ability adjustmentof +1to Wisdomat charactercreation.
MANTLE [6TH]
OF THE
CLERGY
You have reacheda rank of authority in your religion. Typical lay followers of your religion have a starting attitude of helpfultoward you and will often provideyou with simple assistanceon requestdue to some combination of adoration,respect,or fear (dependingon your religion),and evenother clergy must give your opinionsdue consideration in matters of disagreement. You gain a +2 bonusto Diplomacy and Intimidate checks against lay followers and lowerranking clergy.
DIVINE
BOON
[12TH]
Your deity grants you mystic power. Chooseone 1stlevel mystic spell with someconnection to your deity's portfolio (subject to t he GM's approval). If you have levels in the mystic class,you gain 1 additional 1stlevel spell per day and add the chosenspell to your list of mystic spellsknown. Otherwise,you can uset he chosenspellonceper day as a spell-like ability.
TRUE
COMMUNION
[18TH]
Up to twiceper day,after performinga significantaction strongly alignedwith your faith'sdogma(at the GM's discretion), you can spend10 minutesin deepmeditation or prayerto regain1Resolve Point; this doesn'tcount asresting to regainStaminaPoints.
THEME
KNOWLEDGE
(1ST]
You are an expert in one particular field of study, and your passion for the subject shows. Chooseeither life Science or PhysicalScienceand then choosea field of specialization. If you pick Life Science , you can specialize in bioengineering,biology, botany, ecology, genetics, xenobiology, zoology, or another field of biologicalscience. If you pick Physical Science , you can specializein astronomy,chemistry, climatology,geography, geology,meteorology , oceanography,physics,or another field of physicalscience. The DC of skill checksto recall knowledge aboutyour specialty is reducedby 5. Yourchosenskill is a class skill for you, though if it is a classskill from the classyou take at 1st level, you instead gain a +1 bonus to checkswith your chosenskill. In addition, you gain an ability adjustment of+ 1 to Intelligenceat character creation.
TIP
OF THE
TONGUE
[6TH]
Sometimes,after pausing to collect your thoughts, you realize that you know the answer to a particularly challenging question. Onceper day,you can reroll any skill check (seepage 243) to recall knowledge.You must decide to use this ability after rolling but beforelearningthe informationfrom your first roll. Youmust take the secondresult, evenif it is worse.
RESEARCH
MAVEN
[12TH]
Youcan researchmuchfaster than most other people, allowing you to collate information from databases,libraries,and other sourcesin one·quarter the normal time; with this ability, you can typically take 20 to recall knowledgein 5 rounds.
MASTER
SCHOLAR
(18TH]
Toyou, learning and absorbing knowledgerelated to your field of expertiseis as refreshingas drinking from a cool spring in the middle of a desertplanet.Up to twice per day, when in a situation where information from your specialtyfield could be useful(at the GM'sdiscretion),you canspend10minutes in deepcontemplation and research of your specialtyfield and recover1 Resolve Point, in addition to using recall knowledge(seepage133)for the informationyou seek; this doesn't countas resting to regainStamina Points.
THEME
KNOWLEDGE
(1ST]
Youare obsessedwith distant worlds,and you always mentally catalogeverythingyou learn about new and strange placesso you can recall it when you need it most. Additionally, you use your knowledgeof biology and topology to inure yourself to alienhazards.Reducethe DCof PhysicalSciencechecksto recall knowledgeabout strangenew worlds or featuresof spaceby 5. PhysicalScienceis a classskill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to PhysicalSciencechecks. In addition, you gain an ability adjustmentof +1 to Constitution at charactercreation.
EAGER
DABBLER
(6TH]
In your journeys,you've picked up quite a few tricks about all sorts of things,even if you haven'tformally studied them, and you can often use this logic and intuition to your advantage. Yougain a +2 bonusto skill checksif you don't haveany ranks in that skill. This ability does not allow you to attempt checks for trained-only skills (seepage134).
JACK
OF ALL TRADES
(12TH]
You can do just about anyt hing if you put your mind to it, and you never let lack of formal instruction stand between you and a task that needs handling. You can use all skills untrained,even if you could not normally do so, and when you roll a natural 20 while attempting a skill checkfor a skill in which you don't haveranks,your bonus from eagerdabblerincreasesto +4.
MASTER
EXPLORER
[18TH]
Scientifically noting the even tiniest details about a new place-including everything from apparent colors and incline gradesto baromet ric, seismic,and other delicate readings-is absolutely invigorat ing to you. Up to twice per day while on an unexplored planet (typically one that has had no contact wit h the Pact Worlds, though it doesn't need to be one you discovered yourself), you can spend 10 minutes exploring, mapping, and documenting a new geographical feature to recover 1 Resolve Point; this doesn't count as resting to regain Stamina Points.
THEME
KNOWLEDGE
(1ST)
You are trained to seek out, identify, and interact with alien life-forms. Reducethe DCto identify a rare creature using Life Scienceby 5. Life Scienceis a classskill for you, thoughif it is a classskill from the classyou take at 1st level, you insteadgain a +1 bonusto Life Sciencechecks. In addition, you gain an ability adjustment of +1to Charismaat character creation.
QUlCK
PlDGIN
(6TH)
If you don't sharea languagewith creaturesyou encounter, you andt hecreaturescanspend10 minutesattemptingto converse(if they are willing), after which you attempta DC25 Culture check. If you succeed , you formulate a simple pidgin languagethat allows basic communication . You can use the pidgin language with those specific creaturesonly, but you gain a +2 bonusto Culture checks to create a pidgin languagewith similar creaturesthat speakthe samelanguage.
FlRST
CONTACT
[12TH]
You know how to make a good first impressionon new races and assuagetheir fears of the unknown. When meeting a creature that has never seenyour race or any of t he racesof your traveling companions, if it would normally be unfriendly to unknown races, treat it as indifferent instead.This has no effect if the creature would be hostile, indifferent, friendly, or helpful.
BRILLIANT
DISCOVERY
[18TH]
Up to twice per day, when you discover and . documenta new speciesof flora or fauna,you recover 1 RP. On an unexplored planet where every species is new,t his processusually takes 10 minutes at most (anddoesn't count as rest to regainSP,but evenon knownplanets,you might be able to find a new species in 1d4hours (or fewer) in a remote biome or one with a high variety of wildlife.
T
he Starfinder Roleplaying Gameis about more than just meetingaliens- it's alsoabout playing alien characters.In Starfinder,the word "race" usually refers to an intelligent, selfaware specieswhose memberscan be considered characters rather than simplemonsters.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 GMapprovesit. Thefollowing sectionintroducesthe coreracesof Starfinderseven speciesso common within the Pact Worlds as to be ubiquitous (or at leastrecognized)throughout the solarsystem. A number of slightly less common races native to the Pact Worldssystem,suchas elvesanddwarves,canbe found starting on page506, and even more potential racescan be found in the StarfinderAlienArchive.Remembe r that theseare only the races most commonwithin the PactWorlds-the systemalso contains many civilized but less prominent races, and when it comesto racesfrom beyondthe PactWorlds,anything goes! Picking your race is one of the biggestchoices in character creation,as once it's made,it can't be changed. In addition to its cultural flavor, each race comeswith a set number of Hit Pointsthat you get at 1st level, plus severalother racial traits that modify your statistics or grant you addit ional abilities.The ability score modifiers are the most significant of these.These bonusesand penaltiesapply duringthe generationof your ability scores(seepage18), and reflectyour race'snatural aptitudesand disadvantages, suchas vesk beingstrongeron averagethan the other racesand ysoki being weaker.If you alreadyknow what classyou want to play,it's often a good ideato compareits key ability score(seepage19)to the ability scoremodifiers granted
by the respectiveraceswhen selecting your race,so you don't accidentally end up with your racialadjustmentsto your ability scoresmakingit difficult to play the type of characteryou want. Someraces'ability bonusesmakethem a perfect fit for certain classes,suchas the vesk'sbonusesto Strengthand Constitution, which make them natural soldiers.However, don't be afraid to play againsttype if the idea excitesyou-every race presented here has membersof every classwithin its society.
LANGUAGES The myriad peoples of the PactWorlds speaka wide variety of languages,from the system-widetrade tonguecalledCommonto obscurealien dialectsand ancient languagesfrom other planes of reality. Many worlds havea sharedplanetary language,most racesspeaka racial tongue,and all of the prevalentlanguages of the Pact Worlds have both signed versions and wr itten versions(including both visual and tactile writing). A characterbeginsplay speakingand readingCommon,her racial tongue (if any), and the languageof her home planet (if any).Shecan alsochoosea numberof bonuslanguagesequalto her Intelligencebonusfrom the lists below.A charactercan learn the signed or tactile versionof a languageshe knows,either as a bonus languageor by putting a rank in the Culture skill (see page139).A characterwho beginsplay blindautomaticallyknows the tactile versionsof any languagessheknows;a characterwho begins play deaf automatically knows the signed versions.An astonishing numberof languagesare spokenin the PactWorlds, and not all are understandab le or reproducibleby other races without complex technology; some of the most commonly spokentonguesin the PactWorldsare presentedbelow.
TABLE 3-1:VITAL STATISTICS BYRACE RACE Android Human Kasatha Lashunta Shirren Vesk Ysoki
AVG . HEIGHT 5-7ft. 5-7ft. 6-7ft. 5-7ft. 5-6ft. 6-8ft. 3-4ft.
AVG . WEIGHT 100-200 lbs. 100-300lbs. 120-200 lbs. 140180lbs. 100 -150lbs. 200-300 lbs. 60-100 lbs.
AGE OFMATURITY 0years 18years 25years 20years 5years 16years 10years
MAXIMUM AGE Seepage43 80+2d20years 100+2d20years 80+2d20years 50+1d20years 70+1d20 years 60+1d20 years
Prevalent Languages
VITAL STATISTICS
Common,the most prevalenttrade tongueof the PactWorlds,is believedto be basedon oneor moreof the old humanlanguages of Golarion. Theother mostwidespreadlanguagesspokenin the PactWorlds (andtheir typical speakers)includethe following. • Akitonian(inhabitants of Akiton) • Aklo (inhabitants of Aucturn,Dominionof the Black) • Brethedan(inhabitantsof Bretheda,Liavara,and their moons) • Castrove lian,alsocalled LashuntaOashuntas, inhabitants of Castrovel) • Eoxian(inhabitants of Eox) • Kasatha(kasathas) • Shirren (shirrens) • Triaxian (inhabitantsof Triaxus) • Vercite (inhabitantsof Verces) • Vesk(vesk,inhabitants of the Veskarium) • Ysoki(ysoki)
Table3-1 suggestssome basic rangesto help you determine your character'sheight,weight, and age.While most characters fall somewherein the middle of the rangefor their race,some exceptionalindividualsmay be larger or smaller.Genderplays a significant role in the size and shapeof someraces,yet even for thoseraces.you shouldfeel free to build the characterthat feels right to you. Environmentalfactorscan also play a role in determining your character'ssize and shape-a characterfrom a low-gravityenvironmentis likely taller and thinnerthan average, while one raised on a high-gravityworld might be shorter and moremusculardueto the stressesplacedon his body. The age of maturity Iisted on the chart representsthe age at which a memberof a race is likely to be consideredan adult. It is a generalization basedon physical and cultural factorsindividualculturesmay vary. The maximumage listed includes an elementof randomnessto reflect the capriciousnessof death, and it is the assumptionfor the race'slongevitywithout magical or technological intervention-with the right life-extens ion technology,individualsof all racescan becomenearlyimmortal. In addition, mostof the racespresentedhereare Medium(see page255);they havea spaceandreachof 5 feet anda landspeed of 30 feet per round.While the ysoki are Small (seepage255), their space,reach,and landspeedarethoseof Mediumcreatures.
OtherLanguages The following languagesare somewhatless common,but they are often encounteredby scholars,spellcasters,and thosedoing businesson their speakers'respective homeworlds. • Abyssal (demons,chaoticevil outsiders, inhabit ants of the Abyss) • Aquan(inhabitantsof the Planeof Water) • Arkanen(inhabitants of Arkanenand Osoro) • Auran(inhabitantsof the Planeof Air) • Azlanti (Azlanti, inhabitants of the Azlanti Star Empire) • Celestial(angels,goodoutsiders,inhabitantsof the goodalignedplanes) • Draconic (dragons,reptilian humanoids,Triaxiandragonkin) • Drow (draw,manyresidentsof Apostae) • Dwarven(dwarves) • Elven (draw,elves,half-elves) • Gnome (gnomes) • Goblin(bugbea rs,goblins,hobgoblins) • Halfling (halflings) • lgnan(inhabitantsof the Planeof Fire) • Infernal(devils, lawful evil outsiders, inhabitants of Hell) • Kala (kalo,inhabitantsof Kalo-Mahoi) • Nchaki(inhabitants of Nchak) • Ore (ores,half-ores) • Sarcesian(sarces ians) • Shobhad(shobhads) • Terran(inhabitants of the Planeof Earth)
READING THERACE ENTRIES The following pagesexplain the rules for the core races and describe how they fit into the Starfinder setting, but a few key elementsdeservefurther explanation. Ability Adjustments : These are race-basedadjustments to ability scores implementedduring character creation (see page18). For instance,the ability adjustment for androidsis +2 to Dexterity and Intelligencerespectively, but -2 to Charisma. Hit Points: Theseare the additional Hit Points you get from your raceat 1st level.Seepage22 for moreinformation. RacialTraits: The first page of each race lists the special abilities you get when playing a character of this race. You automatically get all of t hese-youdon't haveto pick andchoose. Playing the Race: Thesenotes offer a starting place for how you, as a character of this race,might interact with the world. Note that, as with other cultural details presentedin the race entry, these are just suggestionsbasedon a typical memberof your race.Personalitiesvary, and your character might diverge wildly from the suggestions, especia lly if she was raised in a different culture or underunusualcircumstances.
producing androidsas cheap,skilled labor perfectfor hazardous work. This practice lasted until about 150 yearsago.when the Thyst Rebellion and subsequentandroid revolts across the system.combinedwith the now legendaryspeechknownas"The Automaton'sPolemic"by androidrevolutionary Serphaeus-6, led governmentssystem-wide to officially recognizeall androids as independentcitizens.This ruling, however.has not completely stoppedunscrupulouscorporationsin lessregulatedpartsof the system from crafting illegal android slaves or forcing newborn androids to "work off" the expenseof their creation.Though androids can be found anywhere in the Pact Worlds. many gravitate toward cosmopo litan Absalom Station. the machine citiesof Aballon.andthe freedomof the Diaspora.
SOCIETY ANDALIGNMENT
PHYSICAL DESCRIPTION Androidsare biomechan ical constructscreatedin technological crechescalled foundries. While the first androidsare believed to have beenmostly biological.difficult to distinguish from the humansthey lived among.moderndesignsare morevaried.and manyfavormetalskeletonsandprocessors that supportsynthetic organsand living flesh. Nearly all androidsfeature a humanoid body shapeand tattoo-like circuits that glow through their skin when operating at full power, but beyond this commona lity, variations in physical appearance reflectan android'sdesign,role, and personality. Sometake painsto blend into humansociety, while othersdeliberately displaytheir mechanicalnature.Though someandroidsare constructedor customize themselves to look like other races,such modelsare relatively rare. Due to their biologicalcomponents,androidsneed to eat and sleep,but as constructedbeings they do not reproducein the human fashion andhaveno biologicalneedfor gender-someidentify stronglyas maleor female,while others shift fluidly or ignoreit altogether, and still others actively reject it on philosophica l groundsas a relic of their formerslavery. Though android bodiesare assembledusing tiny machines called nanites, their complex nervous systems attract and integrate souls in the same way organic creatures do. Most androids are fully grown at the time of their birth, and can technically live forever through constant repair, though most androids voluntarily releasetheir bodiesafter a century or so to allow new soulsto inhabit them-a processcalledrenewalthat's viewedmore as procreation than suicide.
HOME WORLD Android technologyin the PactWorlds is generally believedto havedevelopedon Golarion in the time beforethe Gap,though there are strong indications that the first androidsthere were actually travelers from a distant star system. In the modern era, various corporations throughout the Pact Worlds system unraveled the secret to android creation and began mass-
Android society tendsto be insular. While androids are treated equitably in most settlements. especially Absalom Station, many androids have not forgotten their people'sbondageand remain keenly aware of prejudice from other races basedon their "unnatural" origin or jealousy over the androids'freedom from aging.This leadsmost androids to feel a senseof kinship with othersof their kind and to go out of their way to help each other, though they may also bondwith members of other races who treat themwell. Despitepopular belief, androids'impressive deductive reasoningabilities do not preclude sentiment.and most androidsfeel emotions keenly- they simply don't always expressthem well, and different individualsmay have trouble processing and communicatingparticularfeelings. The average android alignment is a practical neutrality; they are focusedon their own welfare and that of their friends.
RELATIONS Often cautious around strangers, androids have the most strained relationship with humanity,which built them in its image and remains their most frequent oppressor.They feel closest to shirrens, who also know what it is to be enslaved and misunderstood,and respectkasathas'self-sufficiency.They generally dislike vesk, whom they see as slavers, and only grudgingly tolerate ysoki'santics.
ADVENTURERS Androidsadventurefor many reasons:to earna living, tracethe origins of their race,or rescueandroidsand other creaturesfrom servitude. Their quick thinking under fire makesthem natural operativesand soldiers,while their affinity for machines makes themexcellent mechanicsand technomancers .
NAMES Androidshave no single namingconvention. Many take names from the culturesin which they first awoke,or from media they enjoy.Someaccept call sign-like namesbasedon appearance, personality, or exploit s.Still othersgo by numbersasa deliberate reminder of their mechanical nature,or a combination of name and number denoting how many times the body their soul inhabitshasbeenrenewed.Somesampleandroidnames include Asha,Blue-17, Emene-3,Flick, Garro,lseph, Melody, Naga,Olas. Stringer,Twenty, and Vose.
is a hotly debated topic. For some,these ancient documents offer a chanceto connectwith their origin, pulling everything from namesand philosophiesto ancient factions forward into the modernera.To the majority,however,this approachis seen as backward- who cares about the dusty past on a vanished world when it's the future that will makeyou or breakyou?
SOCIETY AND ALIGNMENT The diversity of humansocietiesmakesthem both fascinating and frustrating to other races.Humansettlementsjust a few milesapart may havewildly different governmentalstyles and social mores,and one faction may promoteviolent, xenophobic conquest while another wants only trade and friendship. If there's anything that can be said about human society as a whole,it's that it's always in flux, with eventhe oldest cultures constantly adapting and reinventing themselves - a trait that often leadsto humanity being seenas a "younger"race, regardlessof the millennia it has existed. As a result, humans cannotbesaid to leantoward any particular alignment- though manyaliens might arguethat this marks them as chaotic.
RELATIONS
PHYSICAL DESCRIPTION Humanshave a wide range of inherited traits, such as body type, skin color,and facial features,yet theseminor differences of heredity and genetics hold little significance in modern human society. Instead, humans'tendency to adapt to their environments meansthat more extreme differences,such as cybernetic augmentations,alien implants, and the elongated limbs of zero-g asteroidminers,are seenas far moreimportant than ancient geographyor skin color when defining modern ethnic groups. Still, certain ancient cultural groups are still recognized,suchas the crimson-huedhumansnative to Akiton and the mysterious,sinister humansof the Azlanti Star Empire.
HOME WORLD Humans first arose on Golarion, yet even before the disappearanceof their homeworld, they had begunto spread out onto the other planets of the solar system, particularly Akiton. In the wake of Golarion's vanishing, however, this group of explorers became inadvertent emigrants. Today, Absalom Station is the undisputed center of human culture, yet humanscan be found on nearly every planet in the system, either integrated into alien societies or creating colonies and homesteadson new worlds. Of all the common races in the Pact Worlds, humans were perhaps the hardest hit by the Gap. Due to Golarion's disappearance, humanswere left with relatively little evidence with which to puzzle out and reconstruct their society.While AbsalomStation andother worldswith largehumanpopulations contain documentsrelated to the ancient history of humanity, how muchrelevancethis shouldhaveto modern human society
Humansare the glue that holds the rest of the solar system together. Their seemingly endless desire to explore and settle any habitable environmenthas positionedthem perfectly to act as traders and mediatorsbetweenother races,and their lack of their own planet often makesintegrating into other cultures attractiveto them. At the sametime, not every raceappreciates their viruslike spread. Vesk in particular keep a wary eye on humans-ifonly becausehumans'tendencytowardexpansionism and violencetrack too closelyto their own-and manyandroids retain a strained relationshipwith their parent race. Even the friendliest racesremain awareof just how quickly a few humans in their midst canbecomea controllingmajority.
ADVENTURERS Ambition and desire for action are hallmarks of humanity, and countless humansleave home in searchof wealth, fame, knowledge, excitement, or other means of bettering their situations. Since the discovery of the Drift and convenient interstellar travel, humans have led the charge in exploring and settling new worlds, driven by economicopportunity and ambit ion. Due to their versatility and adaptability, humanscan fill any role in an adventuringparty,from heavilyarmedsoldier to charming envoy ambassador.
NAMES Human names can be totally new inventions, local traditions, words borrowed from alien languages,or artifacts harkening back to cultures on vanished Golarion. Due to the absence of recordsfrom t he Gap,it's nearly impossiblefor individuals to trace their genealogy back to Golarion itself, and thus any namespulled from ancient history are claimed rather t han true ethnic tradit ions. Someexamplesof human names are Akif, Alezandaru,Amare, Baolo, Belor, Darilian, Hadzi, Hai Minh, Hiriko, lolana, Jokug, Korva, Morvius, Navasi, Pao, Pasara, Raziya,Revhi,Sahba,Sephia,Signe,Valki,and Yon.
PHYSICAL DESCRIPTION Kasathasare gray-skinnedhumanoidswith four arms and pure black eyes.lacking a protrudingnose.a kasatha 's headis smooth and elongated. with skin stretchedtight to a skull extending backwardfar beyondthe edgeof the neck.While leancompared to humans , kasathashavemoreadvancedmusclefibersthat grant them surprising strength. Physica l differencesbetweenkasatha gendersare slight andeasilyoverlookedby otherraces.
HOME WORLD Kasathasevolved on Kasath, a massive desert planet orbiting a red giant. While they knew that, on a stellar scale, their sun wasneardeath,tradition kept them from entertainingthe ideaof colonizinganotherworld until shortly after the Gap.Then,their progenitor race-the plane-hopp ing witchwyrds-returned and told themof the perfectworld: a placecalledAkiton. Determinedto settle this promisedland, the kasathasbegan constructionof agreat,slower-than-lightcolonyship.Hundredsof yearslater,the worldshipldariarrived in the PactWorlds system. Tothe crew'ssurprise, however,local technologyhad advanced, and the kasathan juggernaut found itself too vulnerable to risk invadingAkiton. Instead,while many kasathasemigrated peacefullyto that planet andthe surrounding worlds,the majority electedto remain aboardthe ldari in anorbit betweenVercesand the Diaspora,tending its rotating-drum farmsand manufacturing bayswhile tradingwith other races.
SOCIETY ANDALIGNMENT Kasathaswere technologically advancedwhen humanity was still huddling in caves,yet they long ago plateauedsociallyand technologically,learningthe importanceof stability and balance after a seriesof near-apocalyptic disasters. In kasathanculture, the answerto any questionlies somewhere in the past.The fact that their homeworld'srecords extendfurther backinto the Gap
than any PactWorld only encourages their venerationof history. This leadsto a culture steepedin customsthat can seembizarre to outsiders,from the commonrequirementto hide one'smouth aroundall but one'smost intimate companions to an ironclad belief in the superior dignity of wielding meleeweaponsover projectile or energyweapons. Kasathan society is generally matriarchal and nomadic, organizedinto myriad"greatfamilies; clans,and subclans,with individuals and family units roaming as the whim takes them. Their convictionthat most other racesdon't truly understand the importance of personal dignity means kasathas rarely bother to teach their customsto outside races.which leadsto their reputation as being mysterious,standoffish,wise, or all three. Eachkasathafollowsa uniqueset of traditions, combining common rituals with new ones she creates. She gains more and more traditions over a lifetime,so that the oldest kasathas spendmuch of their time honoringthe past.This accumulation of personalcustoms begins during the Tempering, a yearlong walkabout all kasathas undergo at the end of adolescence. During this time, young kasathasare encouragedto test their limits,learnfrom othercultures,andengagein normallyimproper behavior in hopesof coming to appreciatethe valueof tradition. Many kasathasare lawful neutral, as befits their focus on custom, though younger ones can often be more chaotic, idealistic, or self-centered.
RELATIONS Kasathasstrive to maintainopen trade with all races, yet they find somemoreamicablethan others.They seevesk as brutish andshamefulin their focuson conquestby any means,and ysoki as loud and undignified.Theyget along well with lashuntas,who properlyrespectthe knowledgeof the past, andthey areintrigued by both androids andshirrens-racesthey seeasyoungenoughto be led downproperpaths.Humansoften confusethem;just when they're readyto write all humansoff as capricious,they meetone whosesenseof honoralmostmatchestheirown.
ADVENTURERS Kasathasoriginally brought the philosophyof star cycles and cosmic balanceto the PactWorlds,andto this day mostsolarians are kasathas, though their physiques and love of dueling also make them excellent soldiers, and the study of ancient tradit ions turns many into mystics. Kasathas undergoingthe Temperingmakeperfectexplorers andadventurers, and in recent generations thesewalkabouts sometimesturn permanent.
NAMES Kasathasgo by their first names,thoughtheir full names always encompass additionalnamesdenotingparentage,clanor subclan, relation to the Great Familiesof Kasath, and connection to historicalheroes-it'snot uncommonfor a kasatha'sfull nameto includehalf a dozensuchelements.For instance,a kasatha who introduceshimself as lsu might properly be named"lsu Cocretia Qaru Marasof ClanTarma,House Hadulan,soul-splinter of the line of Ru."Someexamplesof kasathanfirst namesare Altronus, Esar,Gorsen,Hadif,Jehir, Kala, Maedar,Metweska, Ninura,Remu, Senesel, Tolar,Umana.Voloteo,and Zye.
against the planet's many apex predators.At the same time, thanks to their large number of magical portals, lashuntas regularly ventured to other worlds even before the advent of spacetravel, and they havedevelopedparticularly close bonds with societieson Akiton.
SOCIETY AND ALIGNMENT Though lashunta societies usually characterizethemselves as meritocracies, their leadershavetraditionally beenwomenand are usually damayaexceptin times of war. Both damayaand korashalashuntassee educationas one of the highest callings, making lashunta scholarsrenownedacrossthe solar system. Military service is also valued, since Castrovel'sdangerous ecosystemand lack of overarching governmentsmean that settlementsneedwarriorsto protectthem from jungle monsters. Of thesesoldiers, the most iconicare the traditionalshotalashu cavalry,lightly armoredriders who form telepathicbondswith and take their namefrom their saurianmounts. On the whole, lashuntas'focus on self-improvement,honor, andcommunaldefenseleadsthemtowardgoodalignments,with damayatendingto be morelawful and korashamorechaotic.
RELATIONS
PHYSICAL DESCRIPTION To surviveon the predator-r ich world of Castrove l, the telepathic humanoidscalledlashuntasevolvedadaptivegenetics that allow childrento developinto one of two subspec ies,dependingon the stressesthey endure at puberty:either the tall, intellectual, and adaptabledamaya-whomake up most of their race'spolitical leadersandambassado rs-or the short,burly,headstrongkorasha, who excelaswarriors and explorers.Both feature short forehead antennaethat focus their natural telepathy,as well as colorful swirls andraisedmarkingson their facesuniqueto eachindividual. Dueto natural pheromones and lashuntas'almostperfectphysical symmetry,most humanoid racesfind lashuntasof bothsubspecies subconscious ly (andsometimesunnervingly)attractive. Both cladesof the speciesbear the samegenetics, allowing themto intermarryand havechildren.While all lashuntachildren inheritcomplexionsand certain distinguishingfeaturesfrom their parents,theirsubspecies is not oneof them.Throughpsychicritual and forceof will techniquesapplied at puberty,modernlashuntas havemasteredthe ability to determinewhat subspeciesa child will grow into, activating certain epigeneticsand shutting down others.While somelashunta city-statesattempt to steerchildren in particulardirections,suchas via government-run aptitudetests, most lashuntasbelieve passiona tely in a child'sright to choose. In ancient lashuntahistory, their starkly divided gender roles led to subspeciesalmostuniversally correlated with gender,but as lashunta culture has grown moreegalitarian,genderbalance betweenthe two subspecies hasbecomeroughly equal.
HOME WORLD Lashuntasform the most prominentraceon Castrovel,and have long beenorganizedinto independentcity-states for protection
Lashuntasbelievethat everyculture hassomethingto teach,and thanks to the legenda ry prowessof lashuntadiplomats,most other racesrespectthem and considerthem allies, or at least reasonab le associates . Veskadmiretheir warriors,androidsand kasathasvaluetheir logic and learning,and humansrespecttheir scholarship but risk embarrassing themselvestrying to dealwith lashuntas'disconcertingattractiveness.Shirrensare the main exceptionto this pattern of mutual respect-thoughlashuntas' millennia of warfarewith the insectile formianshasfinallyended, many lashuntasare still uncomfortableinteractingwith similar racesandworry that "the bugs"may oneday unite against them.
ADVENTURERS When a lashuntaleaveshome,it's often to grow- in knowledge, prowess,or simpleenlightenment.Experienceis the bestteacher, andthe thrill of discoverymeansthat a lashuntaadventurer is as likely to be drawn to a new world by a rumor of lost lore as by the promise of wealth. Of course,this quest for wisdomsounds lessnobleonceit's understoodthat the prestigeassociatedwith bringing significant new knowledgehometo Castrovelall but assuresa lashuntathe finest creaturecomfortsfor the rest of his life asa corporateconsuItant or professorat a university.Lashunta adventurersare most frequently envoys, technomancers,and mechanics, but soldiers and operativesare also common,the latter being trained and employed by the numerouspowerful lashunta-ownedcorporations that have surpassedmany citystatesas the primary political powerson Castrove l and beyond.
NAMES Lashuntanamingconventionsvary widely amongcity-states,but often tend toward soft soundswith tonal elementsthat make them sound musical and elegant to other races. Somesample lashunta names are Domash,Hesori, Kima, Kopalo, Maenala, Nomae,Oraeus,Raia, Shess,Soryn,Taeon,andVarikuara.
needto keeptrack of suchthings.After splitting from the Swarm, the newly self-awareshirrens scatteredto a number of nearby systems.A large contingentfound its way to the Pact Worlds, making first contactwith Vercite aethershipcrewsand settingup a colony in Verces'sparchedFullbrightregion.Sincethen,shirrens havespreadthroughoutthe PactWorlds.
SOCIETY AND ALIGNMENT Shirrensdefinethemselvesby their individualism.When they left the Swarm,they assumedpartial control over the neurological pleasureand pain systemsby which they wereformerlydirected, and even generationslater, making choices for themselves can literally flood them with pleasurab le neurotransmitters . While this ability is not always beneficial-someshirrens deliberately drug themselves this way, becoming "option junkies" blissedout on sequencesof trivial decisions-freedomof choice is crucialto shirrenidentity. Thisis especially true with regardto religion, for what choice is moreimportantthan how to spendthe afterlife? At the same time, having evolved from hive creatures, shirrens remain highly communal by human standards. Even when working with other races,they seekto foster community and teamworkand do what's best for the group.Theyare often lawful good,though loyalty and a utilitarian emphasison "the greatergood"can also leadthem down questionablepaths.
RELATIONS PHYSICAL DESCRIPTION Shirrenswereoncepart of the Swarm,a monstrousracetraveling from world to world, consuming all they encounteredbefore moving on. Generations ago, however, a mysteriousmutation causedan entire subcolony to break from the hive mind, with eachof its members gaining a senseof self. Addicted to the new drug of individualism, these renegadesrejected t he Swarm's mindless consumption,forming a new racecalledshirrens that eventuallycameto settle within the Pact World system. Shirrens are arthropodswith chitinous exoskeletons,large compoundeyes,andsensitiveantennae.Unlike manyarthropodan races,they walk upright, manipulatingitems with three-clawed hands.In addition to their two setsof main limbs, they alsohave two sets of smallerlimbsgrowing fromtheir thoraxes.While often displayed,these "mating arms" are extremely weak and used only for ceremonialand reproductivepurposes-touse them for mundaneactivitieswould be seenasgrotesqueand shameful. Shirrens have three sexes:male, female,and host. During reproduction, femaleand male shirrens provide the initial eggs and sperm,and hosts incubate the fertilized eggs while also adding their own genetic material and immunities. In some shirrensocieties,a singlehostqueenincubatesfor manypartners and is considered the true parent, while in others,three-party marriagesarecommon.Shirrenyoungspendtheir first 2 yearsin a tiny, wormlike larvalform,and they are often carriedaroundin protectivecontainersto let them safely observethe world.
HOME WORLD Not evenshirrensknowwherethe Swarmfirst evolved,for its vast biological colony-flee t hastraveledthe stars for agesand feelsno
Most of the commonracesfind shirrens agreeab le and useful allies, though their telepathic communication and chittering mouthpartscan be disconcerting . Shirrens, for their part, are positively inclinedtowardall the majorraces,especiallyysoki for their communaltendenciesand zest for life. Though lashuntas often maintain their prejudice against insectile races, most shirrensdon't hold this against them, as they themselvesfear nothing morethan the Swarm that spawnedthem.
ADVENTURERS Lessinclined toward violencethan many races,shirrens often signon with starshipcrewsasambassadors, medics,technicians, and other such noncombatroles,especiallyas mystics acting as shipchaplains.They adoreworking aspart of a teamandareoften voices of reasonin chaotic situations. This generalfriendliness should not be mistaken for weakness,however,as shirrens fighting for the lives of their comradescan be terrifyingly lethal, fearlessly undertaking suicidalmissionsfor the goodof the group.
NAMES Shirrensrely primarily on telepathyfor communication, speaking audibly with their mandiblesonly in formal situations. Because of their insectile physiology,their "speech-names" cansometimes be harsh and awkward for membersof other racesto pronounce. Fortunately,theyreadilyacceptnicknamesbestowedbymembers of other races,seeingsuchepithetsas honors. Most also havea secret"soul-name" that'spurelytelepathic,a concentra t ed collage of emotions,images,andsensememoriesthat'ssharedonly with their dearest friends.Someshirren speech-names include Cesca, Halicon,Jchk, Keskodai, Korskal, Noskaru, Schect,Thast,T'sen, Vishkesh,Xylit, and Zenka.
social status through performingmercenarywork, engaging in dueling,or providing security on exploration missions. Though obsessedwith conquest,dominance,and social rank, vesk have an equally strong senseof honor and pride in fulfilling their agreementsand treating subordinates of all racesfairly. They arestoic and taciturn with strangersbut capable of great bursts of emotion in privateor in the heatof battle. Vesksociety tends to be efficient, respectful, and law-abiding-especially since nearly any insult or violation of customcould trigger a brutally violent blooddebt. Evenoutside of their homesystem,vesk are most often lawful, though usually according to their own code of honorrather than that of whateversociety they happento be in. Theytend toward a neutral morality, though individuals can easily skew goodor evil.
RELATIONS
PHYSICAL DESCRIPTION The lizard-like vesk stand close to 7 feet tall, are thick with muscle,and are coveredin tough, scaly skin. Though they've long sinceadoptedtechnological weapons,they retainthe thick claws and teeth of natural predators and enjoy using them to int imidate "softer" races. In addition, they also have long, powerful tails-whi le theseare primarily usedfor balance,some vesk mart ial arts incorporate formidable tail slaps. Small horn spikes dot the skulls of both sexes,and protrude from their lower jaws in bony "beards"that sometimesextenddown their spinesto their tails. Female vesk areoften largerthan their male counterparts, and whereasmalesare various shadesof green, femalesoften havevibrant, mottled coloration that's considered an indicator of both healthand attractiveness.
HOME WORLD Veskfirst aroseon a singleworld aroundtheir sun but quickly spread to t he others, turning potential competitor races (as the vesk saw them) into vassals in the vast empire they call the Veskarium. Today, these other worlds officially no longer even have names,only numberscorrelating to their distance from t he sun (suchasVesk-6).The exception to t his rule is Vesk Prime,vesk'sancestral home, which remains the seat of their government and high society.
SOCIETY AND ALIGNMENT Vesk society is highly organized and militaristic. While merchantsand others with peacefulprofessions can advance economically,political power is the exclusive domain of t hose who've provent hemselvesin armedconflict. Surprisingly, this proof doesn't need to come through military service,or even benefit the Veskarium. Many vesk attain similar elevation in
Vesk's love of military conquestand empire building originally led to significant skirmishesbetweentheir star system and the nearby Pact Worlds, and the ensuingconflict- often called the Silent War- might have continued indefinitely had the Swarm not attacked both systems simultaneously . Banding together for mutual defense,vesk and PactWorlds cultures successfully fought off the Swarm,forging a tentative peacein the process. Vesk respecthonor,strength,and self-mastery. Thoughtheir relations with the races of the Pact Worlds remain strained due to the only barely averted war, they admire androids' dispassionateconsistency,kasathas'senseof honor, and the strength of lashuntasin battle. However,they find ysoki weak and frivolous, and humansquick to break their agreements. Shirrens perplex vesk with their refusal to parlay their strengths,including their instinctive coordination in batt le and willingnessto die for their comrades,into an empire.
ADVENTURERS Vesk adventuringwith racesfrom ot her systemsfall into two categories.The first are mercenariesor glory-seekers looking for a chanceto engagein honorablecombatand build up their prestige.Thesecondare nonwarrior veskwho haverejectedtheir home society for its obsessionwith combat and have chosen instead to seek opportunities among more open-mindedraces. Warrior vesk most often fit the soldier class,though a growing number have become intrigued by t he path of the solarian. Noncomba t ant vesk often lean toward becoming mystics, thoughsomeovercome t he traditionalveskculture'sdismissal of educationto becomemechanicsor eventechnomancers.
NAMES Vesk names are often long and combine elements of their parents' names,as well as those of other prominent ancestors. Theseare frequentlyshortenedfor daily use by friends,though abridginga vesk'sname without permission is a graveinsult. In addition, somevesk take on epithets related to their victories in combat, which they sometimes use in addition to or in place of a family name, such as "Three Guns,""Voidwalker," or "Squadea t er."Some samplevesk names include Dmotralan, Evdokayo,Goromitali, Julakesh, Katara, Obozaya,Radokama, Sarangari, Sobok, Terikoraz,and Ymeros-Ahand i.
a soldier's appreciation for her armor's construction. While they traditionally take on roles and societal nichesother races view as unpleasant,acting as junkers or squeezing through the innardsof starships,this is due not to a lack of pride, but rather an abundancethereof-ysoki are so sure of their own worth that living in subpar conditions doesn't shame them. Larger races' tendency to underestimateor pick on ysoki has left them fiercely loyal to their friends and families-both ysoki and otherwise-and a ysoki presentedwith a gross injustice often feels the needto fling himself teeth-first at the problem, consequences be damned.As a result. the most common ysoki alignment is chaotic good, though they can easily be tugged toward the evil alignmentsby loyalty or a needto strike backat perceivedoppression(or evensimpledisrespect).
RELATIONS
PHYSICAL DESCRIPTION Rangingfrom 3 to 4 feet tall, ysoki resemblehumanoidrats who walk upright, completewith fur, long incisors,constantly twitching noses,and partially prehensiletails that help them keep their balance and maneuverin zero gravity. Their small, dexteroushandsare perfect for working on delicateelectronics, and their keen noses often allow them to identify complex chemicalsby smell. Maleandfemaleysoki are difficult for other racesto tell apart, as they have similar body types and favor similar fashions.
HOME WORLD While the term "ysoki" originatesfrom Akiton, where the race has long beena vibrant and respected culture, populations of ratfolk (as they're sometimes called) existed on several worlds for millenniabeforespaceflight became common.Whetherthese different populationswere examples of convergentevolution or they shareda commonancestoris anyone'sguess,but today most of thesecultures now identify as part of the overarching ysoki race. This is due partially to the wide variation in ysoki heredit y, which makes ethnicity (and often even immediate family connections) almost impossible to determine by sight or genetics,but even moreso to the fact that ysoki have done morethan any other ratfolk groupto demandand maintainthe respectof larger races.
SOCIETY AND ALIGNMENT Ysokisociety is chaotic and freewheeling,and a typical warren is full of half-finished projects and multiple ysoki talking over eachother. Regardless of their role in society,nearly all ysoki hold a deep and abiding love for technology and gadgets, whether it be an engineer'slove of taking machines apart or
Friendlyand talented,ysoki integrateeasily into most civilized societies,sometimesin all-ysoki neighborhoodsand other times living side by side with alien cultures. The large size of ysoki families and their tendencyto travel also meansthat a ysoki on a Pact World is shockingly likely to havea cousinor other contact in just about any major settlement.Of the major races, ysoki get along best with lashuntas,with whom they've traded for millennia, though they appreciatehumanity's pluck and shirrens'devotion to community,evenif the latter are a little too calmfor ysoki tastes.Theyidentify with androids'defiancein the face of prejudice, but they find kasathastoo aloof and vesk too obsessedwith displaying dominance . Regardless of others' races, ysoki pride themselveson beingquick judges of character,and membersof manyotherraceshavebeensurprisedto find a ysoki fighting on their behalf after no more than a conversation in a crowdedbar. Quickto rile and quick to forgive, fond of laughing at misfortune(both their own and others1,ysoki can sometimes beexhausting,but they are rarely boring.
ADVENTURERS Thoughysoki form strong bondswith their friendsand families, theseconnectionsare aslikely to take them off-world asto keep them at home. Many curiousyoungysoki sign on with starship crewsto seethe universeor find their fortunes,and soonadopt their shipmatesas a secondfamily. Their natural aptitude with machines most often leads ysoki to becomemechanicsand technomancers,but they also enjoy the gloriously complicated weaponry employed by operatives and soldiers, and many appreciatethe quick-witted patter of envoys.
NAMES Ysoki namestend to be short, and even those given longer namesinevitably shorten them for informaluse.Nicknamesare often as importantto ysoki as their actualnames,and they tend to give both other ysoki and their non-ysokifriends monikers that refer to their personality or physiology,such as "Snack," "Sparks," "Twitch," "Boom-Boom,"or "Dirtbath." While some ysoki take family names,many use the namesof their ships or home settlements instead. Somesample ysoki namesinclude Bena,Coponisa,Cors,Goba,Ketch,Kib, lo lo, Niknik, Quig,Resk, Sim, and Twik.
CLASS DESCRIPTIONS
that class, and as noted above, it's possible to create specialized
Your class is the single most important factor in determ ining
characters of the same class who are effective in very diffe rent
your character's abilities-the chassis on which everything
areas.But if you're new to Starfinder and looking for help deciding
else is constructed. At the same time, however, each class
how to roleplay a character of a given class, start here.
has th e potential to spawn an infinite number of characters
Stamina Points: At 1st level and w henever you gain a
depending on th e choices you make, both rul es-wise and in
new level, you gain th is number of Stamina Points + your
terms of your personality and th e story you want to tel l. An
Constitu t ion modifier (minimum O SP per level) (see page
android myst ic who acts as a priest of the machine god Triune
22). If your Constitution modifier changes later, adjust your
is going to feel and behave wi ldly differently in play than
Stamina Points for all your levels.
a lashunta myst ic who uses his psychic abilities as a mind-
Hit Points: At 1st level and whenever you gain a new level,
reading private detective, despite the fact that they share the
you gain this number of Hit Points. These are added to the Hit
same class. The following sections describe Starfinder's seven core
Points you gain from your race at 1st level.
classes, with each entry containing all the information you need
KeyAbility Score
to play a member of that class at any level. This introduct ion is
This entry indicates whic h of the six ability scores is most
designed help to explain the format used in all classdescript ions.
important for th is class- that ability is your key ability score. To be most effect ive, you should usually make your key ability
Overview
score your highest ability score. Unless otherw ise noted,
Each class entry begins by describing a stereotypical member of
the saving throw DC for foes to resist your class features (if
the class and suggesting a number of ways your character might
appropriate) is equal to 10 + half your class level + your key
use her abilities during an adventure. You aren't restricted to
ability score modifier. This entry also notes one or two other
those actions or personality traits when you play a character of
ability scores that are important for th is class but are not vita l.
Class Skills This entry notes the number of skill ranks you gain at each level; regardless of any penalties to this number,you always gain at least 1 skill rank per level. This entry also lists your class skills, which are those skills a member of your class is usually particularly goodat- if you put at least 1rank in a class skill, you gain a +3 bonusto skill checkswith that skill.
ArmorProficiency This entry lists the armor types with which you are proficient (meaning you automatically know how to usethem).SeeArmor Proficiency in Chapter8: Tactical Rulesfor more information on how proficiency affects you.
Weapon Proficiency andSpecialization This entry lists the weapontypes in which you are proficient. See WeaponProficiencyin Chapter8: Tactical Rulesfor more information on how proficiency affects you. When you reach 3rd level in that class.you also gain WeaponSpecialization(as per the feat) in those weapons,which allows you to add your classlevelto your damagerolls with thoseweapons(seeWeapon Specializationon page 163 for more information).Grenades, missiles.andotherconsumab le weaponsneveraddspecialization damage,even when you're using weaponslike a cyberbowor grenadelauncher.
CLASS FEATURES Eachof your classfeaturesis detailed in the remainderof the classdescription. If a classfeatureever requiresa calculation or producesa numerical result that would includea fraction, always rounddown unlessotherwise stated.This followsthe normal rule for rounding(seepage243). Classfeaturesmay referencedifferenttypes of levels,suchas character level, classlevel,andcasterlevel(if you'rea spellcas t er). Fora characterwith only one class,theseare all the samething. If you decide to take multipleclasses,whena classfeaturehasan effect or prerequisitebasedon your level,it alwaysmeansyour level in that class,not your total characterlevel (which is the sum of all your different classlevels). If a classfeature or spell mentionsyour casterlevel,that refersto your combinedlevelsin all spellcastingclasses(thoughthe number of spellsyou cancast per day andthe numberyou know at each levelare still basedon just the levelof the classgranting them). Class features usually fall into one of three categories: extraordinary abilities, spell-like abilities, and supernatural abilities. Youmay gain theseabilities through one or moreof a variety of means, including advancedmeditative techniques, athletic training,biological stimulants,cutting-edgetechnological devices. experimental cybernetic enhancements.mysterious alien technology,or state-of-the-artbiotech.The specificsource of these abilities is up to you, as a way to add flavor to your character. Regardlessof the source, these abilities are class featuresand cannotbe taken away from you, though they may be suppressedor negatedby other effects(seebelow). Extraordinar y Abilities (Ex): Extraordinary abilit ies are nonmagical, despit e the fact t hat t hey're not something just anyone can do, or even learn without extensive training.
Effectsor areasthat suppressor negatemagic have no effect on extraordinary abilities. Spell-LikeAbilities(Sp):Spell-like abilitiesare magicalabilities similarto spells.Spell-like abilitiesare subjectto spell resistance (see page 265) and do not function in areaswhere magic is suppressedor negated.Spell-likeabilitiescanbe dispelled. Supernatur al Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance,but they don't function in areas where magicis suppressedor negated.A supernaturalability's effect cannot be dispelled.
CLASS TABLE Eachclass description contains a table that summarizesthe various features of the classat each level. Class Level: This is the class level at which your character receivesthe benefits listed in the line. Base Attack Bonus: This is the total base attack bonus at that level, which is used to calculate your melee and ranged attack bonuses. Fort SaveBonus, Ref Save Bonus, Will SaveBonus: These entries list your base save bonus for Fortitude. Reflex, and Will saving throws at that level. You add your Constitution modifier to Fortitude saves,your Dexterity modifier to Reflex saves,and your Wisdom modifier to Will saves. ClassFeatures:This lists the class features gained at that level. which are described in detail later in the classdescription. Spellsper Day: For a class that can cast spells, the table lists the number of spells per day you can cast at each class level (known as your "spell slots"). You may be able to cast additional spells basedon your key ability score,as indicated in a separatetable in the class entry. If an entry is marked with a dash(-), you can't cast spells of that level yet. Other Entries: If t he class grants different features that depend on your level, they are listed here. For instance,the solarian's armor bonus and weapon damageby level can be found under Solar Manifestat ion. Theseabilit ies are described in detail later in the classdescription.
CLASS BUILDS Following the explanation of a class's features are four examples of ways to build the class.Theseare examples of someof the choicesyou could make to createa specific kind of character,designedto help you think about different ways of playing the same class. Theme: This is an appropriatethemefor the classbuild. Ability Scores : This ent ry notes which ability scores are most important for the build. Class Choices : Many classesoffer multiple choices within certain class features (such as envoy improvisations and mechanictricks). Theseentries list some appropriate choices for the build, ordered by the earliest level at which you can take eachoption. Spells: Choices of spells that are particularly suited to the build are listed by spell level. Feats: Useful feats are listed alphabetically. Skills:Theseare the skills that best complement the build.
TABLE 4-1:ENVOY CLASS LEVEL 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
BASE FORT REF WILL ATTACK SAVE SAVE SAVE BONUS BONUS BONUS BONUSCLASS FEATURES improvisation, expertise (1d6), skillexpert ise +O +0 +2 +2 Envoy +1 +0 +3 +3 Envoy improv isation +2 +1 +3 +3 Expert isetalent,weapon specia lization +4 Envoy improvisat ion +3 +1 +4 +4 +3 +1 +4 Expert ise(1d6+ 1),skill expertise +4 +2 +5 +5 Envoy improv isation isetalent +5 +2 +5 +5 Expert +6 +2 +6 +6 Envoy improv isation +6 +6 Expert ise(1d6+2),skillexpertise +3 +6 +3 improvisation +7 +7 +7 Envoy +8 +3 +7 +7 Expert isetalent +9 +4 +8 +8 Envoy improvisation +4 Expert ise(1dB+ 2),skillexpert ise +9 +8 +8 +4 +10 +9 +9 Envoy improvisation +1 1 +5 +9 +9 Expert isetalent +12 +10 Envoy improvisation +5 +10 +12 +5 +10 +10 Expert ise(1dB+ 3),skillexpertise +13 +6 +11 +11 Envoy improvisation +14 +6 +11 +11 Expert isetalent +15 +6 +12 +12 Envoy improv isation,expert ise(1d8+4), trueexpe rtise
ENVOY IMPROVISATION MIMMM@a
SKILL EXPERTISE (EX)M@ii@AM
As you gain experience,you learn envoy improvisations-litt le tricks that bolster allies, confoundenemies , or changethe ebb and flow of battle using guile, inspiration,or luck. Youlearnyour first envoy improvisation at 1st level,and you learnan additional improvisation at 2nd level andevery 2 levelsthereafter.Thelist of envoyimprovisationsappearson page62. If an improvisationallowsyou to grant an effect to an ally, you cannotgrant yourself that effect unlessthe improvisation states otherwise. If an envoyimprovisationallowsa savingthrowto resist its effectsor requiresan enemyto attempta skill check, the DCis equal to 10 + half your envoylevel + your Charismamodifier. Some envoy improvisations are language-dependent, mindaffecting, sense-dependent, or somecombination of any or all of these. Thesetermsaredefinedon page270.
At 1st leveland every 4 levelsthereafter,you can useexpertise with one additional class skill. You must haveat least 1 rank in a skill to select it, and it must comefrom the following list: Bluff (Cha),Computers(Int), Culture (Int), Diplomacy(Cha), Disguise (Cha),Engineering(Int), Intimidate (Cha),and Medicine (Int).
EXPERTISE (EX)MM44M4M Youare an expert at dealingwith challengesthat test your skills, be the challengessocialor otherwise. At 1st level, whenattempting a SenseMotive check,you can roll 1d6 (your expertise die) and add the result of the roll to your checkas an insight bonus. You can use this and other expertiseabilities as long as you haveat least 1Resolve Pointremaining.At 5th level, anytime you roll your expertisedie, you gain a +1 bonusto the result. At 9th, 17th, and 20th levels, this bonusincreasesby 1.At 13th level, you roll 1d8as your expertisedie insteadof 1d6. Beginning at 9th level,you haveeven greater expertise with skills to which you canadd your expertise die that you havealso selected with the Skill Focusfeat.Foreachsuchskill,onceperday when rollingyour expertisedie to addto that skill, you mayroll the expertisedie twice andtakethe betterof the two results.
EXPERTISE TALENT Wt##IMM44 At 3rd level and every 4 levels thereafter, you choose an expert ise talent, which gives you an extra option when using a skill with which you haveexpert ise.The list of expertisetalents appearson pages269-270.
WEAPON SPECIALIZATION (EX)Wt##IMMAa You gain the Weapon Specialization feat as a bonus feat for eachweapontype with which this classgrants you proficiency.
TRUE EXPERTISE (EX)E•1Hi4M44 You gain total mastery over one of your envoy improvisations and can use it with but a thought. When you gain this ability, chooseone improvisation you know t hat has an effect when you spend 1 Resolve Point. As long as you have at least 1 ResolvePoint remaining, you can gain the improvisation's effect without spending the ResolvePoint. This ability has no benefit if the improvisation requires more than 1 Resolve Point. In addition, when you roll your expertise die, you can add 2d8 rather than 1d8+4 to the result of your skill check. If, for somereason,your bonusgainedfrom expert ise isn't 1d8+4,you can't use this option.
Language -dependentimprovisation
Mind-affectingimprovisation1
Sense-dependentimprovisation
ENVOY IMPROVISATIONS You learn your first envoy improvisationat 1st level and an additional improvisationat 2nd levelandevery2 levelsthereafter. Many improvisationsrequire you to have a minimum envoy level,and they are organized accordingly. Someimprovisations haveadditional prerequisites,suchasother improvisations.
• Clever Feint (Ex)0 As a standardaction, you can fake out an enemywithin 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn't a standard check to feint, so Improved Feint and Greater Feint don't apply). Even if you fail, that enemyis flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies' attacks until the end of your next turn. You can't use clever feint against a creaturethat lacks an Intelligencescore. At 6th level, you canspend1 ResolvePointto treat a failed Bluff checkfor cleverfeint as if it werea success .
• Dispir itingTaunt (Ex)0 *
8
As a standard action, you can taunt an enemywithin 60 feet. Attempt an Intimidatecheckwith the sameDC as a checkto demoralizethat enemy(thoughthis isn'ta checkto demoralize, so you can't useabilities that would applyto a demoralization attempt, like the rattling presenceexpertisetalent). If you fail, that enemyis off-target (seepage276) until the end of your next turn. If you succeed,that enemyis insteadshaken(see page277) until the end of your next turn. This is an emotion and fear effect. At 6th level, you can spend1 ResolvePoint to treat a failed Intimidate check for dispiriting taunt as if it werea success .
• Don'tQuit(Ex)*
0
As a standard action,you cansignal a singleally within 60 feet. That ally ignores one condition(seepage273) of your choice until the start of your next turn, chosenfrom the followinglist: confused,fascinated, fatigued,shaken,sickened,andstaggered. While your ally doesn'tsuffer the effectsof the condition during that period, the condition is merely suppressed,not removed , and its effectsresumeat the start of your next turn. The condition canstill be removedwith spells, technology,and other effects as normal. At 6th level, add the following conditions to the list: cowering,dazed,exhausted, frightened,nausea t ed, panicked, paralyzed,and stunned.
At 12th level, you can spend 1 ResolvePoint to remove the condition with this ability insteadof suppressingit. You can't remove a condition with a permanentduration (see page271)in this way; if you attempt to do so, your attempt fails but you don't lose the Resolve Point.
• ExpandedAttunement (Ex) You can use beneficial mind-affecting envoy improvisations to aid allies who usually would not be able to gain benefits from mind-affectingeffects, such as constructs,robots, and undead.If the improvisation grants a morale bonus, even allies who can't normally benefit from morale bonusesgain that bonus.
• Get'Em(Ex)0 *
0
As a moveaction, you can chooseone enemywithin 60 feet. Until the start of your next turn, you and your allies gain a +1 moralebonusto attack rolls madeagainstthat enemy.The bonuspersistsevenif the enemymovesbeyond60 feet or out of line of sight or hearing. At 6th level, you can spend1 ResolvePoint to grant this bonusto attack rollsand damagerollsagainstall enemieswho are within 60 feet.
• InspiringBoost(Ex)0
@0
As a standardaction,you can signal an ally within 30 feet who hastakendamagefrom any attack madeby a significant enemy(seepage242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15thlevel, this increasesto threetimesyour envoy level + your Charismamodifier.Oncean ally has benefited from your inspiringboost,that ally can't gain the benefitsof your inspiring boostagain until he takes a 10-minuterest to recoverStaminaPoints. At 6th level, you can spend1 Resolve Point to add your envoylevel to the number of Stamina Pointsregained.
• Look Alive(Ex)* When you spend a ResolvePoint to regain Stamina Points after a 10-minuterest,all allieswho staywithin 60 feet of you throughoutthe rest gain a +2 moralebonusto Perceptionand initiative checks for the next hour or until the next 10-minute rest to recover Stamina Points,whichevercomesfirst.
• NotintheFace(Ex)0 As a moveaction, you can chooseone enemywithin 60 feet. Thatenemymustsucceedat a Will saveor take a -4 penaltyto all attacks it makesagainst you until the endof your next turn. At 6th level, you can spend1 Resolve Point to make the enemytake the penalty with no savingthrow allowed.
• Universal Express ion(Ex) When using a language-dependentimprovisat ion that affects an enemy, you can use the improvisation against that enemyeven if t he two of you do not sharea language.
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Watch YourStep(Ex)0 ~ 0 When an ally within 60 feet must succeed at a Reflex save to avoid a harmful effect, as a reaction before your ally attempts the saving throw, you can grant the ally a +2 bonusto that saving t hrow. At 6th level, you can spend1 ResolvePoint to have the ally roll twice on the savingthrow and take the better result. Both of those rolls benefit from the +2 bonus provided by this ability.
4th
Stamina Pointsyour ally recoversis reducedby your envoy level. Youmust havethe inspiringboost envoy improvisation to choosethis improvisation.
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Level
Clever Attack(Ex) Youcan makean attack that throws your enemyoff-balance. As a standardaction, you can makea single attack against a target within 60 feet and gain the benefitsof cleverfeint (attempting a Bluff check against the target as normal). Apply the effectsof cleverfeint beforeresolving your attack. Youmust havethe cleverfeint envoyimprovisationto choose this improvisation.
You must be at least 6th level to choosethe following envoy improvisations.
DuckUnder (Ex)
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6th
You can duck under a foe's melee attack, causing it to overextendand move into a position morefavorableto you. Youmust take the total defenseaction (seepage247) to use this ability. If, beforethe start of your next turn, a foe misses you with a meleeattack, as a reaction you can attempt a reposit ion combat maneuverwith a +8 bonusto your att ack roll against that foe.
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Focus (Ex)~ 0
Hurry(Ex)~
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Quick Dispiriting Taunt (Ex) You can use dispiriting taunt as a move action instead of a standardaction. You must have the dispiriting taunt envoy improvisation to choosethis improvisation.
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Quick Inspiring Boost (Ex) You can use inspiring boost as a move action insteadof a standard action, though when you do so, the number of
Clever Improvisations (Ex)
DrawFire(Ex)0 As a standardaction,you canspend1 ResolvePoint to make all enemieswithin 100 feet takea -4 penalty to all rangedattacks they makethat don't target you until the endof your next turn. This penalty remainseven if you and an enemymovemore than 100 feet awayfrom eachother,andenemies that weren't within 100 feet whenyou useddrawfire don't takethe penalty if they later comewithin range.
0
As a standard act ion, you can grant a single move act ion to an ally within 60 feet. The ally can use that moveacti on during her next turn to take a guardedstep, moveup to her speed,or draw or sheathe a weapon. The ally can use her ext ra moveact ion in betweenher other act ions,and shecan even use it beforeor after a full action.A character can use no more than one extra action from hurry in a single round.
Level
Thefirst time you would spendResolvePoints on oneof your envoy improvisations,reduce the cost by 1 ResolvePoint (minimum 0). This ability refresheswhenever you take a 10-minute rest to recoverStamina Pointsand after an 8-hour rest to recoverResolvePoints, reducingthe ResolvePointcost of your next envoyimprovisation after the rest.
As a standardaction,you canencouragea singleally within 60 feet to focuson the dangerat hand.If that ally is flat-footed or off-target, you end that condition. If circumstanceswould causethe ally to immediately becomeflat-footed or off-target again,you insteadsuppressthat condition for 1 round.
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Watch Out(Ex)0 ~ 0 As a reaction,when an enemymakesa rangedattack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declaresthe attack but beforeit makesthe attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggeringattack. Once the triggering attack is resolved,the ally falls prone. At 8th level,you can spend1 Resolve Point to preventyour ally from falling proneafter the attack.
You must be at least 4th level to choosethe following envoy improvisations.
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Long-Range Improvisation (Ex) Double the range of your improvisations with rangesof at least30 feet.
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Heads Up(Ex)0
0
Whenyou succeedat a Perceptioncheck,as a reaction, you can signal a single ally wit hin 60 feet. That ally can act as if he had also succeededat the Perception check with the sameresult.
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Improved Get'Em(Ex) Your morale bonus from get 'em increasesto +2. As a standard action, you can make a single att ack against a target wit hin 60 feet.You and your allieswithin 60 feet gain the benefits of get 'em against that target (applying these effects before making the attack roll). As with get 'em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet. You must have the get 'em envoy improvisation to choosethis improvisation.
8th
Level
You must be at least 8th level to choosethe following envoy improvisations.
• Desperate Defense (Ex) As a moveaction,you can causeone ally adjacentto you to not be consideredhelpless(seepage 276) for the purpose of actions that can be used only against helpless creatures (such as a coup de grace). This effect ends if the creature ceasesto be adjacentto you or at the beginningof your next turn, whichevercomesfirst.
EXPERTISE TALENTS You gain an expertise talent at 3rd level and every 4 levels thereafter. With the exception of additional skill expertise, these talents require you to have expertise in the skills they affect,as indicatedin parenthesesafter the talent'sname.
• Additional SkillExpertise (Ex) Chooseanother skill in which you have at least 1 rank from the list of skills you can choose with the expertise classfeature; you can use expertise with that skill. Youcan choose this talent up to three times, choosing a different skill eachtime.
• Expert Attack(Ex) As a moveaction,you can spend2 ResolvePointsto addyour bonusfrom expertiseto your next attackroll beforethe endof your turn.
• Hidden Agenda (Ex) You're an expert at veiling your true thoughts and goals. Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw againstan effect or ability that would readyour thoughtsor revealyour motives,you can roll twice and take the better of the two results.
• Improved Hurry(Ex) Youcan use the hurry envoy improvisationas a moveaction insteadof a standardaction. Youmust havethe hurry envoy improvisationto choosethis improvisation. At 12th level,you can use hurry as a standard action and spend1 ResolvePoint to grant a standardactioninsteadof a moveaction.
• Altered Bearing (Ex;Disguise) You can quickly adjust your posture, your stride, your demeanor,and the way your clothes and gear fit, causing casual observersto fail to recognizeyour true appearance. When you attempt a Disguise check to alter minor details of your appearance,you can forgo your expertise die to attempt the check as a move action. You don't reduce the DC by 5 for attempting to alter only minor details, and if an observersucceedsat an opposedPerception check that pierces your disguise, he also realizes your true race and what features you havedisguised.Youcan't use this ability for more complex disguises.
• Analyst (Ex;Sense Motive) You have been taught to carefully consider your own assumptions , making it much less likely you assign false motives to other creatures.When using SenseMotive to detect deception or discerna secretmessage, as long as your expertise die roll result is not a 1, you don't think a truthful statement containsdeceptions or infer false information from a secretmessageevenif you fail your checkby 5 or more.
• Situational Awareness (Ex) If you ready an action, once before t he trigger you selected occurs, you can spend 1 Resolve Point to change both the trigger and the action you have ready. You must ready an action that takes the samekind of action as your originally readiedaction, or you must ready a lesseraction. (For example,if you readied a standard action, you could switch to another standardaction, a moveaction,or a swift action, and if you readieda move action, you could switch to another moveaction or a swift action.)
• Sustained Determination (Ex)E) ~ e) As a move acti on, you can spend2 ResolvePoints to grant an ally within 60 feet 1 ResolvePoint that he can spend to empower one of his abilit ies, even if he has spent all of his own ResolvePoints. The ally must spend the Resolve Point before the start of your next turn; if he does not do so, he loses the Resolve Point and you sti ll lose the Resolve Points you spent. You can't grant the same ally the benefits of this ability again until both you and your ally have recoveredyour Resolve Points after an 8-hour rest or its equivalent.
• Cautious Expertise (Ex;seebelow) Choosea skill you haveselectedwith the skill expertise class feature.When you take 20 (seepage133)with this skill, you can roll your expertisedie twice and take the better result. You can choosethis talent up to three times, choosing a different skill selected with the skill expertiseclass feature eachtime.
• Convincing Liar(Ex;Bluff) Whenyou attempt a Bluff check,you can choosenot to roll your expertise die until later. After you determinewhat the check's result would be, you can chooseto either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend1 ResolvePoint to reroll the check and add the result of your expertisedie.
• Cultural Savant (Ex;Culture) As long asyou haveenoughtime, you can take 20 on Culture checksto recalI knowledge,evenif you don't haveaccessto a computerterminalor other meansof research .
• Cunning Disguise (Ex;Disguise) When you attempt an initial Disguisecheck,you can forgo rolling your expertisedie. Instead,the first time a creature would pierceyour disguisewith a Perceptioncheck,treat its result as if it had rolled a natural 1 on its Perceptioncheck. This benefit applies only onceper disguise.At 9th level, this ability also applies against the secondcreaturewho pierces your disguise.
• Engineering Adept(Ex;Engineering) Whenyou attempt an Engineeringcheckto disable or repair a device, you can forgo rolling your expertisedie to instead halvethe time it takes to makethe attempt.
• Expert Forger (Ex;Computers) You have a databaseof electronic seals and predesigned templates that allow you forge an official document in a matter of moments. When you attempt a Computers check to create a forgery, as long as you have accessto a computer,you can forgo your expertisedie to attempt the check as a full action (rather than the normal required time of 1d4 minutes).
is equalto the highest DCto demoralizeany one of the foes. If you are successful,the targets gain the shakencondition (see page 277) for 1 round (even if your result exceeded the DC by 5 or more).Onceyou use this ability against a creature,it is immuneto this talent for 24 hours.
• Rattling Presence (Ex;Intimidate) When you attempt an Intimidate check to demoralize an opponent,you can forgo rolling your expertise die to automaticallyincreasethe duration of the shakencondition by 1 round on a successful check. At 9th level, you instead increasethe duration by 2 roundson a successwhen using this talent.
• Skilled Linguist (Ex;Culture) Youcan speak and read a numberof bonuslanguagesequal to your ranks in Culture. Additionally, when you attempt a Culture check to decipher writing, you can forgo your expertisedie to attempt the check as a full action (rather than the normal 1 minute) per approximately 250 words of writing or fewer.
• SlickCustomer (Ex;Diplomacy) • FastHack(Ex;Computers) When you attempt a Computerscheck to hack into a computer system, you can forgo rolling your expertisedie to insteadhalve the time it takes to makethe attempt (to a minimumof 1 round).At 9th level. if you successfullyhack the system, you can also negate a single countermeasure protectingthat computersystem.Youcannotuse this talent to negatea countermeasurefrom the same computer again for 24 hours.
• Inspired Medic (Ex;Medicine) When you attempt a Medicine check, you can choose not to roll your expertise die until later. After you determine what the check'sresult would be, you can chooseto either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level,you can spend1 ResolvePoint to both reroll the check and add the result of your expertise die.
When you attempt a Diplomacycheck,you can choosenot to roll your expertise die until later. After you determine what the check'sresult would be. you can chooseto either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level,you can spend1 ResolvePoint to both reroll the check and add the result of your expertise die.
e Student ofTechnology (Ex;Engineering) As long as you havet he time to do so,you can take 20 (see page 133) on Engineeringchecks to identify creaturesand technology,even if you do not have accessto a computer terminal or other means of research. If the creature or technology was created by a group or individual you are familiar with (normally including any major corporation or military), on a success f ul checkyou also identify what group created the objectidentified.
e Surgeon (Ex;Medicine)
• Keen Observer (Ex;Sense Motive) Wheneveryou interact wit h a creatureundera mental effect for at least 1 minute, the GM attempts an automaticsecret SenseMotivecheckfor you without your expert ise die. On a success,you learnaboutthe mentaleffect. If you specifically request a SenseMotive check to sensemental effects, you can attempt a SenseMotive checkas normal. including your expert ise die, in addition to t his automaticcheck.
• Menacing Gaze (Ex;Intimidate) When you attempt an Intimidate check to demoralize foes, you can forgo your expertise die to attempt to briefly demoralizea small group as a full action. You attempt an Intimidate check against foes within 60 feet, no two of which can be more than 20 feet apart. The DCof this check
You can use Medicineto t reat deadly wounds on a patient onceeach day in addition to the normal allowancesfor the medicalequipment you are using. Becauseperforming this level of advancedmedicine is difficult and time consuming, the DCfor this additional treatment increasesby 5 and the skiII check takes 1 hour.
• WellInformed (Ex;Diplomacy) Youkeepyourself as up to date as possibleabout the events and major figures of any region you are in. Onceyou have been in a settlement or region for at least 24 hours,when you attempt a Diplomacy check to gather information, you can forgo your expertisedie to attempt the checkas a swift act ion (rather than the normal1d4 hours).
MILITARY THEME
: ACE
OFFICER PILOT
'·, ..
'
TABLE 4-2:MECHANIC CLASS LEVEL 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
BASE ATTACK BONUS +O t1 +2 +3 +3 +4 +5 t6 +6 +7 +8 +9 +9 +10
+11 +12 +12 +13 +14 +15
FORT SAVE BONUS t2 t3 t3 +4 t4 t5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
REF SAVE BONUS +2 +3 +3 +4 t4 +5 +5 +6 +6 +7 t7 +8 +8 +9 +9 +10 +10 +11 +11 +12
WILL SAVE BONUS CLASS FEATURES +O Artificial intelligence, bypass +1. custom rig +O Mechanic trick Over load,weapon specialization +1 +1 Mechan ic trick t1 Bypass +2,remote hack +2 Mechan ic trick +2 Expert rig, miracle worker 1/day +2 Mec hanictrick Bypass +3,override +3 +3 Mechan ic trick +3 Coordinated assau lt +1,miracle worker 2/day +4 Mec hanictrick +4 Advanced rig,bypass +4 +4 Mec hanic trick +5 Miracle worker 3/day +5 Mec hanictrick +5 Bypass +5,control net,coordinated assault +2 +6 Mec hanictrick +6 Ghost inthemachine. miracleworker 4/day, superior rig +6 Bypass +6, mechan ic trick,techmaste r
(EX)ML3@4a ARTIFICIAL INTELLIGENCE (EX)MMH@@M BYPASS You construct an artificial intelligence (or Al). a sophisticated programof self-motivatedcodethat you can accessfor help in a variety of endeavors.ThisAl is the productof your own genius, far more advancedand complicated than any available for sale to consumers(though it falls short of being tru ly self-aware), and only you know the secrets of its creation and operation. Your Al can take one of two forms: a drone or an exocortex. Youmust pick oneof theseforms upon taking your first levelof mechanic,and oncethis choiceis made, it cannot be changed.
Drone You begin play with a powerful robotic drone to house your Al. You build and control this drone, which accompaniesyou on your adventures and is capable of combat,espionage,and other specializedtasks.As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledgeof its quirks and security measures,can ever hope to operateor repair it. Dronesare detailed in Dronesbeginning on page74.
Exocortex You begin play with an exocortex,an artificial processorthat interacts with and augmentsyour biological brain's cognitive functions,which can aid you in a variety of tasks, from combat to digital infiltrat ion. Your exocortex is implanted within your physicalbody or brain,similar to a pieceof cybernetichardware, allowing your Al to accessyour mind and feed you information. As you gain levels,your exocortexadvancesin sophistication and processingpower-see Exocortexon page79. Only you can accessor interact with your exocortex.
You are skilled at getting inside computer systems and electronicdevices.At 1st level. you gain a +1 insight bonus to Computersand Engineeringskill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increasesby 1.
CUSTOM RIG(EX) MMH4fl4M You have created a customized toolkit you can use to hack systemsand items. Your custom rig can be configuredto take up an upgrade slot on your armor or can be installed as a cybernetic augmentationsystem in your brain (though it can be combinedwith a datajackfor the sameprice as installing a datajacknormally),your eyes,or an arm. For more information on augmentations, seeChapter 7: Equipment.Alternatively,you canconfigure it to be a handhelddevice,meaningthat you must retrieve it and hold it to use it effectively.While using this rig, you always count as havingthe appropriatetool or basickit for any Computers or Engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77J require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Chapter7: Equipment). Finally, if you have a drone, you can use your custom rig to communicateoveran encryptedchannelwith your droneto issue commandsto its Al or directly control it at a rangeof 2,500 feet. If your custom rig is damaged,destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolk it of whatever type you made it from and can no longer be used with your mechanic tricks.
MECHANIC TRICK *-MH@4M As you gain experience,you learn tricks that allow you to perform wondersof engineering,aid in electronic infiltrations, and optimize gear. While some of these are things you learn, othersare smallcyberneticenhancements you maketo yourself (noneof which havea priceor countagainst your augmentation limits). Sometricks requirethe useof a customrig or other gear. Youlearnyour first mechanictrick at 2nd level,and you learn an additional mechanic tr ick at 4th level and every 2 levels thereafter. If a mechanictrick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechaniclevel + your Intelligencemodifier.If a mechanic trick requiresan opponentto attempt a skill check,the DCis equalto 10 + 1-1/2• your classlevel + your Intelligencemodifier. Unless otherwisespecified,you can't learn mechanictricks morethan once.The list of mechanic tricks appearson page71.
OVERLOAD (EX) W¥13@4a As a standardaction,youcancausea shortin an electronicdevice, including mostrangedenergyweapons,meleeweaponswith the poweredspecialproperty,or a singlearmorupgrade.This makes the device nonfunctionalfor 1 round.Overloaddoesn'tcausea lockeddoor,safe,or other deviceto open.but it preventsanyone from openingit for 1round.Youmustbe adjacentto the deviceto usethis ability.If you havea drone.youcaninsteadusethis ability on an electronicdeviceadjacentto your drone.If you havean exocortexwith the wirelesshackability, you can insteadusethis ability on any electronic device within rangeof your exocortex's wirelesshack. If you use overloadon an item or armor upgrade in someone'spossession, the ownercan attempt a Reflexsaving throw to negatethe effect (DC= 10 + half your mechaniclevel + your Intelligencemodifier). Overloaddoesn't affect androids. cybernetics,drones,poweredarmor,robots, or creatureswith the technological subtype (all of which haveshielding againstthis sort of attack),or items largerthan Medium. Oncea devicehas beensuccessfu lly overloaded,a residualstatic chargeprevents that devicefrom being overloadedagain for 1 minute.
WEAPON SPECIALIZATION (EX)W¥H@4M You gain the WeaponSpecializationfeat as a bonus feat for eachweapontype this classgrantsyou proficiencywith.
REMOTE HACK (EX)M-1!334%4 You can use your custom rig to attempt Computers and Engineeringskill checks at a range of 20 feet. At 7th level and every 2 levels thereafter,this range increasesby 10 feet. A target of t his ability (or a creature attending or observing your target) can attempt a Perceptionor SenseMotive check (DC = 10 + 1-1/2 • your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity.
EXPERT RIG(EX) Mli33@4M Yourcustom rig has improved.Wheneveryou use your custom rig to successfullyhack into a computer,you can also disable one countermeasureinstalled in the system (exceptfirewalls). In addition,your customrig cannow be usedasany engineering or hacking specialty kit of item level 6th or lower.and it has
the features of a computerwith a t ier equal to half your level with the artificial personality,hardened,or security I upgrade module.It also has an audio/video recorder.Youcan add extra modulesor countermeasuresto your custom rig at the normal prices.Seepage213for more informationon computers. You can also use your custom rig to communicate over an encryptedchannelwith your ship,allowing you to accessyour ship'sdownloadeddata sets and transponder(seepage430) at a rangeof 5 miles.If you havea drone, you can issuecommands to or directly control your droneat the samerange.
MIRACLE WORKER (EX) W•534%a As a moveaction,you can repairdamageto a starship'ssystems or modifya suit of armoror weaponto function moreefficiently. Touse this ability, you must be ableto handlethe item affected without impediment.You can use this ability once per day at 7th level,plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability dependson the objector systemyou are modifying. • Armor: Yougranta +2 enhancement bonusto a suit of armor's EACand KACfor 1minute. • Weapon:You grant a +2 enhancementbonusto a weapon's attack anddamagerolls for 1minute. • DamagedShip: You restore a number of Hull Points equal to the starship'sbaseframe HP increment.If this raisesthe ship's HP over a multiple of its Critical Threshold,you can repaircriticaldamageto onesystemper multiple.reducing its severity by one step. For example,if your starship'sCritical Thresholdis 8 and you restore 10 HP,reducing the damage to the hull from 17 HPto 7 HP,you could restoreone system from wreckedto glitching. Usingthis ability during starship combat is your action for the turn, and you can do it only during the engineeringphase. Seepage292 for moreon ship constructionand page320 for moreon damageto ships.
OVERRIDE (EX) Wii53@4a Your overload class feature now affects androids, drones, robots, and creatureswith the technologicalsubtype, which must succeedat a Will saving throw (DC = 10 + half your mechaniclevel + your Intelligencemodifier) or be dazedfor 1 round.If the target fails its savingthrow by 10 or more,it is not dazedand you can dictate its actionsfor 1 round,though these actionscan't be obviously self-destructive. Oncea creaturehas attempteda saving throw againstthis attack (regardlessof the result),it is immuneto this attack for 24 hours.
COORDINATED ASSAULT (EX)M!ii53M4a If you have a drone, whenever both you and your drone make attacks against the sametarget, you each receivea +1 circumstancebonusto your attackrolls.If you havean exocortex instead,wheneveryou and your exocortexare bot h attempting to hack a system,you eachreceivea +1 circumstancebonusto the checksto gainaccess.In either case,thesebonusesincrease to +2 at 17th level.
ADVANCED RIG(EX)M€h53@4a Your custom rig's computer functions gain a bonus firewall
countermeasure(seepage217).This firewall has no additional cost, does not count against the maximum number of countermeasuresyour custom rig can have,and can block off a moduleor group of modules already protected by a firewall. In addition,you can useyour customrig to communicateover an encryptedchannel with your ship, allowing you to access the ship'ssensors,control its security systems,and prepareits enginesfor takeoff(aswell asusethe encryptedcommunications functionsof your expertrig) at a rangeof 50 miles. If you havea drone,you can issuecommandsto or directly control your drone overan encryptedchannelat the samerange.
CONTROL NET (EX) MHIN-@YM Youare capableof operatingmultiple Als, one in a droneand one in an exocortex.Youmustdivideup your mechaniclevelbetween thesedifferent Als,and eachgainsabilities basedon the number of levels you assignto it. Everytime you gaina levelin mechanic, you canchangethe distributionof levelsbetweentheseAls using your customrig after 24 hoursof uninterruptedwork.Whileeach Al canact independentlyto the limits of its ability,youcancontrol them as normal (althoughyou can directly control only one Al at a time).If the numberof levelsassignedto your exocortexis less than your mechaniclevel, your exocortexgrants a smaller increaseto your baseattack bonuswhen using combattracking (seepage79), as noted in the table below. You gain additional exocortexabilities,suchaswirelesshackand multitasking,based uponthe levelyou assign to it as normal.
LEVELS ASSIGNED 1-4 5-8 9-12 13-16 17-20
INCREASE TOBA SE ATIACK BONU S +1 +2 +3 +4 +5
GHOST INTHEMACHINE (EX) M@&B@YM When using your override class feature to affect an android, drone,robot,or creature with the technologicalsubtype,a target that fails its savingthrow by any amount is not dazed,and you can insteaddictate its actions for the next round.Theseactions can'tbeobviouslyself-destructive. Oncea creaturehasattempted a savingthrow against this attack (regardlessof the result),it is immuneto this attack for 24 hoursunlessyou spend1 Resolve Point. Youcan continue to spendResolve Points in this manner eachroundto makethe creaturesusceptible to overrideagain.
SUPERIOR RIG(EX) MMG34?Mi Your custom rig's computer functions now gain bonuslockout and wipe countermeasures . You can use your custom rig normally even when its lockout is active (you have special authorizationno oneelsecan accessunderany circumstances), and while any wiped data cannotbe recoveredby anyoneelse (as if the data module were destroyed),you can automatically recoverit with 8 hoursof work. Thesecountermeasures haveno additional cost and do not count against the maximumnumber of countermeasures your customrig can have.
Additionally,you canuseyour customrig to communicateover an encryptedchannel with your ship at a rangeencompass ing a planet and its closeorbit, allowing you to remotelypilot your starship from point to point on the sameplanetor to and from orbit (as well as use the encryptedcommunicationsfunctions of your expert and advancedrig at the samerange).If you have a drone, you can issue commandsto or directly control your droneover an encryptedchannelat the samerange.
TECH MASTER (EX)1¥i-ii334Mi Youare a master of technology.You can spend1 ResolvePoint to craft any technological weapon,armor,or item at a rate of 1 minute per item level or spend 1 ResolvePoint to convert any existing technologicalarmor or weapon into another suit of armor or another weaponof equal or lesservalue at a rate of 1 minute per item level.This uses the normal crafting rules presentedon page235, but the item being convertedcountsas its full value in crafting components.Youcannotconvert a onehandedweapon into a two-handedweapon.When converting an item into a cheaperitem, any excessvalue is lost and cannot be reclaimedby convertingthe item back.
MECHANIC TRICKS Youlearnyour first mechanictrick at 2nd level andan additional trick every 2 levelsthereafter.Mechanictricks all require you to meet a minimum mechanic level, and they are organized accordingly. Somemechanictr icks requireyou to satisfy other prerequisites,suchas havingother tricks. 2nd
Level
Youmustbe 2nd levelor higherto choosethesemechanic tricks.
Distracting Hack (Ex) • You can hack a computer within 30 feet of a foe to distract that foe,suchas with a suddennoiseor an image.Youmust be able to accessthe computer(whetherit is your own computer or you are within rangeto accessone manuallyor via remote hack). This functionsas a feint actionexceptthat it usesyour Computersskill insteadof Bluff, so you canapply the benefits of ImprovedFeintand GreaterFeintif you havethem.
Energy Shield (Ex) • As a standardaction,you can useyour customrig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligencemodifier plus your mechanic level. The shield remainsactive for 1 minute per mechanic level or until all of its temporaryHit Pointsare depleted,whichevercomesfirst. Onceused,you cannot usethis ability again until you spend1 Resolve Point to regainStamina Pointsafter a 10-minuterest; your shield automatically shutsoff during this period of rest.
Hack Directory (Ex) • Wheneveryou attempt to hack a system and fail the check, you immediately becomeawareof any countermeasures that were activated due to your failure. You can then select one
of these countermeasures and attempt another Computers check (with the sameDC as the original). If you succeedat this secondcheck,you can preventthat countermeasure from activating,as if you hadnot attemptedto accessthe systemat all. Any other countermeasures havetheir normal effect.
Neu ralShunt(Ex) e Onceper day, as a reaction when you fail a saving throw againsta mind-affecting effect.you canshunt that effect into your exocortexinstead.Whenyou do so,you are not affected by the mind-affecting effect. but for the normal duration of that effect, you lose the Skill Focusfeat granted by your exocortex's memory module and cannot use any of the exocortex'sabilities in any way (includingany proficiencies and mods it grants you). When a mind-affectingeffect is shunted into the exocortex, spells such as dispelmagic or break enchantmentcan be cast on you to end the effect as if you were affected by it. Once the duration of the mindaffectingeffect hasended,your exocortexresumesits normal functions. Youmust havean exocortexto learnthis trick.
weapon,it explodesas a grenadewould instead,centered on the user,and the userdoesn't receive a Reflexsaveto negate the grenade'seffect (if any). Onceyou've primed a weapon to explode in this way, it's difficult to reverse the effect, requiring 8 hoursof work anda success f ul Engineering check (DC= 15 + your Engineering bonus);failing the checkby 5 or moredetonatesthe weapon.Oncedetonated,the weaponis destroyed,just like a grenade.
Portable Power(Ex) e You canuseyour customrig to supply limitedpowerfor up to 1 minute to a computer or starshipsystem that lacks power. If this system is part of a much larger network, this trick doesnot supply powerto the entire network, just to a limited point of access(typically a terminal),which might greatly limit functionality. Onceyou haveused portable poweron a system,you cannotdo so again on that systemfor 24 hours.
QuickPatch(Ex) e When you attempt to patch a system on a starship, you
e Your visual data processor allows you to see better in
reducethe numberof actions required to do so by one. This doesnot reducethe time neededto patcha glitching system, but you can patch two systemswith one action.
conditions of poor lighting, granting you low-light vision and darkvision to a range of 60 feet. You must have the visual data processormechanic tr ick to learnthis trick.
e Whenyou attempt to repairan item,you cando so in half the
NightvisionProcessor (Ex)
QuickRepair (Ex) time normally required(to a minimumof a full action).
Ove rcharge(Ex) e As a standard action, you can use your custom rig to overchargeand attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you're holding. If you hit, you deal 1d6 additional damageof t he same type the weapon normally deals.This attack uses three times as many charges from the batt ery or power cell as normal and can't be used if the weapon doesn't have enough charges.This trick has no effect on a weaponwithout a battery or power cell. You can insteaduse this ability as a moveaction on a touched poweredweaponthat is unattendedor attendedby an ally to grant the sameeffect to that weapon'snext attack beforethe beginning of your next turn.
Repai r Drone (Ex) e Whenyou spend10 minutes to repair your drone,you repair 25%of its maximumHit Pointsinsteadof 10%.Youmust have a droneto learn this trick.
Visual DataProcessor (Ex) e Younoticeeventhe smallestshifts in movemen t , temperature, and vibration, gaining the insight bonus from your bypass classfeatureto Perception skill checks.
8th
Level
Youmust be8t h level or higherto choosethesemechanictricks.
Overclocking (Ex)
BoostShield (Ex)
8 Youhaveaugmen t edthe performanceof your Al for maximum
e Your energy shield grants you a number of temporary Hit
responsetiming. You gain a +2 insight bonus to initiative checks,andeither you (if you havean exocortex)or your drone (if you havea drone)gainsa +2 insight bonusto Reflexsaves.
Points equal to your Intelligence modifier + double your mechanic level. In addition, if you have already used your shield,you can spend1 Resolve Point to use it again without having to regain Stamina Points first. This replenishesyour shield's temporary Hit Points to full. You must have the energy shield mechanictrick to learn this tr ick.
Over loadWeapon (Ex) e As a full action or as a moveaction by spending 1 Resolve Point, you can causea powered weapon (either a ranged energy weaponor a melee weaponwith the powered special property) in your possessionto explode. You can use the weapon as if it were a grenadeof the weapon'sitem level or lower dealing the weapon'snormal damagetype, except the weapon has a range increment of only 10 feet unless it is a thrown weapon.If someonetries to attack with the
Drone Meld(Ex) 8 As a full action while in contact wit h your drone,you can
reconfigureit into a mechanical dronesuit (or a backpack-like apparatus,for the Tiny hoverdrone)that you canwear.While in this form. the drone can't take any actions or use any of its abilities, but you gain either t he drone'sflight system
mods if you have a hover drone, reactive camouflage(and an invisibility field if your drone has it) if you havea stealth drone,or reductive plating if you havea combat drone.You can end the meld and return the droneto its normalform as a full action.Thoughit normally acts on your turn j ust after you, the drone can take no actions on that turn other than transformingback.
Engineer's Eye(Ex) e When you are within 10 feet of a trapped or malfunctioning machine or computer, you receive a free Computers, Engineering,or Perceptioncheck(as decidedby the GM) to notice the trap or defect, whether or not you are actively looking. In addition, due to your intimate knowledgeof your ship,you receiveoneof thesecheckswheneveryou boardyour ship to notice if anythingis wrongwith the ship'ssystems.
Sco utbot(Ex) e You'realwayscraftingrudimentarybotsin your sparetime,and canusethemto scout.It takesyou10minutesand1Resolve Point to createa scoutbot.A scoutbotis a Smalltechnolog ical construct, its EACandKACareequalto 10+ yourmechaniclevel,andit has 1 Hit Pointper mechaniclevel you have(andno StaminaPoints). It hasa landspeedof 30 feet,andyou cancontrolits movements with your customrig as a moveaction.It has a camerathat streamsvisual andauditorydatabackto your rig. Thescoutbot usesyoursaving throwbonusesif necessary. It isuntrainedin all skillsandhasa +Obonusin allof them,thoughyoucanuseyour own Perceptionskill when examining the feedfrom its stream. Oncecreated,the scoutbotlastsfor 1 minuteper mechaniclevel youhavebeforefallingapartunlessotherwisedestroyed.
14th
Ghost Intrusion (Ex)
Level
Youmust be 14thlevelor higherto choosethesemechanictricks.
e Wheneveryou use the Computersskill to accessa system and you fail to overcomeits defensesby 4 or less, you do not trigger any countermeasures and there is no log of your attempt. If you fail by 5 or more,any countermeasurestake effect against you as normal.
Holograph ic Pro jecto r (Ex) e Yourcustomrig can projectholographicimagesas a standard image action asoften as you like,as per 2nd-levelholographic exceptit cancreatespeechand hasa rangeof only 120feet.
ExtraMod(Ex) e If you have a drone, your drone gains an additional basic mod. If you havean exocortex,you gain an additionalbasic mod. It can't be a basic mod taken a second time as an advancedmod.Youcan rebuild this extra modwhenyou gain a mechanic level aswith any other mod, but you can't rebuild this modto convert it into the advancedversion of the mod.
Improved Res istantEnergy (Ex) e Choosean additional energytype from resistant energy.You
Hyperclock ing(Ex) 8 Youfurther improvethe responsetime of your Al. If you have
a drone,your dronegainsa+1 insight bonusto AC.In addition, if your droneis subjectedto an attack that normally allows a Reflexsavefor half damage,it takesno damageif it succeeds at its saving throw. If you have an exocortex,you gain a +1 insight bonusto AC. In addition,wheneveryou fail a Reflex saving throw, you can spend 1 ResolvePoint to reroll the savingthrow (seepage243) and take the higher result.You must havethe overclockingmechanictrick to learnthis trick.
Improved Overcharge (Ex) 8 The additional damage of the overcharge mechanic trick
increasesto 2d6. You must have the overcharge mechanic trick to learn this trick.
gain resistance15 againstboth this and your original energy type. You must havethe energy shieldand resistantenergy mechanictricks to learnthis trick.
Invisib ility-Hampering Projector (Ex) e As a moveaction, you can use your custom rig'sholographic projector to project a holographic imagein a direct overlay over an invisible creaturewithin 120 feet, and your custom rig'scomputermovesthe imageto follow the invisible creature, effectively negatingthe creature'sinvisibility as long as it remainswithin 120 feet of you. If it movesbeyondthat range, it breaksthe effect until you use this ability again.You must havethe holographicprojector,invisibility bypassprocessor, and visual data processormechanictricks to learnthis trick.
ModTinkerer (Ex) Invisib ilityBypass Processor (Ex) e Your visual data processornow allows you to see invisible creaturesasper seeinvisibility.Youmust havethe visualdata processormechanic trick to learnthis trick.
e Youcanspend24 hoursof uninterruptedwork to exchangeall your droneor exocortexmodsat any time,evenif you haven't gaineda level.Any otherdronefeatures(suchas its chassis or bonusfeats)canstill be exchangedonly whenyou gain a level.
ResistantEnergy (Ex)
Saboteur (Ex)
e Evenwhen your energyshield is inactive,the ambient energy
8 Whenever you use the Engineeringskill to sabotageor
protectsyou from a particular type of energyattack. Choose acid, cold, electricity, fire, or sonic. You gain resistance5 against that energytype. You must have the energy shield mechanictrick to learn this trick.
disablea device,you can roll twice and take the better result. In addition,if you havethe appropriatetools (includingyour custom rig), performing these tasks takes half the normal amount of time, to a minimum of 1 moveaction.
Superior Overcharge (Ex)
Drone Chassis
e The additional damage of the overchargemechanic trick
Eachdrone has one of three chassistypes that determinesits size,starting statistics, and initial mods,as well as the drone's overall look and theme. These chassis types are combat, hover,and stealth, and they are presentedon page75. Eachis organizedas follows, usingthe terms below. e Size: This is the basesize of your drone. Regardlessof the modsyou give your drone,its sizedoesnot change. e Speed:This showsthe drone'sland speedand its speedsfor any additional movementtypes. e AC: This is the base EnergyArmor Class(EAC)and Kinetic Armor Class(KAC)for this chassis.Add the bonusto its AC from Table4-3 and your drone'sDexterity modifier to these numbersto determine the drone'sEACand KAC. e GoodSave: This type of saving throw is your drone'sbest saving throw. This saving throw uses the GoodSavebonus progressionon Table4-3. e PoorSaves: Thesetypes of saving throws are your drone's worst savingthrows. Thesesaving throws use the PoorSave bonusprogressionon Table 4-3. e Ability Scores: This shows the drone'sbase ability scores. Droneshaveno Constitutionscore.Any DCsor other statistics that rely on a Constitution score treat a drone as having a Constitution scoreof 10 (no bonusor penalty).Dronescan't use itemsthat grant additionalability scoreincreases. e Ability Increases:Theseare the drone'sability scoresthat increaseas you gain levels, as determined by the Ability Increaseprogression on Table4-3. e Bonus Skill Unit: Some chassis come programmed with knowledgeof a skill that is a part of the chassisitself. This skill is a classskill for your drone,and it gains a number of ranks in that skill equal to your mechanic level. Your drone can use this skill while not under your direct control. This skill is in addition to the skill gained via the drone'sskill unit ability (see page76). You can't changethis skill unit when you gain levels or when you rebuild your drone unlessyou choosea new chassis. If a chassis doesnot havea bonusskill unit ent ry, it gainsno bonusskill units. e Initial Mods: Each chassis comeswith initial drone mods that are a part of the chassis itself. Theseare in addition to the modsa drone gains by level. You can't changethese modswhen you gain levels or rebuild your droneunlessyou choosea new chassis.The list of modsappearson page77.
increases to 4d6. You must have the overcharge and improvedoverchargemechanic tricks to learnthis tr ick. You can select this trick multiple times. Eachtime you do after the first, increasethe damageby 1d6(to a maximumof 7d6 if you select it all four times).
Ultraclocking (Ex) e If you have a drone, you can grant the effects of haste to your drone for 1 minute as a move action. If you have an exocortex,you can gain the effects of haste for 1 minute as a moveaction.Onceyou or your drone has usedthis ability, you cannot use it again until you spend 1 ResolvePoint to regain StaminaPointsfrom a 10-minuterest. You must have the overclocking and hyperclockingmechanictricks to learn this trick.
DRONES If you choosethe drone option for your artificial intelligence, you beginplaywith a roboticdronethat you design.SeeBuilding YourOronebelow for instructionson creatingyour drone. All droneshavea neutral alignmentand the samesensesas an ordinary human.A drone is considereda constructwith the technologicalsubtype for the purposesof spells and effects targeting it. Yourdronespeaksall of the languagesthat you do. Your drone is proficient in your choice of small arms or basic meleeweapons,and it gainsspecializationin that weapontype onceyou reach3rd level. Like mostconstructs,a dronecannot recover from damageon its own. If a droneis reducedto OHit Points,it becomesinactive until it is restoredto 1Hit Pointor more.If a dronetakesdamage from a single attack equal to or greater than its maximum Hit Points while it hasOcurrent HP,the droneis destroyed. If your droneis everdestroyedor lost, you retain its mindand all its subroutinesin your custom rig and can replaceits body for free using your custom rig after 24 hours of uninterrupted work. You can take a single 8-hour rest during each 24 hours spent working, but any other interruption greater than a moment of conversationrequires you to add 12 hours to the time requiredto rebuildyour drone. In addition,everytime you gain a mechaniclevel,you can rebuild your dronefrom scratch with the sameamount of work, allowing you to changeany or all of the choicesyou made for your drone (including ability scores,chassis,feats, mods,and skills).
BUILDING YOUR DRONE Buildinga droneis a multistep process. First,choosethe drone's chassis,which along with your mechaniclevel determinesits basestatistics. Next, chooseyour drone'sspecialabilities and feats. Finally,selectyour drone'smodifications ('mods"),which grant your drone addit ional abilities and allow you to fully customizeit. Other than thoseaspectsdetermined by your drone'schassis and mods, the exact details of your drone'sappearanceand personalityare up to you.
Drone Base Statistics Your drone'sabilities are determinedby your mechanic level (or the level you assign to it through your control net ability) and the modsyou select for your drone.Table4-3 on page76 determinesmany of the base statistics for your drone. These basestatistics modify the starting statistics determinedby the drone'schassis.Theterms usedin Table4-3 are as follows. e Class Level: This is equal to your mechanic level. If you have the control net class feature and assign fewer levels to your drone than you have,the drone'sbasestatistics are determinedby the level you assignto it. e Hit Points: This is the drone'smaximumnumberof Hit Points. For the purposesof spellsand other effects that rely on Hit
• •
•
• •
• •
Dice or level, your drone'sequivalent Hit Dice or level is equalto your mechanic level (or the levelyou haveassigned to it with the control net classfeature).Dronesdo not have Stamina Points. Base AttackBonus: This is the drone'sbaseattack bonus. Armor Class: Add the listed bonus and the drone's Dexterity modifier to base Armor Classvalues listed for its chassisto determine the drone's total EAC and KAC. Your dronecannot wear armor of any kind, and you cannot increase your drone's AC further without selecting the appropriate mods. GoodSave Bonus, Poor Save Bonus: Theseare the drone's base saving throw bonuses. Eachchassistype designates which saving throw usesthe goodsavevalueandwhichones usethe poor savevalue. Ability Increase: Increasetwo of your drone'sability scores, as designatedby its chassis,by this amount. Feats: This is the drone'stotal number of feats. You can select a drone'sfeats from those listed in Drone Featson page76. A drone cannotselect a feat that requiresa base attack bonusof +1 until it gains its secondfeat at 3rd level. Mods: This is the number of custommodifications you can add to your drone. Special: Yourdronegains theseabilities when you reach(or assign via control net) the appropriatelevel, as notedon the table.Theseabilitiesaredescribedin the section below.
Drone Special Abilities Yourdronegainst he following abilities at the levelsindicated.
Basic Mod-. Mlii-MMAa Youcanchooseany of the modson the basic modlist whenever your drone gains a new mod.Unlessotherwisespecified, you cannot install a single mod more than once.The list of basic mods appearsstarting on page77.
Limited Al(Ex)Mlii-MM4M Each roundon your turn, after you haveacted,your dronecan take either a moveaction or a standard action to attack (your dronedoesn'tmake a separateinitiative roll).You must be able to issuesimple commandsto your drone, but you don't have to spend actions to issue these commands.To receivethese commands,your drone must be able to seeor hear you or be within rangeof your customrig. If you becomeunconsciousor otherwiseunresponsive, or if your droneis ever out of range, your dronecannottake any actionsuntil you are again able to commandit or it is oncemorewithin range.
Master Control (Ex)Mliii3M4M As a move act ion, you can directly control your drone. This allows the droneto take both a moveaction and any standard actiont his turn (onefrom your control. andonefrom its limited Al). If you alsotake a swift action. your dronecan take a swift
TABLE 4-3:DRONE BASE STATISTICS CLASS HIT BASE ATTACK ARMORGOOD SAVEPOOR SAVE ABILITY LEVEL POINTS BONUS CLASS BONUS BONUS INCREASE FEATSMODSSPECIAL ABILITIES 1st 10 +1 +O +2 +O 1 Bas icmods, limitedAl, master contro l, skillunit +1 t3 2nd 20 +2 +O 1 1 t3 3rd +2 +3 +1 2 2 30 4th t3 t3 t3 t1 40 +1 2 2 t4 t4 t4 5th 50 +1 2 3 6th +5 +4 +1 60 +5 3 3 t6 7th 70 +6 +5 +2 +1 3 4 Expert Al 8th +6 +7 +5 +2 4 80 3 t8 9th 90 +7 +5 +2 4 5 t9 t1 10th 4 powercore 100 +8 +6 +2 5 Upgraded 11th 110 +9 +9 +6 +3 5 6 Adva ncedmods 12th 120 +9 +10 +6 +3 5 6 tl 13th 130 +10 +11 +7 +3 5 7 t3 14th 140 +11 +12 +7 7 6 15th +12 +13 t8 +4 150 6 8 t12 tl 16th 160 +14 +8 +4 6 8 17th +4 7 170 +13 +1 5 +8 9 18th 190 +14 +16 +9 +4 7 9 19th 210 +15 +17 +9 +5 +1 8 10 t18 20th +15 +9 +5 10 TrueAl 230 8 action as well, or it can combine its actions into a full action. Your dronemust be able to seeor hearyou, or be within range of your custom rig, for you to directly control your drone.
SkillUnit(Ex)Mtiii84fl4M Choose one of the following skills: Acrobatics, Athletics, Computers,Engineering, Perception, or Stealth.This is a class skill for your drone, and it gains a number of ranks in the chosenskill equal to your class level. Your drone can use this skill when not under your direct control. You can changeyour drone'sskill unit wheneveryou rebuildyour dronefrom scratch. Addit ionally,wheneveryou are directly controllingyour drone, it canuseany of your skill ranks if you wish,assuming it hast he appropriate tools to do so (a drone without manipulator arms cannotuse Engineering to disable a device,for example).
Expert Al (Ex)@41334'144 Your drone'sAl hasgrown more sophisticated,giving it a more robust combat routine when not under your direct control. Each round on your turn, the drone can take a move acti on, take a standard action to attack, or make a full att ack (this last opt ion allows it to shoot more t han once if it has the necessary weapons to do so). The drone takes a -6 penalt y to full attacks made wit hout your direct control instead of the normal -4 penalty. Like limited Al, you must still be conscious and within range.
Upgraded Power Core (Ex)MM!334fl4i Yourdronegains a pool of ResolvePointsequalto 1per 2 levels it has (minimum 1). Your drone can spend 1 ResolvePoint to make a full att ack without requiring your direct control and at only the normal -4 penalty for a full attack instead of t he -6 penalty. Your drone regainsResolve Pointsafter a full 8-hour rest as normal.
Advanced Mods MHl53@4a Youcan choosefrom any of the modson the advancedmod list wheneveryour dronegainsa new mod(in addition to thosefrom the basicmodlist).Yourdronemust alwayshaveat least5 mods from the basiclist beforeyou canadd any advancedmods,even if you rebuild your drone after it gains this ability. The list of advancedmodsappearson pages78-79.
True Al(Ex)M#mi53@4A Yourdrone'sAl can act with completeautonomy.Each roundon your turn, your dronecantake a full suiteof actions (either a full action or elsea moveaction,a standard action,anda swift action) without requiring your direct control, and it makesfull attacks without your direct control with the normal -4 penalty. Youdon't needto issuecommandsto your dronefor it to take actions. You must still directly control the dronefor it to useyour skill ranks.
DRONE FEATS When choosingfeats for your drone,you can choosefrom the following: Blind-Fight, Cleave, Deadly Aim, Far Shot, Great Cleave,GreatFort itude, ImprovedCombatManeuver, Improved Critical, Iron Will, Jet Dash, Kip Up, Lightning Reflexes,Lunge, Mobilit y, Multi-WeaponFighting, Nimble Moves,Opening Volley, Penetrating Attack, Shot on the Run,Skill Focus,Skill Synergy, Slippery Shooter, SpringAttack, Strike Back,SuppressiveFire, Versatile Focus, Versatile Specialization, Weapon Focus, and WeaponSpecialization. At 10th level, when the drone has an upgradedpower core, you can also chooseExtra Resolve,ImprovedGreat Fort itude, ImprovedIron Will, and ImprovedLightning Reflexes.GMscan expandthis list to includefeats from other sources.
DRONE MODS As you gain levels, your drone gains custom modifications,
gear.and programming that give it additional capabilities and options. Any level-basedabilities for your drone'smods use your full mechaniclevel, regardlessof whether you're using control net to assign fewer levelsto your drone. Yourdronegainsits first custommodification at 1st leveland an additionalmod every 2 levelsthereafter. Modsare grouped into two categories, basicand advanced . Youcan choosebasic modsat any level.but you must be 11th level (or haveassigned at least11 levelsto your drone)to selectadvancedmods. Some mods require your drone to have other custom mods installed beforethey canfunction. Unlessotherwisenoted.eachmodcan be selectedonly once.
Basic Mods Youcan choosethesemodsat any level.
to its usual weapon and ammunition capacity. Your drone must havethe weaponmount modbeforeselectingthis mod. Youcan selectthis modmorethan once,up to the numberof weaponmounts the drone has.
Hardened Al (Ex) • Your drone'sAl is secured against outside influence.Any attempt to hack your drone takes a -4 penalty, and your drone receivesa +4 insight bonusto saving throws against spellsor effects that attempt to take control of the drone or otherwisedictate its actions.
Hydrojets (Ex) • Your drone is equipped with miniature marine jet engines, granting it a swim speedequal to half its land speed.Thismod canbe appliedto only combatdronesand stealthdrones.
Armor Slot(Ex ) • Your dronegainsan armorupgradeslot for an armorupgrade (seepage204). If you do not alreadyhaveanarmorupgradeto install.you must purchaseone separately. Youcan install the armor upgradeonly if your drone has enoughopenupgrade slots to meetthe upgrade'srequirements . Youcan selectthis modup to four times, eachtime addingan additional slot.
Camera (Ex) • Your drone has a camera that you can see through using your custom rig as long as your drone is within range.The camera hasordinary sight, and is capableof seeing whatever an ordinary humancouldsee. Thecameracan also recordup to 1 hour of footage, which can be downloadedand viewed usingyour customrig.
Jump Jets(Ex) • Your drone is equippedwith powerful miniature jets. It can use thesejets to jump up to 30 feet as a moveaction (either vertically, horizontally, or in any combinationthat does not exceed30 feet). If applied to a hoverdrone.thesejets instead allow your drone to increaseits fly speedby 30 feet for 1 round. Onceused, these jets must cool down for 1 minute beforethey can be usedagain.
Manipulator Arms(Ex) • Your drone is equippedwith two robotic arms with simple hands. They can perform most functions that your armscan perform(suchas openingdoors,typing on a keypad,wielding a weapon,or attempting skill checks that require manual dexterity),but attacks madewith them take a -4 penalty.
Cargo Rack (Ex) • Yourdroneis outfitted with cargospace.The drone'sStrength score countsas 4 higherfor the purposeof how determining much bulk it cancarry,but all of this extra bulk must bestored gearandcargo,not mountedweapons,armormods, or the like. This doesnot affect the drone'sactualStrengthscorein any way, merely how much it can carry. Due to its size,a drone might still be unableto carry awkwardor unwieldyitems.
Climbing Claws (Ex) • Your drone gainsa climb speedequal to half its land speed. Thismodcan be applied to only combatand stealthdrones.
Melee Weapon Arm(Ex) • Your droneis equippedwith a roboticarm to which you can affix a one-handedmelee weapon,allowing your drone to wield that weaponand attack with it. This weaponcannot be disarmed. Wielding a two-handed melee weaponrequires two melee weaponarms. If you do not alreadyhavea weapon to equip, you must purchaseit separately. Swappingout a weaponin a melee weaponarm requires use of your custom rig and 1 hour of work. You can select this mod multiple t imes, eachtime adding an additionalmelee weaponarm to the drone.
Enhanced Armor(Ex)
Resistance (Ex)
• Your dronegainsa +2 bonusto its AC.At 11th level,you can choosethis moda secondtime asan advancedmod.
• Your dronegainsresistanceto an energytype of your choiceacid, cold, electricity, fire, or sonic-equal to your mechanic level. to a maximum of 10. You can select this mod multiple times.Its effectsdo not stack;eachtimeyou select this mod,it mustapplyto a different energytype from the list above.
Enhanced Senses (Ex) • Yourdronegains low-lightvision,darkvisionto 60 feet,and a +2 insight bonusto Perception skill checks.If your dronehas the cameramod,the cameragainsthesesensesaswell.
ExtraAmmo (Ex) • One of your drone'sweaponmountscan hold two addit ional batteries,magazines,or other type of ammunition in addition
RidingSaddle (Ex) • Yourdroneis equippedwith a seatand programmingto carry a rider as a combat-trained mount.If you ride your drone.it must be at least your sizeor larger.Tocarry anotherrider, the dronemust be at leastone sizelargerthan the rider.Youcan
direct your drone mount in battle without attempting Survivalchecks.
Skill Subro utines(Ex) • Chooseanother skill from the skill unit list. This is a class skill for your drone,which gains a numberof ranks in that skill equal to your mechanic level. Yourdrone also increases its Intelligencescoreby 2. At 11thlevel,you can choosethis mod a secondtime as an advancedmod. If you do, choose an additional skill to becomea classskill for your drone(this skill doesn'thaveto be on the skill unit list). Yourdronegains ranksin the skill equalto your mechaniclevel.Yourdronealso increasesits Intelligencescoreagainby 2.
Weap onProficiency (Ex) • Your dronegains oneof the following featsas a bonusfeat (it must meetall the prerequisites of the chosenfeat):Advanced Melee WeaponProficiency,BasicMeleeWeaponProficiency, Heavy WeaponProficiency,LongarmProficiency,SmallArm Proficiency,or Special Weapon Proficiency.You can select this mod multiple times;eachtime,your dronegainsanother of the availableproficiencyfeats asa bonusfeat.
Advanced Mods
11th Level
Youmust be 11thlevelor higher to choosethesemods.
Ech olocators (Ex) Smuggler's Compartment (Ex) • Your drone has a secret compartmentthat can hold a single item of light bulk or smaller.A successfu l Perceptioncheck (DC= 15 + your mechanic leveOis neededto notice or find the compartment.Accessingthis compartmentis a moveaction.
Spee d (Ex) • Yourdrone'sland speedincreasesby 10 feet.
Tool Arm(Ex) • Selectone technological item from Chapter7: Equipmentof no morethan light bulk and an item levelno higher than your mechanic level. Yourdroneis equippedwith a robotic arm with that item attachedand the proper programmingto use the item, although it cannotuse a tool that requires skill checks unlessit alsohasranksin the relevantskill (or you haveranks in the relevantskill andthe droneis underyour direct controO.
• Yourdroneusesbasicecholocationto noticeunseenfoes.The dronegains the blindsense(sound)ability (seepage262).
EnergyShield (Ex) • Your drone gains an energy shield that provides it with a numberof temporaryHit Points equalto your mechaniclevel. This shield remainsactive until all of its temporaryHit Points are depleted. The drone can replenish the shield's Hit Points to full by spending1 ResolvePoint when you rest to regain Stamina Points. You can select this mod a secondtime to doublethe energyshield'stemporaryHit Points.
Excavator (Ex) • Your dronegainsa burrow speedequalto half its landspeed.It can usethis speedto movethroughclay, dirt, earth,andsand. It doesnot leavea hole behind,nor is its passagemarked on the surface.
Weapon Mount(Ex)
FlightSystem (Ex)
e You can affix a small arm or another one-handedranged
e Your drone gains a fly speedequal to half its land speed
weaponon your drone,allowing it to wield that weaponand attack with it. This weapon cannot be disarmed. Mounting a longarm,a heavyweapon,or another two-handedranged weaponrequires two weaponmounts. A weaponmount can hold up to two batteries, two magazines,or two of another type of ammunition for the affixed weapon, provided this ammunit ion is of light bulk or less.Multiple weaponmounts used to affix a singletwo-handedweaponcount as a single weaponmount for the purposeof how much ammunition it can hold. The drone reloads these batteries or magazines automat ically,which takesthe usual amount of time for the weapon. Spent batteries or magazines are stored within the drone.You can replaceall of a weaponmount'sbatteries or magazines as a move action. You must purchaseseparately or already havethe weaponand ammunition for use with a weaponmount. You can replace the weaponwith any other weaponthat meets the criteria for your mount (for example, if you havetwo weaponmounts,you couldreplacea longarm wit h a heavy weapon).Swappingout a weaponin a weapon mount requiresuse of your custom rig and 1 hour of work. You can select this mod multiple t imes,eachtime adding an additional weaponmount to t he drone.
wit h averagemaneuverab ility for up to 10 minutes per day. This durat ion neednot be continuous,but it must be used in 1-minute increments.Youcan select this mod a secondtime; in this case,the drone'sfly speedincreasesto its full land speed,and there is no limit on t he amount of time it can fly.
Greater Resistance(Ex) e Chooseonetypeof energyfor whichyourdronealreadyhasthe resistancemod. Increaseyour drone'sresistanceto that energy type by 5. You canselect this mod multipletimes.Its effects do not stack.Each timeyou selectthis mod,it appliesto a different energy type for which your dronehasthe resistancemod.
InvisibilityField (Ex) • Onceper dayas a standardaction,your dronecanturn invisible spell. If it makesan attack for 10 minutes,as per the invisibility during this time, the invisibility ends.Your dronecan spend 2 Reso lve Points to usethis ability againon the same day.Your dronemusthavethe reactive camouflagemod to select this.
Medical Subro utine(Ex) • Your drone is equippedwith first aid capabilities. If you are reducedto OHit Points,your dronecanatt empt to administer
emergencymedical treatmentto you, evendespite you being unconscious.Onsubsequentroundson your turn, your drone takes as many moveactions as necessaryto return to your side, followed by a standard action to administer first aid. Once it has done so, you can spend 2 ResolvePoints to recovera numberof Hit Pointsequalto your mechaniclevel. Your drone cannotuse this mod on anyonebut you nor use it if you are dead or have fewer than 2 RP remaining. You can't benefit from this treatment more than once every 24 hours.Yourdrone must have the manipulator arms and skill subroutines(with the Medicineskill) modsto select this mod.
Reactive Camouflage (Ex) • Yourdrone is equippedwith a thin coating that can change color to matchthe drone'ssurroundings.Wheneveryour drone stays stationary for 1 round,it gains a +10 bonusto Stealth checks(this bonusdoesn'tstack with the invisibilityspell or similar effects).If your drone takes any action, it loses this bonusuntil it onceagain spends1 roundremaining still.
Reductive Plating(Ex) • Your drone gains damagereduction 1/- . This increasesto DR2/- at 7th leveland increasesby 1again at 13th leveland every 3 levelsthereafter.
Shock Wave (Ex) • Whenever your drone is reduced to fewer than 10 HP, it immediately shuts down and unleashes a shock wave of electricity as a reaction (even if it is deactivated or destroyedby the attack). This deals 1d6 electricity damage per level to every creature within 10 feet (except the drone). An affected creature can attempt a Reflex save to take half damage(DC= 10 + half your mechaniclevel + your Intelligencemodifier).
recall knowledge(see page 143). In addition, your exocortex grants you the Skill Focusfeat as a bonus feat. You can't use your exocortex's memory module while combat tracking is activated.Everytime you gain a mechaniclevel,you canrebuild your exocortex'smemory module, replacing the exocortex's bonusSkill Focusfeat with Skill Focusin a different skill.
WirelessHack (Ex)M#i•33@4a Insteadof combattracking, your exocortexcan accessanother computer system with in 20 feet, allowing it to attempt a Computerscheck against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computersskill. You must remain within 20 feet of the computersystem for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex,counting both your action and the exocortex's effective standard action toward the total time required. If you don't have the remote hack class feature, you must be adjacent to the computer to attempt your checks.
Exocortex Mods (Ex)M•G·M4W Your exocortexallows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot. cargo rack, climbing claws, enhancedsenses,hydrojets,jump jets, resistance,smuggler's compartment,speed,or weaponproficiency(gainingproficiency in advancedmeleeor heavy weapons) . At 11thlevel, you can apply an additional mod, and your options expandto include echolocators, excavator, flight system, greater resistance, invisibility field, and reactive camouflage . At 14th and 17th levels, you can apply an addit ional mod. Each time you gain a level, you can switch any of your modsfor different mods, but you must alwayschooseat leastone mod from the 7th-level list.
EXOCORTEX
TwinTracking(Ex)MM•G3@41
Your exocortexgrants you all of the following abilities as you advancein level.
Combat Tracking (Ex)MM43@4a
You can designate two targets for your exocortex to track, increasing your base attack bonus against each. You can designateboth targetswith a single moveaction,but you must beable to seethem both at that time.
Your exocortex provides you with enhancedcombat ability, granting you proficiencywith heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency.As a move action during combat, you can designate a foe for your exocortexto track. As long as that target is in sight, t he exocortex feeds you telemetry,vulnerabilities, and combat tactics, allowing you to makeattacks against t hat target as if your baseattack bonus from your mechaniclevelswere equal to your mechanic level. Designat ing anothertarget causesyou to immediately losethis bonusagainstthe previoustarget.
You can designatethree targets for your exocortex to track (anddesignatethemall asa single moveaction).In addition,the range of your exocortex's wireless hack increasesto 40 feet. Your exocortexcan also engagein combat tracking and hack a nearbycomputerat the sametime, but the computer counts as oneof the exocortex'sdesignatedtargets (allowing you to track only two targets at the sametime while wirelesslyhackingthe computer). Lastly, you can accessyour exocortex's memory module in combat.evenwhile it is engagedin combat tracking.
Memory Modu le(Ex)MMHM4M
Quad Tracking (Ex)l§m•53@4a
You can use your exocortex's memory module to enhance your own knowledge.Once per day, as a reaction while not in combat,you can reroll a failed skill check (seepage 243) to
Your exocortex can track four targets simultaneously,and hacking a nearbycomputer doesn't count against that limit.
Multitasking (Ex)M€t153@4M
TABLE 4-4:MYSTIC BASE FORT REF WILL CLASSATTACKSAVE SAVE SAVE LEVEL BONUSBONUSBONUSBONUS CLASS FEATURES 1st +O +O +O +2 Connection, connect ionpower, connection spell,healingtouch 2nd +1 +O +O +3 Channel skill +1, mindIink power, weapon specialization 3rd +2 +1 +1 +3 Connection 4th +3 +1 +1 +4 Connection spell +3 +1 +1 +4 Channel skill +2 5th power 6th +4 +2 +2 +5 Connection 7th +5 +2 +2 +5 Connection spell +6 +2 +2 +6 Channel skill +3 8th +6 +3 ionpower 9th +3 +6 Connect 10th +7 +3 +3 +7 Connection spell 11th +8 +3 +7 Channel skill+4, telepathic bond +3 power 12th +9 +4 +4 +8 Connection 13th +9 +4 +4 +8 Connection spell 14th +10 +4 +4 +9 Channel skill+5 power 15th +11 +5 +5 +9 Connection 16th +12 +5 +5 +10 Connection spell 17th +12 +5 +5 +10 Channel skill+6 18th +13 +6 +6 +11 Connection power +6 +11 Transcendence 19th +14 +6 skill +7, enlightenment 20th +15 +6 +6 +12 Channel
SPELLS Youcast spellsdrawn from the mystic spell list (seepage336). To learn or cast a spell, you must have a Wisdom scoreequal to at least 10 + the spell's level. The Diff iculty Class for a savingthrow against your spell is 10 + the spell's level + your Wisdom modifier. You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4-4: Mystic. In addition, you receive bonusspells per day if you havea Wisdom modifier of+ 1or higher,as shownon Table 4-5: Mystic BonusSpells-note that you only receive these bonus spells once you can cast spellsof that level normally. You can alsocast 0-levelspells.Thesespellsare cast like any other spell, but there is no limit to how many 0-level spells you can cast eachday. Your selectionof spells is limited. Youbeginplay knowing four 0-level spellsand two 1st-leve l spells of your choice. At eachnew mystic level, you learnone or more new spells,as indicatedon Table4-6: Mystic Spells Known.Unlike spells perday,the number of spellsyou knowisn't affectedby your Wisdom modifier. Every time you gain a level, you can swapout one spell you alreadyknow and learna singlenew spellof the samelevel in its place. In effect,you losethe old spell in exchangefor the new one. Youmust choosewhether or not to swap the spell at the same timeyou gain new spells knownfor the level. Youcancastany mystic spell you know at any time,assuming you havenot yet usedup your allotmentof spellsper day for the spell'slevel. You can also cast a spell using a higher-level spell slot. For instance,if you want to cast a 1st-level spell but have usedup all your 1st-levelspellsfor the day,you can use a spell from a 2nd-level slot insteadif you haveone.
SPELLS PER DAV (BYSPELL LEVEL) 1ST 2ND 3RD 4TH 5TH 6TH 2 2 3 3 2 4 2 4 3 4 2 3 4 4 2 5 4 3 5 4 2 3 4 4 5 2 5 5 4 3 5 4 3 2 5 4 4 5 5 2 5 5 5 4 3 5 5 5 4 3 2 4 4 5 5 5 2 4 5 5 5 5 3 5 5 5 5 5 4 5 5 5 5 5 5
You can also decipher magical inscriptions that would otherwisebe unintelligibleor, asa full action,identify any spells encodedin a spell gem as a full action.This does not normally invokethe magiccontainedwithin, althoughit may do so in the caseof a cursedor trappedspell gem.
CONNECTION M@i3@4a You havea mysteriousconnection with someforce that grants you magical powers.The exact nature of your connectioncan vary widely, and even mystics who sharethe same connection may interpret it differently. Youmust pick one connectionupon taking your first level of mystic-once made, this choicecan't be changed. Connectionsyou canchoosefrom begin on page85. Many mystics serve as priests of various gods, and while you can theoretically chooseany type of connectionwith any entity or concept,deitiesrarely grant connections that don't fit within their ethos (for example, Weydan, the god of freedom,is unlikely to look kindly on overlords).As such,each connection lists the deit ies and philosophiescommonly associatedwith it.
Connection Powe, M@H@§M At 1st level,3rd level,and every 3 levelsthereafter, you gain a connection power unique to your connection.If a connection power allowsa savingthrow to resist its effects,the DCis equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to att empt a skill check,the DC is equalto 10 + 1-1 / 2 x your myst ic level + your Wisdommodifier.
Connection Spe ll M@iS@§M Yourconnection grantsyou additionalspells known,onefor each level of mysticspell you can cast, starting at 1st level andat any
TABLE 4-5:MYSTIC BONUS SPELLS
CHANNEL SKILL (SU) *-Ml3M4M
BONUS SPELLS PEROAY (BYSPELL LEVEL) WISSCORE O 1ST 2ND 3RD 4TH 5TH 6TH 1-11 12-13 14-15 16-17 18-19 1 1 20-21 1 2 1 22-23 2 2 1 24-25 2 2 1 1 2 26-27 1 2 2 2 2 28-29 3 2 2 2 2 1 30-31 3 2 2 2 2 3
You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection's associated skills. This bonus increasesby 1 at 5th level and every 3 levels thereafter.
MINDLINK (SP) •a34'!4a You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mind/ink at will as a spell-like ability, though only once per day on any given individual.
WEAPON SPECIALIZATION (EX) WM--M4M YougainWeaponSpecialization as a bonusfeat for eachweapon type this classgrants you proficiencywith.
TABLE 4-6:MYSTIC SPELLS KNOWN CLASS LEVEL 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
O 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6
SPELLS KNOWN (BYSPELL LEVEL) 1ST 2ND 3RD 4TH 5TH 2 3 4 4 2 4 3 4 4 5 4 2 4 5 3 5 4 4 5 5 4 2 4 6 5 3 6 4 4 5 4 6 5 5 2 6 6 5 4 3 6 6 5 4 4 4 6 6 5 5 6 6 6 5 4 6 6 6 5 4 6 6 6 5 5 6 6 6 6 5
6TH
TELEPATHIC BOND (SP) M@i3M4-i As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic band, exceptthe duration is permanent.Youcan haveonly one telepathic bond active in this way at any given time:creating a new telepathic bond immediately endsthe previous one.
TRANSCENDENCE (SP) M@NMM4M
2 3 4 4
5
level when you normally gain accessto a new spell level.These spells are in addition to the spells known listed on Table 4-6: MysticSpells Known. Thesespellscan't beexchangedfor different spells at higher levels (exceptin specific cases;see below).The spell level of eachspell is listed in your connection'sentry. If your connection lists a single variable-level spell (see page330) for all spell levels at the start of its spells entry, you gain that variable-levelspell when you first get your connection spell for each level. The next time you gain a connectionspell. add the next higher level of the variable-level spell to your list of spellsknown.Youimmediately losethe lower-levelversionof that variable-levelspelland replaceit with the listed connection spell for t hat lower level.
Youarecloseto becomingonewith your connection.Youcancast eachof your connection spells once per day without consuming a spell slot. In addition,you learn how to temporarily transcend your physical form. Onceper day,you can spend1 Resolve Point to project your consciousness outside of your physical body in the form of an intangible psychicimageof yourself. This counts as a 6th-level illusion effect and lasts for a number of rounds equalto your mystic level. While your consciousness is projected. your physical body is consideredblind, deaf, and helpless,but you can return to your body as a swift action. You control your psychic imageas though it was your own body,and your senses perceiveonly what the imagecan seeand hear.Youmovewith a fly speedof 60 feet and perfectmaneuverability.Youcan pass through solid objectsas though you were incorporeal, but you can't go farther into a solid object than your space(5 feet for a Mediumcreature). Youcan'tdirectly affect physical objects.Your projectedconsciousnessis immuneto most attacks or effects, whether or not they affect incorporeal creatures, but mindaffecting effects havetheir full effect on you. Youcan cast any mystic spellor spell-like ability with a range of touch or greater from your projected consciousness.Thespells affect other targets normally. Youcan't cast any spelIs on your projectedconsciousness except for illusion spells.Youneed not maintainline of effect to your projectedconsciousness, but if you cross into another plane,even momentarily (including via Drift travel),your mind immediately returns to your physical body.
HEALING TOUCH (SU) MMIMM4M
ENLIGHTENMENT (SU) 1¥Mi&M4!i41
Onceper day, you can spend 10 minutes to magically heal an ally up to 5 Hit Pointsper mystic level.
You achieve enlightenment, becoming a living incarnation of your connection.You no longer age, nor do you die of old
age. Onceper day as a moveaction, you can enter a state of total communion with your connection that lasts for 1 minute. During this time, you gain a +4 insight bonus to attack rolls, saving throws, and skill checks,and you gain 20 temporary ResolvePoints that you can use only on connectionpowers. Any unspenttemporaryResolvePoints disappearat the end of this minute. In addition,onceper week,you can cast miracleas a spell-likeability.
CONNECTIONS The following representthe most commonmystic connections. Seepage83 for moreinformation on the connection classfeature.
~ Akash ic You're linked to the collective knowledgeof every sentient speciesthat ever lived thafs held in the Akashic Record,an Astral library of perfect psychic records of every moment in history. You might be an ancient lorekeeper,an inquisitive student of the occult, an intuitive consulting detective, or a secret-hoardingspy. • AssociatedDeities: Eloritu, Nyarlathotep,Pharasma,Talavet, Triune, Weydan,Yaraesa • AssociatedSkills: Culture and Mysticism • Spells: 1st- identify, 2nd- augury, 3rd- tongues, 4thdivination,5th- contactother plane,6th- vision
Akashic Knowledge (Ex)MMl3@4a • You gain the channelskill ability at 1st level (insteadof 2nd level).Eachday when you recoveryour spell slots, you can tap into the Akashic Record, enabling you to choose one Profession skill and add that to your list of associatedskills for the channel skill classfeature.
Access Akashic Record (Su)w@-e@@a • You can accessthe Akashic Record to augmentyour skills. You can spend1 ResolvePoint to attempt a skill check as if you had ranks in that skill equal to your mystic level.
PeerintotheFuture(Su)M=h&34fl4W • Onceper day, you can spend 10 minutes in uninterrupted meditation to receivevisionsof possiblefutures. At any point overthe next 24 hours,you candeclare that you areusing the benefitof this ability beforerollingone initiative check, saving throw,or skill check.Yougain a +4 insightbonusto that check. At 11th level,you canusethis ability twice perday,thoughyou can'tuse it againuntil after you'veusedyour first bonus.
ally can senda memoryof up to 1 minute to as many others in the bond as they choose.Sending a relevant memory counts as a successfulaid another attempt for a skill check, even if you wouldn't otherwisebe able to use aid another(to a limit of one suchmemoryper skill check).
Memory Palace (Su)M€ti&34fl4M • You assemblean extradimensional library to housemental constructs representing your accumulated knowledge. This memory palace has a single shimmering entrance. You can accessyour memory palaceonce per day; when you do, the entrance appears within close range. If any creatures or objects that were not part of the memory palace when it was created remain inside it, the entrance remains where it first appeared.Only those you designate can enter the memory palace,and the entrance closesand becomes invisible behind you when you enter. Anyone inside can open the entrance and exit the memory palace at will. The only way to enter and exit the memory palace is via the entrance; even plane shift and similar magic do not accessit. Youcan createany floor plan you desirefor your memory palace,up to a numberof 10-footcubesequal to your mystic level. Inside, the atmosphere is clean, fresh, and warm: outside conditions don't affect the memory palace,nor do conditions inside it passbeyond.Thereis no furniture other than bookcases,computers,and a few desks and sofas. A number of unseen servants (as per the spell of the same name)equalto half your mystic levelserveas librarians.The library keepsthe samelayouteachtime you accessit, though you can alter its appearanceeach time you gain a level or by spending15 minutesconcentrating-you don't needto be insideit to alter it. When you gain this ability, choose one skill that can be used with the recall knowledge task. Consultingyour memory palace gives anyonewho studies within- including you-a +4 enhancement bonus to skill checks to recall knowledge of that type, and creatures inside the memory palace can attempt checksof that type untrained.At 16t h level, and at eachlevel thereafter,chooseanother skill that can be used with the recall knowledgetask to which your memory palace'sskill bonusapplies.
Glean Spell(Su)Ml=iii34941 • Onceper day,you can delveinto the Akashic Record to cast a spellfrom either the mystic or technomancerspell list as if it were on your list of spellsknown.The spell consumesa spell slot 1 level higher than the level of the spell.
MindProbe(Sp)M=i!534fl44 • You can use mind probe as a spell-like ability a number of t imes per day equalto your mystic level, lasting for 1 round. A creaturethat successfully savesagainst your mind probe is immune to further usesof this ability for 24 hours.
Telepathic Memories (Su)Mt--h&34fl4i • You can share memoriesat will with allies linked by your telepathic bondclassfeature.As a full action, you or a linked
Empath Your connectionhelps you senseemotionsand notice details others can't. You might be a diplomat,an investigator,a mindreadingbodyguard,a ship'spsychologist, or a psychic con artist. • AssociatedDeities: Abadar,Hylax,lomedae,Sarenrae,Talavet, Triune(Casanda lee) • AssociatedSkills: Perception andSenseMotive
1st-detect thoughts, 2nd-zone of truth, 3rdcloiraudience/clairvayance. 4th-mind probe. 5th-telepathy, 6th-true seeing
Cl Spells:
Empathy (Su) Mffli3464M Cl As a full action, you can attempt a SenseMotive check to
read the emotionsof a particular creature (DC= 20 or 10 + its Bluff modifier, whicheveris higher). If you succeed,you learn its general disposition and attitude toward creatures within 30 feet of it. and you gain a +2 circumstancebonus to Bluff, Diplomacy, Intimidate, and SenseMotive checks against that creature for 1 hour. Whether you succeedor fail, after opening your mind to read emotions, you take a - 2 penalty to saving throws against mind-affecting effects for 1 minute.
remaining,you canspend1 Resolve Pointto usethis ability on yourself.evenwithout beingableto take any actions.
ti Healer Your connection channelsthe life force of all things-as well as its counterpart, death. You're an expert healer, but not necessar ily a selfless one. You might be a traveling doctor,a hauntedmedium, a military medic,or a tyrannical necromancer. Cl Associated Deities: Desna, Hylax. lomedae, Pharasma, Sarenrae,Talavet,Urgathoa,Weydan Cl AssociatedSkills:Medicineand Mysticism Cl Spells: 1st- 6th mysticcure;replaced by 1st- lesserremove condition,2nd- removecondition. 3rd- removeaffliction, 4threstorotion,5th-greaterremovecondition
Greate r Mindl ink(Su)Wit#434fi4M
Healing Channel (Su)Mifi3M44
Cl You can use your mindlink ability on the samecreatureas
Cl You can heal yourself and your allies. You can spend 1
many times per day as you wish. and the communication can be both ways, though the maximumof 10 minutes of communication per round still applies.
Emotionsense (Su)M=ii53@4a • You can detectand locatecreatureswithin 60 feet that have emotions,as if you had blindsense(emotion);see page262. A creaturecan keep its emotionscalm to avoid detectionby this ability by succeedingat a Bluff check with a DC equal to 10 + your SenseMotive modifier, but a creatureunderthe influenceof an emotioneffect cannottry to avoid detection. Creatures under the effects of nondetectionor similar effects automatically avoid detection by this ability. Unless otherwisestated,constructsand creatures with Intelligence scoresof 2 or lower don't haveemotions and can't besensed t his way.
Resolve Point to channelthis energy. Healing yourself with channeled energyis a moveaction.healingan ally you touch is a standardaction.and healing all allies within 30 feet is a full action.Thisenergyrestores2d8 Hit Pointsand increases by 2d8 at 3rd level and every 3 levelsthereafter.
Lifelink(Su) Wit#13@4a • At the start of each turn, you can choose an ally within 30 feet who has taken Hit Point damageand transfer her woundsto yourself.dealingan amountof damageup to your mystic levelto your Hit Points (bypassingany StaminaPoints you may have) and healing the ally's Hit Points an equal amount. This doesn't require any action on your part. You can't prevent or reducethe damageyou take from lifelink.
Healer 's Bon d (Sp)M=ii534!14a Cl As a standardaction, you can form a bond wit h up to three
DiscernLies(Sp)Wii53@4a Cl You can use discernlies as a spell-like ability a number of
timesper day equalto your mystic level,eacht imetargeting a single creature.This effect lasts 1 round. Once a creature successfu lly savesagainst this ability, it becomes immuneto further usesof this ability for 24 hours.
Greater Emot ionsense (Su)Mf--JIN3464M Cl Your emotionsenseis far more discerning, as if you had
blindsight (emotion);see page262.
Retrocognit ion(Sp)M€UG34fi4M Cl Youcan useretrocognition asa spell-like ability at will. When
doing so, you take a -2 penalty to saving throws against mind-affecting effects for as long as you concentrate on retrocognition and an equal amount of time afterward. You can spend1 Resolve Point to negate this penalty.
Empath ic Mastery (Sp)Ml=iii3M4M Cl You can spend 1 Reso lve Point to use psychicsurgery as a
spell-like ability. If you are incapacitatedby an effect that
psychicsurgerycould removeandhaveat least 1ResolvePoint
allies, allowing you to constantly sensetheir condition as per the status spell. This bond lasts until dispelled or until you create a new healer's bond, which immediately ends the previous one.At 11th level,when you gain the telepathic bond class feature, you also gain the effects of status on all creatures linked by your telepathic bond.
StealLife(Su)Wii&BM=ia Cl As a standard action,you can spend1 Resolve Point to steal
part of a creature's life force and transfer it to yourself or others. You must touch the target (requiring a success f ul meleeatt ack against its EAC), which deals 1d6 damage for every 2 mystic levels you have (maximum 10d6). Choose an ally within 30 feet; that ally recovers an amount of Hit Points equal to the damagedealt (to a maximumof the foe's remaining Hit Points). Alternatively, you can heal yourself instead,but you restoreonly a numberof Hit Pointsequal to half the damagedealt. If this healsthe recipient (you or your ally) up to maximumHit Points,any excesspersistsfor 1 hour as temporary Hit Points.If your att ack misses,you don't lose the Resolve Point.
Channe l Bond(Su)MMIGM4%M e Whenyou use healingchannel asa standardaction, you can healan ally linked by your telepathicbondclassfeatureas if you were touchingthat ally, as long as the ally is with in 120 feet. When you use healingchannel as a full action, it heals all allies linked by your telepathicbond classfeature within 120 feet (aswell as all other allieswithin 30 feet).
Channe l Life(Su)M€11334!14W e If you use healing channel on a creature that has died within 1 round, you can bring it back to life as per a 5thlevel mystic cure spell.
saveto reducethe duration to just 1 round.A creaturecan be affected only by one sow doubt effect. If you use this ability on the samecreatureagain, the new effect replacesthe old effect. This is a mind-affecting effect.
Mental Anguish(Su) WiiG3@4M e As a standard action, you can tweak the pain centers in the brain of a foe within 60 feet, causing it to suffer intenseagony. The target must succeedat a Will saveor be nauseatedfor 1 round. Regardless of the save,the creature becomesimmuneto this ability for 24 hours.This is a mindaffecting pain effect.
Deny Death(Su)Ml=hN34f)=iM
Mind breakingLink (Su)MM153@4a
e You are immuneto death effects and negativelevels. If you
e Whenever you or an ally linked by your telepathic bond
would normally die from damage,as long as you haveat least 1 ResolvePoint remaining, you can immediately spendall of your remaining ResolvePoints to insteadstay alive. If your Hit Points would have been reducedto 0, you now have 1 Hit Point instead.Onceyou use this ability, you can't regain ResolvePointsagainuntil you rest for 8 hours,even if you haveanothermeansto do so.
class feature scores a critical hit against a foe, you can spend1 Resolve Point as a reaction to confusethat foe. The foe must succeedat a Will save or becomeconfusedfor 1 round. Whether or not it succeedsat this save, the target is affected by your sow doubt ability for 1 round.This is a mind-affecting effect.
Mindk iller (Su)ME-ii33@4M e As a standardaction,you can mold the subconsciousfear of a
• Mindbreaker Youuseyour raw will and understanding of the mind'sstructure to crush and demoralizeyour enemies. You might be a special ops assassin, a psychic interrogator, or a righteous military crusaderbreaking the enemy'sspirit on the battlefield. e AssociatedDeities: Besmara, Damoritosh, The Devourer, lomedae,Urgathoa,Zon-Kuthon 9 Associated Skills: Bluff and Intimidate e Spells:1st-6th mindthrust; replacedby 1st-lesserconfusion, 2nd-inflict pain, 3rd-synaptic pulse, 4th-confusion, 5thfeeblemind
foe within 60 feet into a psychicimageof the mostdisturbing creature imaginableto the target. Only the target can see the mindkiller, and if the target succeedsat a Will save to recognize the imageas unreal,the mindkiller has no effect. If the target fails this Will save,the mindkiller touchesthe target, which must then succeedat a Fort itude saveor die from fear. On a successfulFort itude save,the target instead takes 3d6 damage. Once a creature succeedsat either save against this ability, it becomesimmune to this ability for 24 hours. This is a mind-affecting fear effect.
Explode Head(Su)Ml=iiG3494M Share Pain(Su)Mdi3494M 9 Whenever a foe deals damage to you, you can spend 1
Resolve Point as a reaction to shift some of the pain back onto that foe. Unlessthe foe succeedsat a Will save,reduce the damageyou take from the attack by your mystic level (to a maximum of the attack'sdamage),and the foe takes an equalamountof damage. This is a mind-affect ing pain effect.
Backlash (Su)Wii-43M4a e Whenever a foe succeedsat a Will saveagainstone of your spells and completely negatesthe effect, that foe takes 1 nonlethal damage for each mystic level you have. This is a mind-affecting pain effect.
SowDoubt (Su)M=b33@4a e As a standardact ion,you can spend1 Resolve Pointto create uncertainty in the mind of a foe within 30 feet. Youchoose whether the target becomesflat-footed,becomesoff-target, takes a -2 penalty to saving throws, or takes a -2 penalty to skill checks.Theeffect lasts for a number of roundsequal to half your mystic level, unlessthe target succeedsat a Will
9 You can spend 1 Resolve Point as a standard act ion to
psychicallyassaultthe brain of a foe within 60 feet, causing incredible pressureto build in its head.If the target has 20 Hit Points or fewer, its head explodes,instantly killing the target and spreadingdebris in a 10-footradius. Eachcreature in the area must succeedat a Reflexsaving throw or take 2d6 slashing damagefrom the flying debris. A target with more than 20 Hit Pointstakes 1d6 damageper mystic level you have(maximum20d6). but can att empt a Fortitude save to take only half damage.If this damagewould reducethe target to OHP, the target'sheadexplodesasdescribedabove. This ability works only on a creature that has a head and would die from the loss of a head.
Overlord You realize that not all connections are symmetrical, and seek to be the dominantforce in any situation. Youaren't necessarily evil; perhaps you consider yourself a benevolentphilosophermonarch who takes control for the good of your charges.You might alsobea cult leader,a criminalmastermind, or a hypnotist.
Cl
AssociatedDeities: Abadar,Besmara, Damoritosh,LaoShu Po, Zon-Kuthon
Cl Cl
AssociatedSkills:Diplomacyand Intimidate Spells: 1st-command, 2nd-hold person, 3rd-suggestion, 4th-confusion,5th-dominateperson,6th-masssuggestion
Inexp licableCommands (Su)M§i34fl4W Cl
Whenone of your mind-affectingcharm or compulsionspells or spell-like abilities ends, the target losesall memory that it was magically controlledor influenced.That creaturestill remembersthe actionsit took,but maybe confusedby them.
brilliant astronomer, a daredevil starpilot, a Drift explorer, a propheticastrologer,or a would-be transhumangodling. Cl AssociatedDeities:Desna,The Devourer, lbra, Nyarlathotep, Sarenrae, Triune Cl AssociatedSkills:Percept ion and Piloting Cl Spells:1st-shooting stars (as magicmissile ), 2nd-darkvision, 3rd-irradiate, 4th-remove radioactivity, 5th-telekinesis, 6th-control gravity
WalktheVoid(Su)MM13@4a Cl
Forced Amity(Sp)MMi4464N • You can spend1 ResolvePoint as a standardaction to shunt positive emotions and thoughts through your connection, forcing a humanoid creatureto becomefriendly to you for a t ime.This functionsascharmperson.
You are immune to the harmful environmental effects of outer spaceand vacuum. You alsogain a fly speedof 20 feet while in space.In addition, wheneveryou can see the stars, you candetermine your precise location. Finally,add Piloting to your list of classskills.
Starlight Form(Su) Mi#434!14M Cl
Echoes ofObe dience(Su)M#iiN34fl4M • Even creatures that resist your dominancecan't shake the lingering echoesof your mind. When a creature succeedsat a savingthrow againstone of your mind-affectingcharm or compulsionspells or spell-like abilities and negatesthe effect, it takes a -1 penalty to AC, attack rolls,and skill checksuntil the beginning of your next turn. Thisis a mind-affectingeffect.
Greater Forced Amity (Sp) Mii344fl4W • Your forcedamity ability functions ascharmmonster.
You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius,and you gain the benefits of concealment (20%miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeedat a Fortitude save or be blinded for 1 round.You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability's duration for the day.
Jealous Ove rlord(Su)M@N34fl41 Cl
When an ally linked by your telepat hic bondclassfeature is subject to mind-affecting effect that issuescommands,as a reaction you canissuea countermandallowingthe linkedally to act normally. When you do, attempt an opposedCharisma check against the originator of the mind-affecting effect; if you succeed,your ally can act normally.
Stargazer (Su)M=ii53464a Cl
You can study the stars to gain a bit of good luck. Twice per day, if you are outdoorsand can seethe stars, you can reroll a failed ability check, attack roll, savingt hrow, or skill check (seepage243).
Starflight (Su)Mii53@4a Forcef ul Commands (Su)M@i534fl4i Cl
When you use a mind-affecting charm or compulsion spell or spell-likeability againsta target benefitingfrom an active spell that protects against your attack, you automatically become aware of t he presenceof such defenses,and can spend1 Resolve Point as part of casting the spell to attempt a caster level check to dispel t he highest-levelsuchspell, as if you had cast dispelmagic.
Cl
StarryBond(Su) Mi=ii534fl41 Cl
Absolute Contro l (Su) Ml=iiG34fi4M Cl
When you issue a commandto a dominated creature that would force it to act against its nature, you can spend 1 Resolve Point to deny it a new savingt hrow against your dominat ion. The dominated creature still won't carry out an obviously self-destructive order.
• StarShama n Yourconnection channels the energy of the cosmos,its celestial bodies, and the dark voids between them. You might be a
While in starlight form, you gain the ability to fly as per the flight spell(spelllevel3rd or lower).
Youcanshare the goodfortune of your stargazerclassfeature with your allies. Whenever an ally linked by your telepathic bond class feature fails an ability check,attack roll, saving throw,or skill check,you canspend1Resolve Point asa reaction to enableyour ally to rerollthe failedcheck(seepage243).This ability otherwisefunctionsasthe stargazer classfeature.
Meteor Shower(Su)Mi-ii53464a Cl
You can spend1 ResolvePoint as a full actionto call down a rain of meteoritesin a 10-foot-radius vertical cylinder,40 feet high, at a rangeof up to 250 feet. The meteorites deal 12d6 damageto every creature in the area (Reflex half). Half the damageis bludgeoningdamage;the other half is fire damage. If you are outdoors and can seestars, the meteoritesinstead deal 12d10damage.
Interplanetary Teleport (Sp)Ml=0534fl§a e At 18thlevel,onceper day,you canspend1ResolvePoint asa
teleportasa spell-likeability.If full action to useinterplanetary you havebeento a locationin anotherstar systembefore,you teleportto can spend2 Resolve Pointsto use interplanetary travelthere,eventhoughit exceedsthe spell'snormalrange.
fl
Xenodruid
Youchannelthe energyinherentin the ecosystemsaroundyou, taking inspiration from the endless cyclesof the natural world. Youmight be a corporatebiotechresearcher.a hermiticshaman of the GreenFaith,or one of the legendaryXenowardens. e AssociatedDeities:GreenFaith(philosophy),Oras e AssociatedSkills:Life ScienceandSurvival e Spells:1st- life bubble,2nd- fog cloud.3rd- entropicgrasp, 4th- reincarnate , 5th-c ommunewith nature, 6th- terraform
SpeakwithAnimals (Su)Mfiii3M44 e Youcan communicate with any creatureof the animal type, thoughthis doesn't make it friendly. If an animal is friendly toward you, it may do you favors.This ability allows you to use Intimidate to bully animals. and you can use any other language-dependenteffect againstanimals.
Grasp ingVines(Su)Wrf.--@Aa e Youcan spend1 ResolvePoint as a standardaction to cause an areawithin 100 feet to sprout writhing vines in a 20-footradiusspread. The target surfacemust be solid but doesnot needto be capable of sustaining plants normally.The vines havea reachof 5 feet and att empt to wrap aroundcreatures in the area of effect or those that enter the area; such a creaturemust succeedat a Reflexsaveor gain the entangled condition. Creaturesthat successfully save can move as normal, but thosethat remain in the areamust attempt a new saveat the end of your turn each round. Creaturesmoving into the area must attempt a save immediately; failure ends their movemen t and they becomeentangled. An entangled creaturecan break free as a moveaction with a successful Acrobatics checkor DC 15 Strengthcheck.The vines last for a number of roundsequal to your mystic level.and the entire area is difficult terrain while the effect lasts. At 11th level, the vines can reach 10 feet and sprout thorns that deal 1d6 piercingdamageeachroundto creaturesin the area.
Animal Adaptat ion(Su)M=U334'14iil e As a standardaction,you canmodifyyour body.Chooseoneof the following to gain the notedbenefit: elongatedlegs(increase your land speedby 10 feet). fins and webbeddigits (granting you a swim speedequalto half your land speed),suckerson wrists and feet (granting you a climb speedequalto half your land speed),or vertical-slit pupils(grantingyou darkvision60 feet).Thisability lastsfor a numberof minutesper dayequalto your mysticlevel; this duration doesn'tneedto becontinuous, but it must be used in 1-minuteincremen t s. Your baseform and size are largely unchanged,but someof your body parts are altered. Armor and gear you are wearingadjuststo your
new shapefor the durationof this ability. Youcan haveonly one of these adaptationsactive at a time; choosinga new adaptationis a standardactionand the new choicereplaces the old. At 12th level, the climb and swim speedsgranted by your adaptationare equal to your land speed, and you add wings (grantingyou a fly speedof 30 feet with average maneuverability)to the list of possibleadaptations.
ReactiveResistance (Su) Wii&34'14M e The first time eachday you would take energydamage,you immediatelygain resistance10 to that energy type for the remainderof the day.(If you are damagedby morethan one energytype simultaneous ly, choosewhich type you resist.)
ShareResista nce(Su) 4@334'144 e As a standardaction, you can spend1 Resolve Point to grant allies linked by your telepathicbondclassfeature resistance 5 to the sameenergytype that you can resist through your reactive resistanceclassfeature for 1 minute. You can't use this ability if your reactive resistanceclass feature has not yet beenactivated for the day.
PlantTransport (Su)M@C-3M4M e Onceper day as a full action,you can enter any living plant equalto your sizeor largerand exit from another plant of the samekind in the samesolar system, regardlessof the distance separatingthe two. The destinationplant does not need to be familiar to you. If you are uncert ain of the location of a particular kind of destination plant, you merely designate direction and distance and this ability movesyou as close as possible to the desiredlocation. If a particular destination plant is desired but the plant is not living, this ability fails and you are ejected from the entry plant. Youcannot travel t hrough plant creatures.Youcan bring along objects as long as their bulk doesn't exceedyour Strength score.You can also bring up to five willing Medium or smaller creatures (eachcarrying no more bulk than their Strengthscores)with you, provided they are linked to you wit h joined hands.
GuidedRebirth (Su)Mi=Oi3@44 e As long as you haveat least 1 Resolve Point remaining, you can spendall your remaining ResolvePointsasa full actionto surroundyourself with an organic cocoon.While enclosedin the cocoon,you areconsideredhelpless.Eighthours later,you emerge havingchangedyour type to animal, humanoid(of any subtype),or your original type, gaining superficialphysical characteristicsasappropriate.Thischangedoesnot alter your ability scores, Hit Points, StaminaPoints, savingthrows, skill points,classskills, or proficiencies.Eachtime you make this transformation, you are cleansedof all poisonsand diseases, are restored to full Hit Pointsand StaminaPoints, and heal all ability damage.You must select a type other than your current type every time you make the transformation. You canusethis ability onceper day.Onceyou usethis ability, you can't regain ResolvePointsuntil you rest for 8 hours,evenif you haveanothermeansto do so.
TABLE 4-7:OPERATIVE BASE FORT REF WILL CLASS ATTACK SAVE SAVE SAVE LEVEL BONUS BONUS BONUS BONUSCLASS FEATURES 1st +O +0 +2 +2 Operat ive's edge+1,specializat ion, trickattack+1d4 2nd +1 operative exploit +O +3 +3 Evasion, +1 spec ialization ive'sedge+2,quickmovement (+10ft.),trickattack+1d8,weapon 3rd +2 +3 +3 Operat +1 +4 +4 Debili tatingtrick,operativeexploit 4th +3 +1 +4 +4 Specia lizationexplo it, trickattack+3d8 5th +3 +4 iveexploit +2 +5 +5 Operat 6th 7th +5 +2 +5 +5 Operative 'sedge+3,specia lizationskillmastery, trickattack+4d8,uncanny agility 8th +6 +2 +6 +6 Opera tiveexploit.tripleattack (+20ft.),trickattack+5d8 9th +6 +3 +6 +6 Quickmovement 10th +7 +3 +7 +7 Opera tiveexploit 11th +8 +3 +7 +7 Operative 's edge+4,specia lizationpower,trickattack+6d8 exploit 12th +9 +4 +8 +8 Operative +4 +8 +8 Quad attack,trickattack+7d8 13th +9 14th +10 +4 +9 +9 Operative exploit 15th +9 's edge+5,quickmovement( +30ft.),trickattack+BdB +11 +5 +9 Operative 16th +12 +5 +10 +10 Opera tiveexploit 17th +12 +5 +10 +10 Doub ledebilitation,trickattack+9d8 18th +11 +11 Operative exploit +13 +6 19th +14 +6 +11 +11 Operative 's edge+6,trickattack+10d8 20th +15 +6 +12 +12 Operat iveexploit. supremeoperative
OPERATIVE 'SEDGE (EX ) Miii34%M Your diverse training as an operativegrants you a +1 insight bonus to initiative checks and to skill checks. This bonus increasesby 1at 3rd leveland every4 levels thereafter.
SPECIALIZA TIONMiii3@4M Your specializa t ion represents your primary area of expertise. Pick onespecialization upontakingyour 1stlevelof the operative class. Oncemade,this choicecannotbechanged.Descriptionsof the specializat ionsappearon page94. Yourspecializat ion grants you the Skill Focus feat (see page161)in your specialization's associatedskills, and you gain a free skill rank in eachof those skills at eachoperative level (this doesnot allow you to exceed the maximum numberof skill ranks in a singleskill).
Specia lization ExploitM=h&3@4M Yougain your specialization'slisted exploit as a bonusoperative exploit, evenif you don't meetthe prerequisites.
herguard.As afull action,you canmoveup to yourspeed.Whether or not you moved,you can then makean attack with a melee weaponwith the operativespecial property or with any small arm.Justbefore making your attack,attempt a Bluff,Intimidate,or Stealthcheck(or a check associatedwith your specialization; see page94) with a DCequalto 20 + your target'sCR.If you succeed at the check,you deal 1d4 additional damageand the target is flat-footed.This damageincreasesto 1d8 at 3rd level,to 3d8 at 5th level,and by an additional 1d8 every2 levels thereafter.You can'tusethis ability with a weaponthat hasthe unwieldy special propertyor that requiresa full actionto makea single attack.
EVASION (EX)*4i3@4a If you succeedat a Reflexsaveagainstan effect that normally has a partial effect on a success f ul save, you instead suffer no effect. You gain this benefit only when unencumbe red and wearing light armor or no armor, and you losethe benefitwhen you are helplessor otherwise unable to move.
Specia lization SkillMastery Mii53@4a
OPERATIVE EXPLOIT *413@4a
Youbecomeso confident in certain skills that you can usethem reliably evenunderadversecondit ions.Whenattempting a skill checkwith a skill in which you havethe Skill Focusfeat,you can take 10 even if stress or distract ions would normally prevent you from doing so.
As you gain experience,you learn special tricks called operative exploits. You learn your first operative exploitat 2nd level, and you learn an additionalexploit every 2 levels thereafter.If an operative exploit allowsa savingthrow to resist its effects,the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requiresan enemyto attempt a skill check, the DCis equalto 10 + 1-1/2x your operativelevel + your Dexterity modifier.Thelist of operative exploitsappearson page95. You cannotlearn the same exploitmore thanonceunlessit specially saysotherwise.
Specia lization PowerMiii33@4M You gain a special power depending on the specialization you choseat 1st level.
TRICK ATTACK (EX)Miii3@4M
QUICK MOVEMENT (EX)WMi3@4M
You can trick or startle a foe and then attack when she drops
As longasyou are unencumberedand wearing light armor or no
armor,your land speedincreasesby 10 feet. At 9th level,your land speedinsteadincreasesby 20 feet, and at 15th level, your land speedinsteadincreasesby 30 feet.
WEAPON SPECIALIZATION (EX)WM--@4M Yougainthe WeaponSpecializa tion feat as a bonusfeat for each weapontype with which this classgrantsyou proficiency.
DEBILITATING TRICK (EX)Mh53@44 When you hit an enemywith a tr ick attack, you can maket he creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating tr ick, but you can select only one option eachtime you hit with a tr ick attack.
UNCANNY AGILITY (EX)W•53@4a Youare immuneto the flat-footedcondition, and your opponent doesn'tgainany bonusesto attackrollsagainstyou from flanking you or attacking you when you're prone. Furthermore,covering fire and harryingfire don't provideany advantageagainstyou.
TRIPLE ATTACK (EX)M=il53@4a When makinga full attack using only melee weaponswith the operative specialproperty or small arms,you can make up to threeattacks insteadof two.
QUAD ATTACK (EX)M€i1&34fl4M When making a full attack using only melee weaponswith the operativespecial property or small arms,you can make up to four attacks insteadof two.
Detective Your ability to read people and make deductions helps you ferret out the truth in any situation. • AssociatedSkills: Culture and SenseMotive. You canattempt a SenseMotivecheck with a +4 bonusto make a trick attack by readingyour foe. • Specialization Exploit: Glimpsethe truth. • Detective's Insight(Ex): At 11th level, your incredibleinsights help you move investigations forward where mundane inquiries fail. Onceper day, you can spend 1 Resolve Point and take 10 minutespondering a mysteryor quandaryto gain an enigmaticinsight as if you had cast divination(thoughthe resultis often presentedas a cryptic clue).
Explorer You'rean expert in scouting out dangerouslocationsusing your knowledgeand survival skills. • AssociatedSkills:Culture and Survival.You can attempt a Survival check with a +4 bonusto makea trick attack by using your surroundingsto your advantage. o Specialization Exploit:Evervigilant. o Intothe Unknown(Ex): At 11thlevel,you gain a +4 bonusto Culture and Survival checks.While you're outside both the Pact Worlds and your home star system (if different), you gain a +2 bonusto initiative checks. At the GM'sdiscretion,in gamescentered arounda different star systemthan the Pact Worlds.replacethe PactWorldswith that star system.
Ghost Youcan movefrom placeto placewithout beingnoticed.
o Associated Skills: Acrobatics and Stealth. When you use
DOUBLE DEBILITATION (EX)MWHi34fl4M When you hit an enemywit h a trick attack,you can apply two of the effects from your debilitat ing trick.
SUPREME OPERATIVE (EX)MM•53@4i Wheneveryou attempt a skill check with your specialization's associa t edskills,youcanroll twiceandtakethe higherresult.Once perdayasa moveaction,youcantemporarily tradeout oneof your operativeexploitsfor another operativeexploit requiringthe same levelor lower. This trade lasts 24 hours.If the exploit you trade awayis a prerequisitefor any of your other abilities,you loseall abilities that requireit as a prerequis ite for the duration.
OPERATIVE SPECIALIZATIONS The following are somecommonoperative specializations.
Daredev il Youspecialize in missionsrequiringcourageand athlet icism. • AssociatedSkills: Acrobaticsand Athletics. Youcan attempt an Acrobatics checkto makea trick attack. • Specialization Exploit:Versatile movement. • Terrain Attack(Ex):At 11th level,when you anda foe are both balancing, climbing, flying, or swimming, you automatically succeedat any Bluff check required to make a trick attack againstthat foe.
Stealth to makea trick attack,you gain a +4 bonusto the skill check. • Specialization Exploit: Cloaking field. O Phase ShiftEscape(Ex): At 11thlevel,you can movethrough solid matt er by taking your body's matter out of phasefor just a moment.As a full action, you can spend1 Resolve Point to phasethrough up to 5 feet of solid matt er. If you attempt to phasethrough somethingthat is too thick, you spendthe Resolve Point and take the action but the attempt fails. You cannotphasethroughforce effects suchas force fieldsor the barriercreatedby wallof force.After usingphaseshift escape, you can'tuseit againuntil after you'vetakena full 8-hourrest.
Hacker Whether it's a computer system or a mechanical device, you can hack it. • Associated Skills: Computers and Engineering. You can attempt a Compute rs checkwith a +4 bonus to makea trick attack by creating a computerized distraction (you can't use this option if strippedof all computerizedgear in an areawith no computers). • Specialization Exploit:Elusivehacker. • ControlHack (Ex):At 11th level, when you exceedt he OC of a Computers or Engineeringcheck to disable a deviceor computersystem by 5 or more,you can insteadtake control of the device or system. For every 5 by which you exceedthe
DC,you can typically makethe device or systemperformone task, at the GM'sdiscretion.Oncethe deviceor system has donewhat you commanded,you choosewhether the device deactivatesor returnsto normal.
If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature.
e
Spy Youcan steal or adopt new identities as easily as most people changeclothes,allowing you to infiltrate nearlyany circle. e Associated Skills: Bluff and Disguise.When you use Bluff to makea trick attack,you gaina +4 bonusto the skill check. e Specialization Exploit:Masterof disguise. e FoolDetection(Ex):At 11thlevel,wheneveryou succeedat a savingthrow against a spell, technologicaldevice,or ability that would provide information about you (such as detect thoughts),insteadof negatingthe effect,you can providefalse informationthat matchesyour coveridentity. If suchan effect has no savingthrow,you can attempt a Bluff check opposed by the SenseMotivecheckof the casteror user.and provide similarfalseinformation on a success.
Combat Trick(Ex) You gain a bonus combat feat. You must meet all of that feat's prerequisites.
e
FieldTreatment (Ex) You can take 1 minute to tend your wounds and spend 1 ResolvePoint to recovera numberof Hit Points equalto three timesyour operative level.
e
Holographic Clone(Ex) You can createholographicduplicatesor psychicprojections of yourself that concealyour true location. Onceper day as a standardaction,you can create1d4imagesof yourselfthat last for 1 minute per operative level. This ability otherwise functionsasmirrorimage. Youcanusethis exploit an additional time per day at 6th level.and againat 10th level.
Thief Youspecializein acquisition,from quickswipesto complexheists.
e
e AssociatedSkills: Perceptionand Sleight of Hand.You can useSleight of Handto makea trick attack by concealing your weaponsand motions. e SpecializationExploit:Holographic distraction. e Contingency Plan(Ex): At 11thlevel,you'veperformedenough heists to realizethat things never go exactly as you had planned. Whensomething unexpectedhappensduringa heist or infiltration, you can spend 2 Resolve Points and specify a contingencyplan that you had set up in advancefor this eventuality,either havingthe right prop (suchas an ID or a computer file, but not a particularlyvaluable item),havingthe right information,or havinghired a confederateto performa singletask at the right time. You then attempt a skill check. The appropriateskill and the DCare at the GM's discretion, with a higherDCfor a more elaborate or unlikely contingency (seeSkill DCson page392 for moreinformation on settingskill DCs).If you succeed,you havethe item or knowledge,or the confederateperformsthe task as specified. If you fail, either you don't havewhat you needor your plan fails.
e
e
e
AlienArch ive(Ex) e Your vast experience makes identifying new creatures easierfor you. Double your operative'sedge bonus to your skill checks when identifying a creature and its abilit ies.
Quick Disguise (Ex) Once per day as a standardaction, you can quickly change your appearance.This functions as disguiseself and lasts for 1 minute per operative level. Youcan use this exploit an additionaltime per day at 6th level,and again at 10th level.
Uncanny Mobil ity (Ex) When you make a trick attack, if you choosethe target of your attack beforeyou move,your movementdoesn'tprovoke attacks of opportunity from that target. When you use your standardaction to move,you can chooseone creature;you don't provoke attacks of opportunity from that creaturefor this movement.
You learn your first operative exploit at 2nd level, and an additional exploit every 2 levelsthereafter.Operative exploits require you to have a minimum operative level, and they are organized accordingly.Some require you to meet addit ional prerequisites, such as havingother exploits.
Youmust be at least 2nd level to choosetheseexploits.
Nightvision (Ex) You can see in the dark as if you had low-light vision and darkvision with a rangeof 60 feet.
e
Level
JackofAll Trades (Ex) You'velearnedhow to handle any situation. You can use all skills untrained,and you double your operative'sedgebonus when usinga skill in which you haveno ranks.
OPERATIVE EXPLOITS
2nd
Inoculation (Ex) You've trained to resist various chemical and biological weapons,toxins.andpathogensyou comeacrossin the course of your missions. You add your operative'sedge bonus to Fortitudesavesagainstpoison anddisease .
e
Uncanny Pilot(Ex) When you attack while you're driving a vehicle, you halve the vehicle'spenalty to your attack roll (to a minimum of no penalty if the vehicle normally imposesa -1 penalty).When you're in a chase,you gain a +2 bonus to skill checksyou attempt whentaking the evadeor trick pilot actions.
6th
and if it would normallybe a standardaction,you can do it as a moveaction.
Level
Youmust be at least6th level to choosetheseexploits.
• Staggering Shot(Ex) • Bleeding Shot(Ex)
For your debilitating trick, you can attempt to staggeryour target. The target must succeedat a Fortitude save or be staggereduntil the beginning of your next turn. Onceyou've usedthis ability to attempt to staggera creature,that creature is immuneto your staggeringshot for 24 hours.
For your debilitatingtrick, you can afflict your target with an amountof bleeddamageequalto your operative level.
c
Certainty (Ex) You can spend1 ResolvePoint as a reactionto reroll one of your specialization'sassociatedskill checks(seepage243).
• Stalwart (Ex) If you succeedat a Fortitude save against an effect that normallyrequires multiples successfu l savesto cure (suchas a diseaseor poison),that effect immediately endsand is cured with a singlesuccessfu l save.
• Debilitating Sniper (Ex) Youcan usetrick attack with sniperweapons.Youdo not add trick attack damageto your attack, but the target is still flatfooted,and you can usedebilitating tricks.
• Sure-Footed (Ex) • Enhanced Senses (Ex) Youcansenseyour surroundingswithout needingto seethem. You gain blindsensewith a rangeof 60 feet. You must have darkvisionand low-light vision, or the nightvision exploit, to learnthis exploit.
c
Hampering Shot(Ex) Foryour debilitating trick, you can reduceyour target'sspeeds by half and preventit from using the guardedstep actionuntil the beginningof your next turn.
Youmoveat your full speedwhenmovingoverdifficult terrain, and without penaltywhen usingAcrobaticsor Stealth at your full speed.
c
Uncanny Shooter (Ex) Your rangedattacks with small armsdo not provokeattacks of opportunity.
10th
Level
Youmust be at least10th level to choosetheseexploits.
e
Improved Quick Movement (Ex) You can move even faster than other operatives.You gain double the benefits of your quick movement ability, up to a maximum additional increaseof +20 feet. You must have quick movementto learnthis exploit.
c
Interfering Shot(Ex) For your debilitating trick, you can preventyour target from using reactions(seepage244) until the end of your next turn.
• Menta list'sBane(Ex) If you fail your Will saving throw against a mind-affecting effect with a duration of 1 round or more, you can attempt another saving throw against the effect 1 round later at the sameDC.Youget only one extra chanceto saveper effect. If you succeedat a saving throw against a charm or compulsioneffect, you can prevent the effect's originator from knowing you succeeded . You gain basic knowledgeof what the mentaleffect would havemadeyou do or feel, and you can attempt a Bluff checkto pretendyou are underthat effect. If the mentaleffect would providea link betweenyou and the originator (like the dominatepersonspell),you can chooseto allow the link without the control.
• SpeedHacker (Ex) You can disable mechanical devices with Engineering and computer systems with Computers in half the usual t ime. In the rare caseswhen disabling a system or device would normally be a full action,you can do it as a standardaction,
• Cloaking Field(Ex) You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move,you appearonly as an outline with blurry features. This cloaking field doesn't make you invisible, but it does make it easier to sneak around.Activating the cloaking field is a moveaction.While the cloaking f ield is active, you can useStealthto hide,even while being directly observed and with no place to hide. Attacking doesn't end the cloaking field, but it does end that particular attempt to hide. If you remainperfectly st ill for at least 1 round, you gain a +10 bonusto Stealth checks until you move. (which doesn't stack with invisibility) Your cloaking field lasts for up to 10 rounds before it becomesinactive. While inactive, the cloakingfield recharges automaticallyat the rate of 1roundof cloaking per minute.
• Deactivating Shot(Su) For your debilitating trick, you can attempt to temporarily suppressone magicitem or deactivate one weapon,piece of equipmen t , or armor upgradeworn or carriedby the target. Roll 1d20 + your operativelevel;the DC is equalto 10 + the item level. If you succeed,you deactivate the device (or suppressthe item'smagicalproperties)until the beginningof your next turn. The device's owner can spenda move action and attempt an Engineeringcheck(for technologicaldevices) or a Mysticismcheck(for magic items) againstyour operative exploit DCto try to reactivatethe device.
You can insteaduse this debilitating trick to temporarily deactivate a construct that has either the magicalsubtype (such as a golem) or the technological subtype (such as a robot).Youdon't needto attempt a check,but the creature can attempt a Fortitude saveto negatethe debilitatingeffect. If it fails, it's stunneduntil the beginning of your next turn. Once you've usedthis ability to attempt to deactivatea construct, that creature is immuneto your deactivating shot for 24 hours.
e
Elusive Hacker (Ex) Your hacking skills make your code incredibly difficult for countermeasures to pin down. Wheneveryou would trigger a system'scountermeasure while hacking the system,thereis a 50%chancethat you manageto eludethe countermeasure and it doesn't trigger. You still haven't disarmed the countermeasure , and it might trigger in the future.
e
EverVigilant (Ex) You've beenon enoughsolomissionsto knowthat you can'tlet your guarddown,evenwhile sleeping.You take no penalties to Perception checksfor beingasleep,though you still can't succeedat purely visual Perception checkswhile asleep. You canalwaysact on the surpriseround.thoughif you chooseto do so when you would otherwise be surprised,you use your initiative result or the initiativeresult of the first creaturethat would havesurprisedyou - 1, whicheveris lower.
Master of Disguise (Ex) e Youcan take on the appearances of other creaturesand even specificindividuals.This functionsasthe quick disguiseexploit, but the duration increasesto 10 minutes per operativelevel. Alternatively,for 1 minute per operativelevel, you can take on the appearanceof a specific individual that you haveseen before.If you haveheardthe individual talk andcanspeakher language , you can also modulate your speechto matchhers. This disguiseis so convincingthat creaturesfamiliar with the individual mustsucceedat a Will saving throw beforethey can attempt a Perceptioncheck to pierce the disguise. You must havethe quick disguiseexploit to learnthis exploit.
Stunning Shot(Ex) e Foryour debilitatingtrick, you cantry to stun your target. The targetmustsucceedat a Fortitudesaveor be stunneduntil the start of your next turn. Onceyou'veusedthis ability to try to stun a creature. it's immuneto your stunning shot for 24 hours. Youmusthavethe staggeringshot exploitto learnthis exploit.
Versatile Movement (Ex) e You gain a climb speedand a swim speedequalto your land speed. This speedis not increasedby the quick movement classfeatureor improvedquick movementexploit.
lYth
e
Glimpse theTruth(Ex) By picking up on subtle clues and hidden traces in your immediate surroundings,you can see things as they really are. As a full action.you can spend1 Resolve Pointto gain the effectsof trueseeingfor 1roundwith a rangeof 60 feet.
e
Holographic Distraction (Ex) As a standardaction,you canspend1 Resolve Pointto create a singleholographicduplicate or psychicprojectionof yourself that moves away from you for 1 round per operative level. The double climbswalls, jumps acrosspits, or simply passes throughobstacles,movingat twice your speedin onedirection indicated by you when the ability is activated. Its course cannotbe changed.Thosewho interact with the double can attempt a Will saveto recognize that it is not real. You must havethe holographic cloneexploit to learnthis exploit.
Level
Youmust be at least14th level to choosetheseexploits.
Efficient Cloaking Field(Ex) e Your cloaking field lasts for up to 100 rounds (10 minutes), and it rechargesat the rate of 2 roundsof cloaking per minute while inactive. Youcanspend1ResolvePoint as a moveaction to recharge20 roundsimmediately,and you can do this even while the cloaking field is act ive.You must havethe cloaking field exploit to learnthis exploit.
Knockout Shot(Ex) e Foryour debilitatingtrick. you canattempt to knockthetarget out in one blow. Thetarget must succeedat a Fortitude save or fall unconscious for 1 minute.Onceyou'veusedthis ability to attempt to knocka creature out, that creatureis immuneto your knockout shot for 24 hours. Youmusthavethe staggering shot andstunningshot exploits to learnthis exploit.
Improved Evasion (Ex) e Whenyou fail a Reflexsaveagainst an effect that hasa partial effect on a successfulsave,you take the partial effect instead of the full effect.Youmust haveevasionto learnthis exploit.
Improved Uncanny Mobility (Ex)
Multiattack Mastery (Ex) e When you use triple attack or quad attack to attack the same target with all of your attacks.after your full attack is complete.if at least two of your attacks hit, you can apply a debilitating trick to the target.
e When you use the trick attack action or take a standard action to move up to your speed,your movementdoesn't provokeattacks of opportunity. You still provokeatt acks of opportunity normallywhen makingrangedattacksor casting spells. You must havethe uncanny mobility exploit to learn this exploit.
Uncanny Senses (Ex) e Your enhanced sensesgrow even more discerning.Your blindsensebecomes blindsight with a rangeof 60 feet. If you havedarkvision,its rangeincreasesby 30 feet. Youmust have the enhancedsensesexploitto learnthis exploit.
TABLE 4-8:SOLARIAN BASE FORT REF WILL CLASSATTACKSAVE SAVE SAVE LEVELBONUSBONUSBONUSBONUS CLASS FEATURES ion 1st +1 +2 +0 +2 Skilladept,solarmanifestation, stellarmode,stellarrevelat (blackhole,supernova) 2nd +2 +3 +O +3 Stellarrevelation 3rd +3 +1 +3 Sidereal influence (2skills),weapon specia lization +3 4th +4 +4 +1 +4 Stellarrevelation 5th +5 +4 +1 +4 6th +6 +5 +2 +5 Stellarrevela tion +7 7th +5 +2 +5 Flashingstrikes 8th +8 +6 +2 +6 Stellarrevelation 9th +9 +6 +3 tions +6 Zenithrevela +7 Stellarrevelation 10th +10 +7 +3 11th +11 +7 +3 +7 Sidereal influence (4skills) 12th +12 +8 +4 +8 Stellarrevelation +8 +4 +8 Solarian's onslaught 13th +13 14th +14 +9 +4 +9 Stellarrevelation 15th +15 +9 +5 +9 16th +16 +10 +5 +10 Stellarrevelation 17th +17 +10 +5 +10 Zenithrevela tions 18th +18 +11 +6 +11 Stellarrevelation +11 +11 Sidereal influence (6skills] 19th +19 +6 , stellarrevelation 20th +20 +12 +6 +12 Stellarparagon
SKILL ADEPT MMIM4fl4a As part of the processthat led you to becomea solarian, you gainedadditional insight and t raining. Choosetwo additional skills and add them to your list of classskills.
SOLAR MANIFESTATION (SU) MMl34fl44 At 1st level, you gain a physical manifestation of your stellar power.The base form of your solar manifestation,when not actively in use, is a mote of stellar energyslightly smaller than your fist that hovers near your head. Beyondthe solar mote, your manifestationcan take one of two additional forms:armor or a weapon.You must pick one solar manifestation (eit her armor or a weapon] upon taking your first level of solarian. Youalsochoosewhether your solar manifestation (in any form) either glows brightly wit h one color commonto stars (including blue, red,white, or yellow) or is the perfectdarknessof a black hole. A glowing solar manifestation, regardlessof its form, shedsdim light in a 20-foot radius. Youcan shut off the light or darknessas a standardaction in order to blend in or assist in stealth, but wheneveryou enter a stellar mode(seepage102), the glow or darknessreturns immediately. Oncemade,these choicescannotbe changed. Onlyyou can interact with your solarmanifestation,whether in mote,armor,or weaponform. No other creatureor effect can affect your solar manifestation in any way, including disarming or sundering it.
SolarArmor Youcan form your solar mote into a suit of armor madeout of stellar energy that outlines your body.This armor appears to
SOLAR MANIFESTATION SOLAR ARMOR SOLAR WEAPON +1AC 1d6 +1AC +1AC +1AC +1AC,resistance 5 +1AC,resistance 5 +1AC,resistance 5 +1AC,resistance 5 +1AC,resistance 5 +2 AC,resistance 10 +2 AC,resistance 10 +2 AC,resistance 10 +2 AC,resistanc e10 +2 AC,resistance 10 +2 AC,resistance 15 +2 AC,resistance 15 +2 AC,resistan ce15 +2 AC,resistance 15 +2 AC,resistance 15 +2 AC,resistance 20
1d6 1d6 1d6 1d6 2d6 2d6 2d6 3d6 3d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 10d6 11d6 12d6
be madeout of glowing light or solid darkness,as determined by the appearanceof your solar manifestation, but it can take whatevergeneralshapeyou choose,whether glowing armored platesof solidifiedstellar energy,a form-fitting suit of crackling energy,or an aura of stellar plasma. Yoursolar armor'sgeneral designhas no impacton its function and doesn't give the armor any specialabilit ies. Onceyou've selected the general design, you can't change it until you gain a new solarian level. Yoursolararmorgrantsyou a +1enhancemen t bonusto both your Kinetic Armor Class and your Energy Armor Class.This bonusincreasesto +2 at 10th level. It is compatible with light armor,but it givesyou no benefitif you'rewearing heavyarmor. At 5th level,you also gain energyresistance 5 while your solar armor is act ive. You can chooseeither cold resistanceor fire resistancewhen you activatethe armor,and can switch energy typesas a moveaction. This energyresistanceincreasesby 5 at 10th level and every 5 levelsthereafter. Formingor dismissing solar armor is a moveaction.
SolarWeapon You can seize your solar mote in one hand to form a melee weaponout of stellar energy.This weaponappearsto be made out of glowing light or solid darkness,as determinedby the appearanceof your solar manifestation, but it can be whatever general shape you choose.Normal meleeweaponslike axes, swords,and spearsare most common, but other shapes,such as a large rune of stellar energy, a massof writhing energy tendrils, or an energizedfist that fits over your own hand,are possible as well. Your solar weapon'sgeneral design has no impacton its function, and doesn'tgive the weaponany special
abilitiessuchas reach.Onceyou'veselectedthe general design, you can't changeit until you gain a new solarian level. Your solar weapon functions as a one-handed kinetic advancedmeleeweapon, and you're automatically proficient with it. At 1st level, choosewhether your solar weapondeals bludgeoning,piercing,or slashingdamage.Youcan changethe damagetype eachtime you gain a new solarian level.Yoursolar weapon deals damageequal to 1d6 + your Strength modifier. This damage increasesby 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weaponcrystals (see page170)can increaseyour solarweapon'sdamage. Forming or dismissing a solar weaponis a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or usedwith the Quick Draw feat). Yoursolar weaponis automatically dismissedif it ever leavesyour hand.
STELLAR MODE (SU) MIUM@Aa The stellar forces you call on are attuned to either photons (representing the powerof stars to emit heat,light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expressionof photon power is the supernova,when all ot a star's energy is exerted outward, while the ultimate expressionof graviton power is the black hole,wheregravity is so strong that nothing, not even light, can escapeit. The balancebetween these two opposingcosmicforces is the sourceof your power,and your stellar mode representsthe strength of your connection with one or both of theseforces-a relationshipthat shifts from one momentto the next as you useyour stellar revelations. When in battle, you enter a state of metaphysical alignment wit h cosmic forces.At t he start of your first turn in combat,if you are conscious,you must chooseone of threestellar modes: graviton, photon,or unattuned(seebelow). At the start of each subsequent turn of combat , you must choose to either stay in your current stellar mode or to becomeunattuned. If you chooseto stay in your mode,you gain another att unement point for that mode.As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Onceyou reach 3 att unement points in a mode, you become fully attuned to that mode.Someof your stellar revelations are zenit h revelat ions, which can be used only when you're fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully att uned until combat ends, your stellar mode ends, or you becomeunattuned. If you choose to becomeunattuned, you lose all attunement points you've accrued so far. At the start of your next turn, you can enter a new stellar modeor stay unatt uned. At the end of combat, your stellar mode ends. If you fall unconsciousduring an encounter, you becomeunattuned. If you regainconsciousness while still underthreat,you can enter a stellar modeon your first turn after regainingconsciousness, as if it were the first roundof combat;if combat endsbeforeyou regain consciousness,your stellar modeends.If you are not in a stellar mode,for any reason,you are consideredunatt uned for the purposesof your stellar revelat ions.
When you're not in combat,you can't enter a stellar mode. This ability manifests only in high-stakessituations.when your trainingtakesoverandconnectsyour mind to the universe.There needsto be somerisk to you for your stellar modeto activate,so you must be facinga significant enemy (seepage242).If there's any doubtaboutwhetheryou'rein combat or ableto accessyour stellar mode.the GM decides.This also meansthat your stellar mode might end beforewhat was previouslya dangerousbattle is over,once all that remainsare dregs that don't posea real threat to you.
Graviton Mode ~ o When you enter graviton mode, you gain 1 graviton attunementpoint and becomegraviton-attuned.Someof your stellar revelations are graviton powers and get stronger if you'regraviton-attuned.Whilegraviton-attuned,you gain a+1 insight bonusto Reflexsaves. This bonusincreasesby 1 for every9 solarianlevelsyou have.
Photon Mode ~:+:: o When you enter photonmode,you gain 1 photonattunement point and become photon-attuned . Some of your stellar revelations are photon powers and get stronger if you're photon-attuned.While photon-attuned,you gain a +1 insight bonusto damagerolls (including damagerolls for your stellar powers). This bonusincreasesby 1 for every 6 solarian levels you have.
Unattuned O While unattuned,you gain no attunement pointsand you are
neit her photon-attuned nor graviton-attuned.You gain no benefits while unattuned.
STELLAR REVELATION MMIM@Aa As you gain experience,you uncover new secrets about the powers of energy,gravity, stars,and other fundamental sources of cosmic power t hat grant you the ability to channel these forces and manif est potent preternatural powers. At 1st level, you automatically learn the black hole and supernovastellar revelat ions.At 2nd level and every2 levelst hereafter,you learn an addit ional stellar revelation. You cannot select the same stellar revelation morethan onceunless it saysotherwise.You can chooseany stellar revelations you wish, but if you have more photon revelations than graviton revelat ions, or vice versa,it is more difficult to becomefully attunedin eit her mode (see Disproportionate Revelations on page 104). The list of stellar revelations beginson page103. Stellar revelations normally note what kind of action t hey require. If a stellar revelation does not note the kind of action it takes and it modifies someother action (such as an attack or skill check).it can be usedas part of that action. If a stellar revelation allows a saving t hrow to resist its effects, the DCis equalto 10 + half your solarian level + your Charismamodifier. A revelation that says it lasts for 1 round or until you leave the associated modelasts for whichever of these durations is
longer.You canusestellar revelationsboth in andout of combat, but since you can't enter a stellar modeoutside of battle, any revelation that lasts for 1 round or as long as you're in a stellar mode lasts only 1 round if you're not in combat.
SIDEREAL INFLUENCE (SU) WMIM4fi4a You can tap into stellar forces outside of battle, using the properties of gravitonsor photonsto affect your skill use.At 3rd level,choosetwo skills from the lists below,onefrom the graviton list and one from the photonlist. At 11thlevel and again at 19th level, choosetwo more skills. Each time you pick skills, choose onefrom the gravitonlist and one from the photonlist. To use your sidereal influence,you must spend1 minute in meditation,then chooseeither graviton skills or photon skills. When attempting a skill checkwith one of your selectedskills of the chosentype (either graviton or photon),you can roll 1d6 andadd the resultas an insight bonusto your check. Thisability lastsuntil you entercombat,fall unconscious,sleep,or meditate again to choosea different skill type. You can reactivatethis ability by meditating againfor 1 minute. @ Graviton Skills:Bluff (Cha),Disguise(Cha),Mysticism (Wis), SenseMotive(Wis),Stealth(Dex) e PhotonSkills:Culture(Int), Diplomacy(Cha),Intimidate(Cha), Medicine(Int),Survival(Wis)
WEAPON SPECIALIZATION (EX)WM-34fl=iW Yougain WeaponSpecializationasa bonusfeat for eachweapon type for which this classgrantsyou proficiency. If you selected solarweaponas your solarmanifestation, it gains the benefit of WeaponSpecialization as if it were an advancedmeleeweapon.
pointsof the corresponding type immediately and areconsidered attuned,and when you keep your current stellar modeat the start of your turn, you cangain 2 attunement points insteadof 1, allowing you to becomefully attuned after 2 rounds. In addition, you can spend 1 Resolve Point to gain enough attunement points to be fully attuned on the first round of combat (but not after using a zenith revelation),or spend 1 ResolvePoint at the start of your turn in combat to exchange all of your attunementpoints in one stellar modefor an equal number of attunementpoints in the other mode.For example, you can switch from being fully attuned in graviton mode to beingfully attuned in photonmode.
Graviton revelation
Photon revelation
STE LLAR REVELATIONS You learn your first stellar revelations (black hole and supernova)at 1st level,and learnan additional revelation at 2nd level and every 2 levels thereafter.Stellar revelationsrequire you to have a minimum level, and are organizedaccordingly. Additionally, each is marked with a symbol that indicates whether it is a graviton revelationor a photonrevelation;these symbolsappearabove. 1st Leve l
Every solarian gainsthe followingstellar revelationsat 1st level.
FLASHING STRIKES (EX) WM34fl=iM Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with meleeweapons,you take a -3 penalty to eachattack roll insteadof the normal -4 penalty.
Black Hole(Su)~ @
ZENITH REVELATIONS WiiN34'i=iM At 9th level andagainat 17th level,you gaintwo powerf ul stellar revelations. Choosetwo revelations from t he zenith revelations list: one graviton revelation and one photon revelation. The list of zenith revelations begins on page107. Zenith revelations are powerful stellar revelationsthat require you to be fully attuned in a stellar mode.After using a zenith revelation,your stellar modeimmediate ly becomesunattuned.
When you'refully graviton-attuned,as a standard action, you can pull any number of creatureswithin 20 feet of you closer. Youchoosewhichcreaturesareaffectedandwhich onesaren't. Eachtargetmustsucceedat a Fortitudesaveor bepulled 10feet towardyou.Therangeof this revelationandthe distancepulled increaseby 5 feetat 5th level andevery4 levelsthereafter.Solid objectsdo not block this ability, but any creaturethat runs into a solid object ceasesmoving closerto you. Creatures moved by this ability do not provokeattacks of opportunity from this movement.After you use this revelation,you immediately becomeunattuned. Black holefunctions as a zenithrevelation for the purposesof abilitiesthat referencethem.
SOLARIAN 'SONSLAUGHT (EX) MM534fl=ii
Supernova (Su)::+:;
When making a full attack, you can make up to three attacks instead of two att acks.Youtake a -6 penalt y to these attacks instead of a -4 penalty. If you have the flashing strikes class feature, you insteadtake a -5 penalty to theseattacks as long asthey are all meleeattacks.
@
STELLAR PARAGON (SU) 1Mhi34fl=il Youare the spiritual kin of the starsthemselves.As a moveaction, you can raiseor lower light levelswithin 30 feet of yourself by onestep. When you enter a stellar mode,you gain 2 attunement
Whenyou're fully photon-attuned, as a standardaction, you can deal 1d6 fire damageplus 1d6 additional fire damage per solarian level to all creatures wit hin 10 feet of you. A creature that succeedsat a Reflex savetakeshalf damage.At 9th level, you can increasethe radiusto 15 feet, and at 17th level, you can increasethe radius to 20 feet. After you use this revelation, you immediately becomeunatt uned.Supernova functionsasa zenithrevelation for the purposesof abilitiesthat referencethem.
GravityBoost (Su)~
DISPROPORTIONATE REVELATIONS If youdevote yourse lf toostrongly toonetypeof revelat ion,you fall outof harmon ic alignment with thecosmic forcesyouaccess. Youcanhaveonemorerevelation of onetype(eithergraviton or photon) thanoftheothertypewithoutpenalty. If yourrevelations of onetypeoutnumber thoseof theothertypebytwoor more , youarecons ideredattuned whileyouhavefrom1to3 attunement pointsin a stellarmode, andyoudonotbecome fullyattuned to eitherstellar modeuntil youhaveaccrued 4 attunement points in that stellar mode.For examp le, if you havethreephoton revelat ionsandonegravitonrevelation, youwouldneed4 photon attunement points to be fully photon-attuned and4 graviton attunement pointstobefully graviton -attuned.
2nd
Level
Youmustbe2nd level or higherto choosethesestellarrevelations.
DarkMatter(Su) ,,;, • As a moveaction,you candrawon the propertiesof darkmatter to increaseyour density,allowingyouto resistphysical damage. to DR2/- at 6th Yougaindamagereduction1/- . Thisincreases levelandincreasesby 1again every3 solarian levelsthereafter. This benefitlastsfor 1 roundor until you leavegravitonmode. When you are attunedor fully attuned,your DRfrom dark matteris equal to half your solarianlevel.
Flare(Su): +; c As a moveaction,you can shed light in a 30-foot radius for 1minute. Youchoosedim,normal, or bright light eachtime you activate this revelation.As a standardaction, you can create a flash of brilliant light, forcing one creature within 30 feet to succeedat a Reflexsaveor be blindedfor 1round.Onceyou've targeted a creature with flare, you can't target it with this revelation againfor 10 minutes.Blind or sightless creatures are not affected by this use of this revelation. When you createa flash of light as a standard action and you are attuned or fully attuned, you can instead chooseto makeall enemieswithin rangedazzled for 1 round(no save).
e You can increase or reduce the gravitational attraction betweenyourself and the terrain around you. You can add a bonusequal to one-third your solarian level (minimum +1) to Athletics checks to climb, jump, or swim as part of the action you take to attempt the skill check. In addition, as a reaction when you are falling, you can reducethe falling damageyou take by half. At 6th level,you can movealong vertical surfacesand even upsidedown along ceilings for 1 round.This functionsas spiderclimb,but it leavesyour hands free and you can also run. You must end your movementon a surface that can support you normally. If you end your movementwhile you are standing on a vertical surface or ceiling, you fall unlessyou succeedat an Athletics check to climb to remainin position. Whenyou are attunedor fully attuned, the bonusyou gain from this revelation to checksto climb,jump,or swim doubles.
Gravity Hold(Su)~ e Thisrevelation allowsyou to moveobjectsat a distanceas per psychokinetic hand(seepage370). When you are attuned or fully attuned, you can use the psychokinetic handability of your gravity hold to immobilize, lift. or movea Mediumor smallercreature.The creature can attempt a Fortitude save to negatethe effect. While under this effect.the target creature cannotmove,but can take any other normalactions.This ability followsall of the restrictions of the spell other than the weight limit, but you can't lift a creaturehigher than 5 feet off the ground.When you spend a standardactionconcentratingto maintain the gravity hold, the target can attempt a new save to end the effect. Once a creaturesuccessfu lly savesagainst this ability, it becomes immuneto further usesof this revelation for 24 hours.
Plasma Sheath(Su)::+:: C As a moveaction, you can causeall of your melee attacks to
deal fire damageinsteadof their normal damagetype. (The attacks are still made against the target's EAC or KAC as normalfor the weapon.)This benefit lastsfor 1 round or until you leavephotonmode. When you are attuned or fully attuned,your attackswith plasmasheathdeal additional fire damageequalto halfyour level.
Grav ityAnchor (Su)~
Radiation(Su) ::+;
c As a moveaction,you canform a gravitational bondbetween
c As a standard action, you can emit an aura of low-level
yourself and either the surface you're standing on or the objects you are holding.This grants you a +4 bonusto your AC against bull rush, reposition, and trip combat maneuvers if you choose the surface underfoot, or against disarm combatmaneuversif you chooseobjects. Thebonuslasts for 1 round or until you leavegraviton mode.You can haveonly one gravity anchoractive at a time. When you are attuned or fully attuned, you can activate this revelationas a reaction when targeted by a bull rush, disarm,reposition, or trip combatmaneuver,in which caseit defendsagainstonly that attack.
radiation. Creatureswithin 5 feet of you must succeedat a Fort itude saveor be sickened.A sickenedcreaturerecovers as soonasit movesout of your aura, anda creaturethat succeeds at its savingthrow is immuneto your radiation for 24 hours. This is a poisoneffect (seepage415).The radiation lasts for 1 roundor until you leavephotonmode. When you are attuned or fully attuned, the size of your aura increasesto 10feet.
StellarRush(Su)::+:: c As a standardaction,you can wreatheyourself in stellar fire and makea chargewithout the penalties(seepage248).
Whenyou are attunedor fully attuned,you can substitute a bull rush for the meleeattack at the end of the charge. Whetheror not you succeedat the bull rush,the target takes 2d6 fire damage(Reflexhalf). This damageincreasesby 1d6 at 6th level and every 2 levels thereafter.
6th
Leve l
Youmust be at least6th level to choosethesestellarrevelations.
affects constructs.You can maintain this effect as a move action eachround, but the target can attempt a new saving throw eachroundto end the effect.Oncea creaturesucceeds at this saveor the effect ends,you can't target that creature with crush againfor 24 hours. When you are attuned or fully attuned, you can spend 1ResolvePointto alsostun the targetfor 1round.Maintaining crush on subsequentrounds extends the staggeredeffect, but not the stunnedeffect.
Astrologic Sense(Su)::+;
DefyGravity (Su)~
• You can sensethe movementof all objects influencing you to gain insight into upcoming events. Once per day as a full action, you can try to determine whether a particular action of yours will bring goodor bad results for you in the immediatefuture. This functions as augury (seepage 340) with your effective caster level equal to your solarianlevel. You can spend 1 Resolve Point to use this revelation again on the same day, but you still can't use it more than once per hour. When you are attunedor fully attuned,you can see1 hour into the future (insteadof half an houras is normal for augury) when you usethis revelation.
• As a move action, you can fly up to your speed.You must end this movementon solid ground or you fall. At 12th level or higher,you don't have to land if you immediately follow your flight with another move action to use defy gravity. On your last moveaction of the turn, you still have to land or fall. When you are attuned or fully attuned, your fly speed from this revelation increasesby 10 feet.
Blazing Orbit(Su)~:+) • As a move action,you can moveup to your speed,gaining concealment against any attack madeagainstyou during the move,and you can leave a trail of flames in every square you pass through.The flameslast for 1 round and deal 2d6 fire damageto anyonewho movesinto them. Youcan't move through another creature's space during this movement. If you use blazing orbit again, any flames you previously createdwith it go out. The damagefrom the flamesincreases by 1d6 at 8th leveland every 2 levelsthereafter. When you are attuned or fully attuned, any creature damagedby the flamesalsogainsthe burningcondition (1d6 fire damage;seepage273).
Corona (Su)~:+:: • As a standardaction, you can surround your body with an envelope of fiery plasma. You gain cold resistance10, and any adjacentcreaturethat hits you with a natural weapon or a meleeweapontakes 2d6 fire damage.The coronalasts for 1 roundor until you leavephotonmode.At 12th level, the damageincreasesto 3d6 and the cold resistance increases to 15. At 18th level, the damageincreasesto 4d6 and the cold resistanceincreasesto 20. When you are attuned or fully attuned, any creaturethat starts its turn adjacentto you while your coronais in effect takesfire damageequal to half your solarian level.
Crush(Su)~ C As a standardaction,you can increasethe effects of gravity
on the internal organs or workings of a target within 30 feet, causing it to have difficulty maintaining its normal functionality. The target must succeedat a Fortitude save or become staggered for 1 round. This revelation also
Glow ofLife(Su)~ :+:: • As a moveaction,you can spend1 ResolvePoint to recovera numberof Hit Pointsequal to twice your solarian level. Once you use this revelation,you can't use it againuntil the next time you regainStaminaPointsafter a 10-minuterest. When you are attuned or fully attuned, increase the amount you heal with this revelation to three times your solarian level.
Gravity Surge(Su)~ • As a full action, you can perform a disarm or t rip combat maneuver against a target with in 30 feet. Use your Charisma modifier on your attack roll instead of your Strength modifier, and you gain a +4 bonus to this attack roll that doesn't stack with the bonus from the Improved CombatManeuverfeat. When you are attuned or fully attuned, if you disarm a target with gravity surgeand havea hand free, the dropped item flies towardyou and you cansnatchit from the air. If you trip a target with gravity surge,you can pull the target up to 10 feet closerto you.
Hypnotic Glow (Su)~:+:: • As a standardaction, you can convince one living creature that you are to be trusted. This functions as charm person (seepage342), but with a duration of 1 round per solarian level you have. When the effect ends,if you are out of line of sight and the target is not engagedin an activity it wouldn't have begun without being charmed, the target does not realize it was charmed or has acted unusually unless someoneelse points it out. You can't use this revelation again while you currentl y havea creature charmedvia this ability, and once you've attempted to charm a creature, whether or not the attempt was successful, you can't charm the samecreature again for 24 hours. Your influence over the creature ends once the duration has expired, and at that t ime the target likely ceasesdoing anything you've
requestedof it. At 9th level, hypnot ic glow functions as charmmonster(seepage342). When you are attuned or fully attuned and you successfullycharma creature using this ability, you can also commandit to approach,flee, or halt on its next turn, as per the commandspell (no save;seepage343).
Reflection (Su)~ c You can reflect ranged attacks back at your enemies. If you took the total defense action on your last turn. or if you were fighting defensively and spend 1 ResolvePoint, as a reaction you can redirect a rangedattack that misses you. Selecta new target with in 30 feet and makea ranged attack roll with a -4 penalty. If your attack hits, the new target is damagedas if it had been the intended target of the original rangedattack. When you are attuned or fully attuned, you don't take a - 4 penalty to your redirectedattack roll.
10th
Leve l
Youmust beat least10th level to choosethesestellarrevelations.
14th
Level
Youmustbe at least14th levelto choosethesestellar revelations.
Gravity Shield (Su)~ c As a move action, you can create a minor shield of compressedgravity waves,granting you a +1circumstance bonus to your AC.The shield lasts for 1 round or until you leavegraviton mode. When you are attuned or fully attuned, as a moveaction, you can createa disk of massive gravitational energies that is capable of deflectingincoming attacks. Chooseoneedgeof your space.Theshieldextendsalong threecontinuousedges in a straight line centered on the chosenedge. The shield provides cover againstattacks coming from its far side,but not against attacks originating from the side you're on. If you move, you can reposition your shield as part of your moveaction, moving it to a different edgeof your space.You must use one of your handsto direct and maintain an active gravity shield. You cannot use this version of the gravity shield at the same time you use this revelation to gain a circumstancebonusto your AC. This gravity shield also lasts 1 roundor until you leavegraviton mode.
SoulFurnace (Su)::+;
Sunbolt (Su)::+::
c Youcan stoke t he internal energyof your entire physiology,
c As a standard action, you can fire a bolt of concentrated
allowing you to boost your life processes. As a move action, you can spend1 Resolve Point. If you are suffering from an affliction (a curse, disease.drug or poison). you can immediately attempt an additional saving throw at the affliction's normal save DC. If you succeedat t his saving throw, the affliction ends (regardless of how many successful saving t hrows it normally takes to end the affliction). Onceyou haveusedthis revelation, you can't use it again until the next time you regain Stamina Points after a 10-minute rest. When you are attuned or fully attuned, you can also use this revelation to end any one of the following conditions you have:bleeding,blinded,burning,cowering,dazzled,exhausted. fatigued,frightened,panicked,shaken,or sickened.
solar energyat one target within long range(400 feet + 40 feet per solarianlevel you have)as a rangedattack targeting the foe's EAC. If you hit, you deal 9d6 fire damage. If you have a solarian crystal (see Solarian Weapon Crystals on page170) t hat changesthe type of damagedealt by a solar weapon,you can use it to changethe type of damageyou deal with your sunbolt. Onceyou have usedthis revelat ion, you can't use it againuntil the next time you regainStamina Points after a 10-minute rest. When you are att uned or fully attuned, you gain a +2 bonusto your rangedatt ack roll to use this revelat ion.
16th
Level
You must be at least 16th level to choosethesestellar revelations.
StealthWarp(Su)t;;) C You can bend light, sound,and evenvibrationsaround your
body,making you harder to notice.As a move action, you can grant yourself a +4 bonusto Stealth checks.This lasts for 1 roundor until you leavegravit on mode. When you are attuned or fully attuned,you can use this revelation to reduceyour sensoryoutput somuchthat youcan attempt a Stealthcheckevenwhen you're directly observed and lack cover or a distraction. You are not invisible, simply difficult to see clearly,and if a creature was observing you prior to your Stealt h check, it remains aware of your location until you successfully reach cover or concealment. Your stealt h warp ends if you make an att ack or causeanother creature to att empt a saving throw, or at t he beginningof your next turn unless you immediately take another move action to uset his revelation.
Ultimate Graviton (Su)~ C As your abilit y t o manipulat e powers of gravity expands,
the range of any graviton revelati on (but not zenith revelati on) you have with a range doubles. Any graviton revelati on (but not zenith revelation)you have that targets a single creature can now simultaneously target two creatures,who must be wit hin 20 feet of each other. You also increase the power of any of the following gravity revelati ons you have. DefyGravity:Yourfly speedincreasesby 20 feet. GravityAnchor:As a moveaction,you can gain both types of gravit y anchor simultaneously . GravityBoost:Yourbonusappliesto all Acrobaticschecks, and you take no damagefrom any fall. Reflection:If you successfully redirect an attack as a reaction,you can cont inue to reflect additional attacks until
the beginning of your next turn. You have a cumulat ive
speed of light. At 17th level, you can touch one willing or
-2 penalty to your redirect attack roll on each reflect ion
unconscious creature to convert it to light and bring it with
attempt after the first. If any reflected attack misses. you
you as part of the same action.
can't make fur ther redirect attempts unt il you use this revelation again.
SolarAcceleration (Su)::+:: e When you're fully photon-attuned, you can make a full
Ultimate Photon(Su)::+)
attack as a standard action. In addition, you and up to six
e Your abil ity to manipulate powers of light and energy
allies within 30 feet are affected by haste (see page 358)
expand greatly. The radius of any photon revelation (but
for 1 minute after you use this revelation. At 17th level. the
hasteeffect
not zenith revelation) you have w ith a radius expands by
extra speed from the
10 feet. Any photon revelation (but not zenith revelat ion)
maximum of three times the creature's normal speed).
increases to 60 feet (to a
that lasts for 1 round or unti l you leave photon mode now lasts for 1d4 rounds if you are not in photon mode. You
Starquake (Su)~
also increase the power of any of the fol lowing photon
e When you're fully graviton-attuned. you can create a violent
revelat ions you have.
ripple of movement to knock down your foes. As a move
Astrologic Sense: You can see twice as far into the future as normal. Glowof Life:You can use this revelation as a swift action, rather than a move action. HypnoticGlow: The charm's duration doubles. Stellar Rush: You gain a +2 bonus to your EAC until the beginning of your next turn.
action, you can move up to your speed along the ground w ithout provoking attac ks of opportun ity. Each creature you are adjacent to at any point during that movement takes 1d8 bludgeoning damage and must succeed at a Reflex save or be knocked prone. The affected creatures don't need to be standing on solid ground to fal l prone, and any that were in the air (but still adjacent to you) fal l to the ground on a failed save. The damage increases by 1d8 for every 3 solarian levels you have beyond 7th. At 17th level.
Zenith Revelat ions
you can move up to tw ice your speed along the ground with
You can choose these stellar revelations only when you gain the
this revelation.
zenith revelations class feature.
Miniature Star(Su)::+:: e
TimeDilation (Su)~ e When you're fully graviton-attuned, you can make time
When you're fully photon-attuned, you can create a
pass more slowly for your enemies. As a standard action,
simulacrum of a star as a standard action. The star is a
you can project a gravitat ional wave in a 30-foot cone. You
10-foot-radius sphere that fi lls your square (or one square
choose wh ich creatures in th e cone are affected and which
of your space, if you're larger than Medium) and all squares
ones aren't. Each target must succeed at a Fortitude save or
w ithin 5 feet of that space. Any creature that starts its
by affected by slow (see page 377) for a number of rounds
turn in th e same space as the star takes 1d6 f ire damage
equal to your solarian level. At 17th level, even targets that
for every 2 solarian levels you have, and any creature that
succeed at their saving throws are affected by slow for
starts its turn outside the star but wi t hin 5 feet of it takes
1 round.
half that damage. At 17th level, you can create your star simulacrum as a 15-foot-radius sphere that affects your
Wormholes (Su)~
square and all squares with in 10 feet of that space (a total
e
of 21 squares).
When you're fully graviton-attuned, you can create two lin ked wormho les as a standard action. One wormhole
Creatures can move through the star, but it exerts a
must be adjacent to you, and the other appears anywhere
gravitational pull, and any creature inside it or w it hin 5 feet
in line of sight wi t hin medium range (100 feet + 10 feet
of it must spend tw ice as much movement for each square
per solarian level). Each wormhole is 5 feet across and
of movement that takes it away from the center of the star.
appears at an inters ection betwe en two squares. You and
The star remains for 1d4+1 rounds, and stays in place even
any Large or smaller creatures you mentally designate
if you later move. You are immune to all effects of your own
(you can designate "all creatures." "all lashuntas," or similar
miniature star.
categories) can trave l between the wormho les. This is considered extradimensional travel. Entering a wormhole
RayofLight(Su)::+)
instantly transports a creature to a square adjacent to
G When you're ful ly photon-attuned, as a move action, you can
the other wormho le's intersection, where the creature can
transform yourself into a ray of light and move at light speed to any space you can see wi th in long range. Any barrier
continue its movement. The wormholes remain for 1 round for every 2 solarian levels you have. At 17th level, you can
that would block, reflect, or scatter light prevents you from
create three wormholes using t his ability, and upon entering
moving through it. No creature can use a reaction to interfere
the wormho le, a creature can decide which of the other two
w it h your movement or make attacks of opportunity
wormholes to exit.
against you unless it's capable of reacting faster than the
TABLE 4-9:SOLDIER BASE FORT REF WILL CLASS ATTACK SAVE SAVE SAVE LEVEL BONUS BONUS BONUS BONUS CLASS FEATURES 1st +1 +2 +O +2 Primaryfightingstyle.primarystyletechnique 2nd +2 +3 +O +3 Comba t feat +3 Gearboost,weapon specialization 3rd +3 +1 +3 4th +4 +4 +1 +4 Combat feat +5 +4 +1 +4 Primary styletechn ique 5th 6th +6 +5 +2 +5 Combat feat 7th +7 +5 +2 +5 Gearboost 8th +6 +2 +6 Combat feat +8 Primary style technique , secondary fightingstyle,secondary styletechnique 9th +9 +6 +3 +6 10th +10 +7 +3 +7 Combat feat 11th +11 +7 +3 +7 Gearboost,soldier's onslaught 12th +12 +8 +4 +8 Combat feat 13th +13 +8 +4 +8 Primary styletechnique. seconda ry styletechnique 14th +14 +9 +4 +9 Comba t feat 15th +15 +9 +5 +9 Gearboost 16th +16 +10 +5 +10 Combat feat 17th +17 +10 +5 +10 Primary styletechnique , secondary styletechnique 18th +18 +11 +11 Combat feat +6 19th +19 +11 +6 +11 Gearboost 20th +20 +12 +6 +12 Combat feat,kill shot
PRIMARY FIGHTING STYLE MM13@4M
Anc horingArcana (Su;7th level)
Youhavea preferredfighting style that representsthe type of soldieryou are. Eachfighting style is composedof various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and oncemade,this choicecannotbe changed.Descriptions of t he fighting stylesyou can choosefrom appearon pages112-115.
o As a full action,you can makea single attack with a magic weaponagainst a single foe. If the attack is a rangedattack, the target mustbewithin the first rangeincrement.Evenif the attack normally affects an area or mult iple targets,it affects only your selectedtarget. If your attack hits, you can spend 1 Resolve Point to force the target to attempt a Will saving throw (DC=10 + half your soldier level + your key ability score modifier). If the target fails its save, it can't voluntarily move from its current spacefor 1d4 rounds.This has no effect on involuntarymovement,but it doespreventthe creature from teleporting or movingto anotherplane. Onceyou've struck a foe with this attack,whether it succeedsat or fails its saving throw,it is immuneto this ability for 24 hours.
PRIMARY STYLE TECHNIQUE MM43M4M At 1st level and every 4 levels thereafter, you gain a style technique uniqueto your primary fighting style.
COMBAT FEAT *-4€HM@a At 2nd leveland every 2 levelsthereafter, you gain a bonusfeat in addition to those gained from normal advancement. These bonusfeats must beselectedfrom thoselisted as combatfeats. Whenever you gain a new bonusfeat, you can alsochooseto replaceone of the bonusfeats you havealreadylearnedwith a different bonusfeat. Thefeat you replacecan't be one that was usedas a prerequisite for another feat or other ability. Youcan changeonly one feat at any given level,and you must choose whether or not to swap the feat at the time you gain the new bonusfeat.
GEAR BOOST WMIMM@a At 3rd levelandevery4 levelsthereafter,you learna trick called a gearboostthat make you bett er with a particulartype of weapon or armor. Choosefrom the gear boosts listed below. Somegear boostsrequireyou to reacha certain soldier level to selectthem; this levelis indicatedin parenthesesafter the boost'sname.
Armored Advantage (Ex) G Whenyou are wearing armor, you gain a +1insight bonusto
your Kinetic Armor Class.
Bruta l Blast(Ex) o
Yougaina +2 insight bonusto damagerollswith weaponsthat have the blast specialproperty (suchas a scattergun).This extra damageapplies only to creatureswithin 10 feet of you; creaturesfarther away take the normalamount of damage. This bonusincreasesby 1for every 4 soldier levelsyou have.
Bullet Barrage (Ex) G You gain a +1 insight bonusto damagerolls for weaponsin
the projectile category.This bonusincreasesby 1for every 4 soldier levelsyou have.
Electric Arc(Ex;7thlevel)
WEAPON SPECIALIZATION (EX)-m--@@a
e When you hit a target with a weaponin the shockcategory,
YougainWeaponSpecialization asa bonusfeat for eachweapon type this classgrantsyou proficiencywith.
electricity arcsout from your original target to deal electricity damageto a secondarysubjectwithin 10 feet of the original target. This damage is equal to the weapon's level. The secondarysubjectmust be the creaturenearestto the original target(yourchoiceif multiple creaturesare equidistant). This gear boost doesnot function for weaponsthat have the explode or blast special property. If you use this gear boost with a weapon with the arc critical hit effect (see page 182), your secondary subject for electric arc must be the sameas your secondarysubjectfor the arc critical effect.
Flash Freeze (Ex;7thlevel) o Whenyou hit a creature with a weaponin the cryo category, that creature's speedsare reducedby 10 feet for 1round,to a minimumof 10 feet.
Heavy Onslaught (Ex;11thlevel) e Yourattacks with heavyweaponsbypasspart of the target's damagereduction. If your heavy weapon does not already overcomethe target's damagereduction,treat the target's damagereductionas though it were 5 lower. At 15th level, treat the target'sdamagereductionas 10 lower.
Laser Accuracy (Ex)
SECONDARY FIGHTING STYLE Wii334'!4W Youchooseanother fighting style. Onceyou choosethis second style, it cannotbe changed.
SECONDARY STYLE TECHNIQUE wm--@@a At 9th level and every 4 levels thereafter, you gain a style technique unique to your secondary fighting style. For the purposesof these style techniques,treat your soldier level as equalto your soldier level - 8.
SOLDIER'S ONSLAUGHT (EX)MiHl•@@a Whenyou makea full attack,you can makeup to threeattacks insteadof two attacks. You take a - 6 penalty to theseattacks insteadof a -4 penalty.
KILL SHOT (EX)IMIG34'14• As a standardaction, you can make a single attack against an enemy.If the attack hits and doesnot kill your enemy,you can expend1 ResolvePoint to force the creatureto succeedat a Fortitudesaveor die. Onceyou've usedthis ability on a creature (regardlessof whetheror not you forcedit to attempt a Fortitude save),that creatureis immuneto your kill shot for 24 hours.
e You gain a +1 insight bonusto attack rolls with weaponsin the lasercategory.
Melee Striker(Ex) e Add anadditional bonusequalto half your Strengthbonusto
FIGHTING STYLES The following fighting styles representthose most commonly chosenby soldiers.Eachfighting style lists the style techniques you learn as you gain levels.
damagerolls wit h meleeweapons.
Arcane Assaila nt Plasma Immolation (Ex;7thlevel) e Youare expert at setting things on fire with plasma. If your attack roll with a weapon in the plasma category is a 19 (the d20 shows a 19), and the attack hits your target, the target gains the burning condit ion. The condition deals 1d4 f ire damageif the weapon has an item level of 1st-6th, 1d8 if its item level is 7th-14th, and 2d8 if its item level is 15t h or higher.
The arcane assailant fight ing style supplements its combat effectiveness with magic powers, drawing on traditions of warrior-wizardsdating back to well beforethe Gap.This allows you to use magic runesto augmentyour weaponsand call on legendary powers, giving you accessto arcaneoptions even when you don't havea magic weaponin your possession .
Rune oftheEldritch Knight (Su)Miiii3494a o
Powerful Explosive (Ex;7thlevel) e When you attack with a weapon with the explode special property and a radiusof 10 feet or greater,you can increase the radiusof the explosionby 5 feet.
Sonic Resonance (Ex;7thlevel) e When you hit a creature within 30 feet of you using a weapon in the sonic category, the sonic energy continues to resonate within that creature, giving it t he flat-footed condition for 1 round. If you hit multiple creatures at the same t ime (such as wit h an automatic, blast, or explode weapon),only the creature nearest to you or to the center of the explosion (your choice if multiple creatures are equidistant) is affected.
You can imbue a weapon with a magic sigil, the rune of the eldritch knight, allowing the weapon to act as a magic weapon for the purposes of bypassing DR and affecting incorporeal creatures. This takes 10 minutes, and you can imbue only a single weaponat a time. If you imbue a new weaponwit h the rune of the eldritch knight, any previously imbuedweapon losesthis benefit. When calculatingthe Hit Points and hardnessof a weaponimbuedwith the runeof the eldritch knight, treat its item levelas 5 higher.
Secret oftheMagi(Su)M=ii33@4M e When you imbue a weapon with the rune of the eldritch knight, in addit ion to its normal benefits,the rune grants the weaponone of the following weaponfusions of your choice: ethereal,flaming,frost, merciful, or shack. The weaponcan't gain a fusion it already has, and t his bonus fusion doesn't
count toward the maximumtotal level of fusionsthe weapon can have at once.The bonusfusion ends when the weapon ceasesto be imbuedwith the rune of t he eldritch knight. For moreinformationon fusions,seepage191.
damagerolls with your unarmed attacks when using this ability. These unarmed attacks don't benefit from other abilities that apply specifically to unarmed attacks (suchas the ImprovedUnarmedStrike feat).
Power ofLegend (Su)Wi453@4a
Enhanced Tank(Ex)M-ilN34%M
e Youcancall on the link betweenyou and thelegendaryheroes
e You gain the PoweredArmored Proficiency feat and access
who wielded powerfulmagicweaponseonsago to overcome adversity.As a moveactionwhenwielding a magicweaponor a weaponimbuedwith the rune of the eldritch knight,you can spend1 ResolvePoint to end one of the following conditions affecting you: bleeding,burning,confused,exhausted,fatigued, flat-footed,off-target,shaken,or sickened.Alternatively, you canspend1 ResolvePoint to changethe cowering conditionto the frightenedcondition or changethe frightenedcondition to the shakencondition. In this case,the new condition lasts for the same durationthe original conditionwould haveand can't be further affectedby this ability.
to improved armor. This might be the result of your own engineeringabilities, having earnedthe trust of contactsthat can get you experimental equipment,or a powerful patron givingyou gearnot availableto the generalpublic to helpyou achieve mutualgoals. Youcan add one moreupgradeto your armor than its normal maximumnumberof upgradeslots. If you add this bonusupgradeto heavyarmor,you can select an upgradenormally limited to poweredarmor. An upgrade placedin this bonusslot costshalf the normal credit amount.
Smash Through (Ex)Wi4G3M4M c While you are wearing heavy armor or poweredarmor,you
SecretoftheArchmagi (Su)M€it53M44 e You can imbue two weaponswith the rune of the eldritch knight. If you attempt to imbuea third weapon,the weapon infusedfirst losesits rune and all benefits. In addition to the normalbenefits,the runesgrant the weaponsone or moreof the following weaponfusions (seepage191)of your choice: bane,corrosive,ethereol,floming,frost, holy, merciful,shock, thundering,or unholy.You can grant no more than 10 total levels' worth of fusions betweenthe two weapons,and the bonefusion countsas a 10th-levelfusion for this purpose.
Arcane Attack (Su)Mih53@4a C As a standardaction,you can spend1 ResolvePoint to use a
weaponimbuedwith the rune of the eldritch knight to make an attack that strikes true. This attack ignoresall coverand concealment, including total concealment(though you must at leastbe awareof a creature'spresenceto target it with this attack). If the attack is a rangedattack, the target must be within the first rangeincrement.The attackonly affectsyour selectedtarget,evenif it normallyaffectsan areaor multiple targets. Youstill must makea normalattack roll, and if your attack misses,it has no effect.
Armor Storm The armor storm fighting style focuses on using armor as a weapon by maximizing the damageof armor-basedweapons while withstanding enemy fire. You learn to increase the effectiveness of attacks made with your armor and to add equipment normally beyondyour armor'scapacity.
gain a +4 bonusto attack rolls to performa bull rush combat maneuver(seepage246). If you successfully pushthe target back10 feet or more,you can alsodamagethe target with an unarmedattack (and can use your hammerfist ability when doingso).
Mobile Army(Ex)M€11G3M4M e You becomea master of all weaponsassociatedwith your armor.Youdeal 1d6additionaldamagewith any attackfrom a weaponthat is part of your armor,includingunarmedattacks using the hammerfist ability and weaponsthat have been attachedto your armor as an armor upgrade.The addit ional damageis of the same type as the weapon'snormal type. Also, while wearing heavyor poweredarmor,you gain a +2 bonusto your KACagainst combat maneuvers.
OntheBounce (Ex)MihN-4?144 e You learn to control your armor with such ease,you are actually more maneuverable in it than out of it. While wearing heavy armor or poweredarmor, you can move up to your speedwhen you makea full attack. You can move beforeor after all your attacks,but not both. If you havethe Shoton the Runfeat, you candivideyour movement to move both beforeand after making a full attack as long as all t he attacks are rangedattacks. If you have the Spring Attack feat, you can divide your movementto move both before and after making a full attack as long as all the attacks are melee attacks. If you have both feats, your attacks can be any combinationof meleeand rangedattacks.
Hammer Fist(Ex)Mffil3M4M
Blitz
e You treat any unarmed attack you make while wearing
The blitz fighting style is all about using speedand aggression to get into the thick of melee. You increaseyour speedand responsiveness,gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surroundedby foes.
heavy or poweredarmor as being madewit h a battleglove (seepage187)with an item level equalto or lower than your soldier level,and you calculate damagefor theseattacks as if you had the meleestriker gear boost (seepage112).If you have the melee striker gear boost,you gain a +2 bonus to
RapidResponse (Ex)M@i34%W
Heavy Fire(Ex)4i133@4M
e Yougaina +4 bonusto initiative checksand increaseyour land
e You can use your physical power to steady your weapon
speedby 10 feet.
Charge Attack (Ex)4ili34'!4M e As a standard action, you can make a charge without the charge penalt ies (see page 248), and you can substitute a bull rush for the meleeattack at the end of the charge.When you gain the soldier'sonslaught classfeature, you can make two attacks instead of one at the end of your charge,both with a -4 penalty.
KeepFighting (Ex)Wh534MM e As a move action,you can spend1 ResolvePoint to regain StaminaPointsequalto 2d6 + your soldier level. Youcan'tuse this ability again until after you regainStaminaPoints from a 10-minuterest. The number of Stamina Points you regain increasesby 1d6at 10th level,15thlevel.and 20th level.
and make your attacks more dangerous.As a full action, you can make a single ranged attack that deals additional damageequal to your Strength bonusto all targets.Youcan usethis ability in conjunction with the automatic,explode,or unwieldy special property (seepages180-182).
Debilitating Attack(Ex)Wi133@4a e When you hit an enemy with a rangedattack or an attack with a weapon with the blast or explode special property, you can spend1 ResolvePoint to inflict a debilitating effect on that enemyfor a numberof roundsequal to your Strength bonus.You can choose to make the target deafened,flatfooted, or off-target (see pages275-277), or to reduce its speeds by half (to a minimum of 10 feet). The target can negatethis effect with a successfulFortitude save(DC= 10 + half your soldier level + your Strength modifier).
Perfect Opportunity (Ex)M€ii&3@4M
Explosives Acumen (Ex)M€ii53@44
e When you hit a creature with an attack of opportunity,
c You increase the DC to avoid attacks you make using
that creature can't move out of the squares you threaten until the start of its next turn. In addition, when an enemy takes a guarded step (see page 247) out of a square you threaten,you can make an attack of opportunity against it with a -2 penalty to the attack roll. If the target provoked an attack of opportunity by moving,hitting with your attack of opportunity ends the target's movement immediately, preventingit from carrying out the rest of its movement.
weaponswith the explode special property by 1. Youreduce the amount of any damageyou take from any weaponwith the explode special property by an amount equal to your Strength bonus.
Against theOdds(Ex)Mih53@4a C You gain a bonusto melee damagerolls equalto doublethe
numberof enemies within 10 feet of you. Enemieswho don't constitute a significant threat (thosewith a CRequal to your level - 4 or less,or as determined by the GM) don't count when calculatingthis bonus.
lmpactful Attack(Ex)Mih53@4a c As a full action, you can make a rangedattack that knocks enemies back.Targetsyou hit are knockedback 5 feet from you. If you use a weaponwith the explodespecial property, all targets that fail their savingthrows are insteadknocked back 5 feet from the centerof the explosion. An enemythat you critically hit or that rolls a natural 1on its savingthrow is also knocked prone. You can't make an impactful attack with an automaticweapon,but you can use this ability with a weaponthat has the blast special property.
Bombard
Guard
The bombard fighting style emphasizes attacking multiple targets, oft en using grenades, and leverages substantial physical strength to control large weapons with significant recoil. At higher levels,you can use launchers,missiles, and other heavyweapons.
The guard fight ing style focuses on defense. You become adept at wearing armor, protecting against attacks, and enduring damageand other setbacks from attacks that get through your defenses.
Grenade Expert (Ex)MM34fi4a
c You reducethe armor checkpenalty of armor you wear by 1
Armor Training (Ex)M€143@4a e You increasethe range incrementof your thrown grenades by 5 x your St rength bonus. In addition, you're able to salvage enough materials to create a grenade without paying for it. Creatinga grenadetakes 10 minutes.Youcan create any grenadewhose item level is less than or equal to your soldier level, but this grenadeis unstable and only you can use it effect ively. If anyone else tries to use the grenade,it is a dud. Youcan haveonly one grenadecreated by this ability at one time (if you create a new grenade using this ability, the old grenadeno longer works).
(to a minimum of 0) and increasethe maximumDexterity bonusallowed by your armor by 1.
Guard's Protection (Ex)4iHi3@4W c When an ally adjacent to you is damaged by an attack, you can use your reaction to intercede.You take half the damage,and your ally takes the other half. This has no effect on spells, and any condit ions delivered by the attack apply to both of you. In addition, you are now proficient with poweredarmor.
Rapid Recovery (Ex)MNG3@4M c YoucanspendResolve Points to ignoredetrimentalconditions. As a moveaction, you can spend1 Resolve Point to suppress one of the following condit ions for 10 minutes: exhausted, fatigued,frightened,nauseated, shaken,sickened, or staggered (see pages 276-277). After 10 minutes, if the condition's duration hasn'tended,the condition'seffectsreturn. Youcan suppressonly oneconditionat a time; if you are both fatigued and shaken, you can avoid the effects of only one of them, and if you are affectedby two different instancesof the same condition, you'restill affectedby the secondone.
also take your nimble fusillade movement before or after this att ack.
Sharpshoot The sharpshoot fighting style enablesyou to excel at making accurate attacks, usually with ranged weapons at a long distance.You can ignore cover and other impedimentsto your shots,and your attacks are improvedby your intensefocus.
Sniper'sAim(Ex) MiG34Ma c Whenyou makea rangedattack against a target with cover,
Kinet ic Res istance (Ex)M€0534!!4a c You gain DR 3/- . At 17th level, this ORincreasesto 5/- .
reducethe AC bonusfrom cover by 2. You can't use sniper's aim againstan enemywith total cover.
Impenetrable Defe nse(Ex)MHl334!14-i
Focus Fire(Ex)M=ON3@4a
c As a standard action, you can set up a strong defensefor
o Whenyou makea full attack wit h a rangedweapon, you can
yourself andanadjacentally. Until the start of your next turn, you gain three benefits:your damagereductionincreasesto DR10/- ; you and the chosenally eachgain a +4 bonusto AC: and if you use guard'sprotection, you direct all the damage to yourself such that your ally takes none.
Hit-and-Run The hit-and-run fighting style focuses on tactical movement as you move in and out of combat. You use rangedweapons but fight close up, and you can even mix ranged and melee attacks. Yourabilities allow you to moveeven when you make full att acks and to avoidgetting lockeddown by your enemies.
Opening Volley (Ex)MM134Ma C You gain OpeningVolley as a bonus feat. If you alreadyhave
this feat, choosea bonus combat feat instead.At 9th level, you can use Opening Volley on both your first and second turns in combat.
makeboth attacks with a -3 penalty insteadof a - 4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead makethe secondattack against a different creatureat a - 4 penalty. Onceyou havethe soldier's onslaught classfeature (seepage112), you can use this ability with it, making three attacks against the samecreature at a - 5 penalty; if your first or secondattack kills or knocks out your target.you can makeyour remainingattacks against a different creatureat a - 6 penalty.
Intense Focus (Ex) Mil33@4a e Whenyou makea rangedattack againsta target with cover or concealment, you can spend 1 Resolve Point to negate its AC bonusfrom cover and reduceits concealment by one category (from total concealment to concealment or from concealment to no concealmen t). This benefit applies to all rangedattacks you make against that target t his round. You can't use intensefocus more than once per round, nor can you use it against an enemywit h total cover.
Nimble Fusillade(Ex) 4-i•N3@4M c When you make a full attack, you can also either take a guarded step or moveup to half your speed.This movement can comebefore, between,or after your attacks, but it can't be split up.
Focused Damage (Ex)M€0G34'!4M C Whenyou use focus fire, each attack against the first target
deals2d6 addit ional damage.Additional creaturesyou attack after killing or knocking out your first target don't take this extra damage.
Duck andWeave (Ex)Mi!N3@4a C When you move or make a rangedattack, you can spend
1 Resolve Point to avoid provoking attacks of opportunity from t hat movementor rangedatt ack.
Elusive Target (Ex)M€il&34%-i c On any turn in which you move,you gain a +1 insight bonus to your ACuntil the start of your next turn.
Harrying Shot(Ex)MHIG3@4-i c As a full action,you can makeoneattack and give the benefit of harrying fire (seepage247) against any creature you hit with that att ack. If you use a blast weapon or automatic weapon,the benefit applies against all targets hit. You can
Prepared Shot(Ex)MHIN3@4a c As a standard action, you can study a target before you attack. The target must be within line of sight of you and either flat-footed or unawareof your presence. On t he first attack you make against that target on your next turn, you gain a +2 bonusto your att ack roll. If your att ack hits, the target is staggeredfor 1 round; if you score a critical hit, the target is instead stunned for 1 round. Once you make a preparedshot, you can't use this ability againagainst the sametarget for 24 hours. You can't make an attack on the sameround you study the target, evenif an ability would let you att ack without spendinga standardor full action.
TABLE 4-10: TECHNOMANCER BASE FORT REF WILL CLASSATTACKSAVE SAVE SAVE LEVELBONUSBONUS BONUS BONUS CLASS FEATURES 1st +0 +O +0 +2 Spell cache +1 +O hack 2nd +O +3 Magic techlore +1,weapon spec ialization 3rd +2 +1 +1 +3 SpellFocus, +4 4th +3 +1 +1 5th +1 +1 +4 Magic hack +3 capacitor 1, tech lore+2 +4 +2 +2 +5 Cache 6th 7th +5 +2 +2 +5 +6 +2 +2 hack 8th +6 Magic 9th +6 +3 +3 +6 Tech lore+3 10th +7 +3 +3 +7 11th +8 +3 +3 +7 Magic hack +4 +4 +8 Cache capacitor 2,techlore +4 12th +9 +4 +4 +8 13th +9 14th +10 +4 +4 +9 Magic hack lore+5 +5 +9 Tech 15th +11 +5 16th +12 +5 +5 +10 17th +12 +5 +5 +10 Magic hack 18th +13 +11 Cache capacitor 3,tech lore+6 +6 +6 19th +14 +6 +6 +11 Resolve attunement 20th +15 +6 +6 +12 Fuse spells, mag ichack
SPELLS You cast spells drawn from the technomancerspell list (see page338). Tolearnor cast a spell,you must havean Intelligence scoreequalto at least 10 + the spell'slevel.The Difficulty Class for a saving throw against your spell is 10 + the spell's level + your Intelligencemodifier. Youcancastonly a certain numberof spells of eachspell level per day. Your numberof spells per day is given on Table4-10: Technomancer . In addition, you receive bonus spells per day if you havean Intelligencemodifier of +1or higher, as shown on Table 4-11: Technomancer Bonus Spells-note that you only receivethese bonusspellsonceyou can cast spells of that level normally. Youcan also cast 0-level spells.Thesespells are cast like any other spell, but there is no limit to how many 0-level spellsyou cancasteachday. Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At eachnewtechnomance r level,you learn oneor morenew spells, as indicatedon Table4-12: Technomance r SpellsKnown.Unlike spells per day, the numberof spellsyou know isn't affected by your Intelligencemodifier. Every time you gain a level, you can swap out one spell you alreadyknow and learna singlenew spellof the same level in its place. In effect,you losethe old spellin exchangefor the new one. Youmust choosewhether or not to swap the spell at the same timeyou gain new spells known for the level. You can cast any technomancer spell you know at any t ime, assuming you have not yet used up your allotment of spells per day for the spell'slevel.Youcan also cast a spellusing a higherlevel spell slot. For instance,if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can usea spell from a 2nd-level slot insteadif you haveone.
SPELLS PER DAV (BYSPELL LEVEL) 1ST 2ND 3RD 4TH 5TH 6TH 2 2 3 2 3 4 2 4 3 4 3 2 4 4 2 5 4 3 5 4 3 2 4 4 5 2 5 5 4 3 5 5 4 3 2 4 4 5 5 2 4 5 5 5 3 5 5 5 4 3 2 4 4 2 5 5 5 4 5 5 5 5 3 5 5 5 5 5 4 5 5 5 5 5 5
You can also decipher magical inscriptions that would otherwisebe unintelligibleor, as a full action, identify any spells encodedin a spell gem. This doesnot normally invoke the magic containedwithin, although it may do so in the caseof a cursed or trappedspell gem.
SPELL CACHE (SU) MMIM@@a As the culmination of your early study of the fundamental forcesof the galaxy,you havecreated a spell cache that allows you to store andaccessspells. Yourspellcachecould be a device suchas a handheldcomputer or technological implant: an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanentmodif ication to your body. While you don't needyour spell cacheto cast your spells, onceper day,you can activate your spell cacheto castany onespell you know and are capable of casting,even if you've expendedall your spell slots for t hat spell'slevel. If your spellcacheis damaged,it is restoredto full Hit Points the next time you preparespells. If the spell cache is lost or destroyed, you can replaceit after 1 week with a special ritual that takes B hours to complete.
MAGIC HACK *-MIMM4M You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an addit ional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects t he attributes of a spell (such as distant spell or extendedspell).If a magic hack allows a saving throw to resist its effects, t he DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appearsstarting on page120.
TABLE4-11: TECHNOMANCER BONUS SPELLS INTSCORE 1-11 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31
BONUS SPELLS PER DAV (BYSPELL LEVEL) O 1ST 2ND 3RD 4TH 5TH 6TH
1 2 2 2 2 3 3
1 2 2 2 2 3
1 2 2 2 2
1 2 2 2
1 1
2 2
1 1 1 2
TABLE4-12: TECHNOMANCER SPELLS KNOWN CLASS LEVEL 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
O 4 5 6 6 6 6 6 6 6
SPELLS KNOWN (BYSPELL LEVEL) 1ST 2ND 3RD 4TH 5TH 6TH 2 3
4 4 4 4 5 5 5
2 3 4 4 4 4
6
5
5
4
2
6 6 6 6 6 6 6 6 6 6
6 6 6 6 6 6 6 6
5 5 5 6 6 6 6 6 6 6
4 4
3
6 6
your spellcacheand haveit affectyou continuouslyfor 24 hours. The cachecapacitor can hold any of the following spells:detect radiation,disguiseself,keensenses,or unseenservant.Youmust know a spell to store it in your cache capacitor. Whenyou cast the spell into your cachecapacitor, you expend the spell slot normallyand makeany decisionsrequired for that spell,but the duration doesn'texpire for 24 hours. If the spell in your cache capacitoris dispelled or dismissed,you can spend5 minutes of uninterruptedconcentration to reestablish it, keepingthe same decisionsyou made when you cast it, and gaining whatever duration the spell had remaining. Youcan't exchangethe stored spell for anotherspell until you againregainsyour spells. At 12th level,your cachecapacitorgainsa secondslot that can holddarkvision,lesserresistantarmor,lifebubble,or spiderclimb. At 18th level,your cachecapacitor gainsa third slot that can hold arcanesight, flight (spell level 3rd or lower],seeinvisibility, or tongues.
RESOLVE ATTUNEMENT (EX)M@33M4W YourecoverResolvePointswhen you use powerful magic. Each time you cast a 6th-level spell, you regain 1 Resolve Point,up to your normal maximum. This applies only to spells you cast using your normal 6th-level spell slots, not to those you cast usingmagicitemsor other methodssuchas fuse spells.
FUSE SPELLS (EX) l=Ml334!14i 2
3 4
5 5
5 5 6 6 6 6
4 4 4 4
5 5 5 5 6
2
3 4 4
2
4
3
4
5
4 4
5
5
SPELL FOCUS WM-3M@a Yougain SpellFocusasa bonusfeat.
TECHLORE (EX) WM-3M@a You rewire your mind to give you greater insight into the nature of magic and technology. Yougain a +1 insight bonusto Computers and Mysticism checks.This bonusincreasesby 1 at 6th level and every 3 levelsthereafter.
You can combine lower-level spell slots to cast higher-level spells.As part of casting a spell,you can spend1 ResolvePoint to exchangea number of unusedspell slots for a single spell slot of a higher level;this expendsthe lower-levelspell slots. Add up the levelsof the expendedslots to determine which higher level of spell you can cast (maximum 6th). For instance, you could exchanget hree 1st-level slots to cast a 3rd-level spell, or you could exchangetwo 3rd-level slots to cast a 6th-level spell. If you combinespell slots to cast a 6th-level spell,it doesn't count as such for resolve att unement. Furthermore,you can spend2 Resolve Pointsto combine two 6th-level spell slots to cast wish.
MAGIC HACKS You learn your first magic hack at 2nd level and an additional hack every 3 levelst hereafter. Magic hacks require you to be a certain level and are organized accordingly. Seepage119 for more informat ion on the magichack classfeature. 2nd
Level
Youmust be 2nd levelor higherto choosethesemagichacks.
Countertech (Su) e As a reaction when you take damage from an attack by a
WEAPON SPECIALIZATION (EX)Wii#13M4M You gain the WeaponSpecializationfeat as a bonus feat for eachweapontype this classgrantsyou proficiencywith.
CACHE CAPACITOR (SU)M=h33M4ii Youexpandyour spell cacheinto a cachecapacitor.As part of regaining your spells eachday,you can cast a single spell into
technological weapon or source within medium range that specificallytargets you, you can expendan unusedspell slot to disrupt the attack. With a spell slot of 1st to 5th level,you can counter an attack from a technological weaponwhose item level is equalto or lesst han the level of t he expended spell slot x 3, to a maximum of your caster level. 6th-level spell slots can counter any weapon with a level equal to
or less than your caster level. For example, at 2nd level, you could expenda 1st-level spell slot to counter an attack from a 1st- or 2nd-level weapon. To successfullycounter the attack, you must roll a countertechcheck (1d20 + your caster level)with a DCequal to 11 + the weapon'slevel. If the countertechchecksucceeds,the attack dealshalf damage.If the countertechcheckfails, the attack deals normal damage. This magichackonly affectsattacks that target you directly; you cannot use countertechagainst attacks that target an areaor that target anotherperson.
Empowered Weapon (Su) e As a move action, you can expendan unusedspell slot to reconfigureand enhancea weaponyou're wielding. Until the start of your next turn, yourattackswith the enhancedweapon gaina bonusto attack rolls equalto the level of the spell slot you expended.In addition, your attackswith that weapondeal 1d6additionaldamageper levelof the expendedspell slot.This damageis of the sametype the weaponnormally deals.
Energize Spel l (Ex) e Once per day as a move action,you can use a battery or a weapon'spower cell to power your spellcasting , enabling you to cast one spell you know without using a spell slot. This expends20 chargesper spell level from the battery or powercell and requiresyou to touchthe battery,powercell,or weapon.Youmust cast the spell beforethe start of your next turn, or the chargesare wastedwith no effect.
doesn't increaseability damageor other spell effects, only damageto Stamina Points or Hit Points.
Quick Scan(Su) e As a standardaction, you can get a general senseof what informationis storedon drivesor other digital storagemedia. You must passyour hand in the air nearthe data source,but don't haveto touch it or connectto it. Theinformationyou get is very general, suchas "financialrecords,""military records." or "spells."Getting detailed information requiresinterfacing with the data moredirectly. If you attempt a quick scanon a creaturethat storesits memoriesin a digital medium-t o get a senseof the memoriesstored in a robot, for example-the target canattempt a Will saveto negatethe scanand prevent you from trying against it againfor 24 hours.
Robot Influence (Ex) e You can affect constructs, robots, and other creaturesthat have the technologicalsubtype with your mind-affecting spells,even if they're mindlessor normally immuneto such effects. However,they receivea +2 bonusto their Will saves against your mind-affecting spells.
Selective Targeting (Ex) e When you cast an instantaneousspell with an area effect, you can shape the spell so it doesn't affect one of your allies.Chooseone 5-foot squarewithin the spell's areato be unaffectedby the spell.At 5th level,you canspend1Resolve Point to excludeany numberof squareswith this ability.
Fabricate Tech(Sp) e As a full action, you can expend an unused spell slot to temporarily construct a pieceof technological gear from raw magic.You can create any single technologicalitem with a level equal to or lessthan the level of the expendedspellslot x 3, to a maximum of your caster level.The item appea rs in your handsor in an adjacentsquare.Youcan use fuse spells with this magic hack.The sizeof the item cannotexceed10 bulk or Mediumsize,and the quality of the item is average. Treat this as a spell of the samelevel as the expendedspell slot. For example,at 4th level, you could expenda 1st-level spell slot to fabricate an item of up to 3rd level, or you could expenda 2nd-level spell slot to fabricate an item of up to 4th level.The item persists for a numberof minutesequal to your technomancerlevel.At the endof this duration,the item disappears.You can't create armor, weapons,magicitems,or items with limited usesor charges (suchas batteries, drugs, or fuel) with this hack.
SpellCountermeasures (Ex) e You gain a +2 bonus to saving throws against spells and other magical effects.
Technomantic Proficiency (Ex) e As a standard action, you can spend 1 Resolve Point to temporarily learn how to use a weaponin combat.Choosea single weapon:you gain proficiency with it (and any identical weapon)for a number of minutesequalto your classlevel.Each roundyou use the weaponreducesthis magic hack's duration by 1minute.Forexample,at 4th level, you couId gainproficiency with coronalaserriflesfor 4 minutes.If you fire sucha weapon for 2 rounds,you remainproficientwith it for 2 moreminutes.
5th
Level
Youmust be 5th level or higherto chooset hesemagichacks.
Harmful Spells(Ex)
Charging Jolt(Su)
e Whenyou castan instantaneousspell that dealsdamage,you
e As a moveaction,you canexpendan unusedspellslot to refill
can increasethe spell's damageby half your technomancer level. This increaseddamageappliesto all creaturesdamaged by an areaspell,but for spells that target multiple creatures with multiple rays or other attacks (such as magicmissile). the increaseddamageappliesonly to a single ray or missile. This increaseddamage doesn't apply to ongoing damage from the spell (such as bleed or burn). This magic hack
chargesin a weapon's power cell. This requires you to touch the weaponor its powercell. Thepowercell regains 10 charges per spell level, up to its capacity. Youcan also use this ability to jump-start or short out an electronicdevice,allowing you to attempt an Engineering checkto disablea devicewith a bonus equalto doublethe levelof the spell you expended.
Debug Spell(Ex)
SpellGrenade (Sp)
e Any pieceof code has bugs, but you can turn the bugs in
o Youcan spend1 Resolve Pointto store a spell with a rangeof
your spellcode into features. After rolling damagefor an instantaneou s spellthat dealsHit Point damage,you canspend 1Reso lve Point to reroll onedie with a result of 1(seepage243). At 11thlevel,you canrerollup to two dicewith a resultof 1,and at 17thlevel, you can reroll up to three dicewith a result of 1. For example, if you were 17th leveland cast disintegrate,you couldspend1 Resolve Pointto reroll up to threedicethat rolled 1s,after rollingand seeinghow many1syou rolled.
Distant Spell(Ex) o Whenyou cast a spellwith a range of close,medium,or long, you can spend 1 ResolvePoint to double its range. Spells whose rangesare not defined by distance,as well as spells whoserangesare not close,medium,or long, do not benefit from this magichack.If the spell affectsan area,doublingits rangedoesn'talter the sizeof its area.
Extended Spell(Ex) o Whenyou casta spell, you canspend1 ResolvePointto double its duration.This has no effect on spellswith a duration of concentration, instantaneous.1 round or less.or permanent, nor canit increasea spell'sdurationto morethan 24 hours.
Fabricate Arms(Su) e As a full action, you can expend an unused spell slot to temporarilyconstructa technological weaponor suit of armor out of raw magic. Youcan createonesuit of armoror weapon with a levelequalto or lessthanthe levelof the expendedspell slot x 3, to a maximumof your casterlevel. The item appears in your hands,on your person,or in an adjacentsquare.You can use fuse spellswith this magic hack.A weaponcan't be largerthan two-handed,and the sizeof the item can't exceed 10 bulk. The quality of the item is averagefor its type. Treat this as a spell of the samelevel as the expendedspell slot. For example, at 10th level,you could expenda 3rd-levelspell slot to fabricatea weaponof 9th levelor lower,or expenda 4thlevel spell slot to fabricatea suit of armorof 10th levelor lower. Thearmoror weaponpersistsfor a numberof roundsequalto your technomancerlevel.At the endof this duration,the item disappears.Youare proficientwith (but not specializedin) any weaponsyou createwith this ability. You can't createmagic items, weaponsmadefrom a specialmaterial,or weaponsthat are expendedwith use(suchas arrows,grenades,or missiles) with this magichack.
Magic Negation (Sp) e Asa standardaction,youcanspend1RPto temporarily suppress magic,as if usingdispelmagic.Chooseeitheran ongoingspell or a magicitem within 30 feet of you. The magical effectsof the spellor magic itemaresuppressed for 1d4 rounds,andthen they return. If the spell'slevel is higherthan you cancastor the item's caster levelis greaterthanyours,you can't suppressit. If you targeta spelI affectinga creature,the creaturecanattempt a Will saveto stop you from suppress ing the spell.
touch in a grenade,allowing you to affect a target within the grenade'sblast radiuswith the spell. Castinga spellwith spell grenadeusesthe spell's standardcastingtime, and throwing the spell grenade is a standard action. You must throw the grenadebefore the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choosea single target within the grenade's blast radius;that target is affected by the spell as if you had successfully touchedit. Thegrenadegoesoff as normal,with all of its usualeffects within its blast radius.If you missthe targeted intersection with the grenade,you must choosea target within the grenade'snew blast radius. If there are no suitabletargetswithin the grenade'sblast radius,the spell is wasted.Spells whoseranges are not touch don't benefit from this magichack.
8th
Level
Youmust be 8th level or higherto chooset hesemagichacks.
Diviner's Tap(Su) e Youcan hacka computerto set up magical surveillance . This takes10 minutesand requiresa successfu l Computers check againstthe device'sDC.If you fail, you can't try againon the samedevice.Ona success.your tap lastsfor a numberof days equalto your casterlevel. Youcan programyour tap either to give you generalinformationaboutuseractivity on the device or to receivea mental alarmwhena useraccesses or transmits data abouta specific topic (gettingan ideaof the information found).Forinstance,a usermight holda videocall to talk about your exploits. If you choseto receive generalinformation, you might knowthat a videocall took placebut not the call'stopic. If you choseto havethe tap receiveanalarm whenthe topic is you, you'dget the gist of the conversation (but not a complete transcript). Setting up a new diviner'stap endsthe durationof any previousonestill in effect.
FlashTeleport(Sp) e As a moveaction,you canspend1 ResolvePoint to teleportup to 30 feet.Youmust haveline of sight to your destination.This movementdoesn'tprovokeattacksof opportunity.
Mental Mark(Su) o When an enemy fails a Will save against one of your technomancerspells,it takes a -2 penalty to savingthrows and AC for 1 round.When an enemysucceedsat a Will save againstone of your technomance r spells,it takes a -1 penalty to savingthrowsagainstyour spells for 1round.A creaturecan takeonly onepenaltyfrom a mental markat a time.
Spellshot (Sp) e You can cast an area spell with a casting t ime of 1 standard action or less through a rangedweapon,allowing you to use the weapon'srange rather than the spell's range.You must target a singlecreaturewith your attack,and the spell'sarea
is centeredon that creature,or originatesat t he creature's location for a cone or line effect (oriented in whichever direction you choose),even if the spell would normally be centered on or originate from a point. You can fire the weaponas part of the standardaction to cast the spell. You must fire the weapon during the round that the casting is completed, or the spell is wasted. If the attack misses,the spell is wasted.Spellswith an emanationeffect that would be centeredon you don't benefitfrom this magic hack.
TechCountermeasures (Su) o As a moveaction,you can spend1 ResolvePoint to make it more difficult for enemiesto target you with technological weapons for 1 round. Until the start of your next turn, as a reaction just before an enemy attacks you with a technologicalweapon,you can force that enemyto roll the attack twice and take the lower result; if the weaponallows a Reflexsaveinsteadof requiring an attack roll, you instead gain the benefit of evasion(as the operative'sclassfeature: see page 93) against the attack. This magic hack has no effect on spellsthat target you or on weaponsor attacks that are not technologicalin nature.
Widened Spell(Ex) o When you cast a spell with a burst, emanation, or spread, you can spend 2 Resolve Points to double its radius. For instance,a spell with a 30-foot burst would havea 60-foot burst instead.Spellsthat don't havean area of one of these three types are not affected by this magichack.
11th Level
Youmust be 11thlevel or higher to choosethesemagic hacks.
end of its next turn. Onceyou reboot a mind, you can't use this ability again for 24 hours. You can attempt to reboot the mind of an ally who is unwilling due to the influence of a mind-affecting effect. In this case,the ally canattempt a newsavingthrow againstthe effect at the sameDC. If she succeeds,the ally can allow her mind to be rebooted,but if she fails, you wastethe expended ResolvePoint andaction. Youcan use this ability to rebootyour own mind. If you're unableto take actions,you can reboot your mind without spendingactions,but it must bethe first thing you do on your turn, and you are stunneduntil the endof your next turn.
Seeking Shot(Su) o As a standardaction,you can spend1 ResolvePoint to fire a single shot from a rangedweaponat a target known to you within range.The shot travels to the target, even around corners. Only an unavoidable obstacle or the limit of the weapon'srange preventsthe shot from reachingthe target. This ability negatescover and concealment modifiers, but otherwisethe attack is rollednormally.
14th
Level
Youmust be 14th levelor higherto choosethesemagic hacks.
PhaseShot(Su) o As a standardaction,you can spend1 Resolve Point to fire a singleshot from a rangedweaponat a target known to you within range.The shot travels straight to the target, passing through any nonmagical barrierin its way, ignoring hardness and Hit Points(any magicalbarrier, such as a watt of force, stops the shot).This ability negatescover and concealment modifiers, but otherwisethe attack is rolled normally.
Countertech Sentinel (Su) O Youcanspend1 ResolvePointto useyour countertechmagic
hack to counter a direct attack against an ally within 15 feet. You can't use countertechsentinel against attacks that target an area. Youmust have the countertechmagichackto choosethis magichack.
Quickened Spell(Ex) o Youcancasta spell asa move action.Youcan spend2 Resolve Pointsto cast a quickened0-levelspell or 4 Resolve Points to cast a quickened1st-leve l spell. You can quicken only spells with a castingtimeof 1full actionor shorter.At 16th level,you canspend6 Resolv e Points to casta quickened2nd-level spell.
Eternal Spell(Ex) O Choose one 1st-level spell you know from the list of
technomance r spells in the StarfinderCareRulebook.Youcan cast it at will, as though it were a 0-level spell. It still counts as one of your 1st-level spellsknown,not one of your 0-level spells known.You can choosea 1st-levelspell from a source other than the CoreRulebookwith the GM'spermission.
RainofFire(Su) O Once per day as a full action, you can spend 2 Reso lve
Points to shoot a ranged weaponat mult iple targets within range; the maximum numberof targets is equal to half your technomance r level or the numberof shots in your weapon, whichever is lower. Each attack uses your highest attack bonus,and eachenemycan be targetedonly by a singleshot.
Reboot Mind(Su) o You can free someone from magical mental control or conditions. As a standard action, you can spend 1 Resolve Point and touch a willing creature. This restarts the subject's brain, ending all mind-affecting effects affecting it, as well as all conditionsthat could be removedby greater remove condition that were imparted on the creature by mindaffecting effects, but the subject becomesstunneduntil the
SpellLibrary (Ex) O You gain one extra spell known for each level of spell you
cancast. Youmust choosethe new spellswhen you gain this magic hack. If you gain accessto a higher level of spell after choosing this hack,you gain one extra spell known for that spell level.
ARCHETYPES rom the cunningoperativeto the deadlysoldier,eachcore class in the Starfinder Roleplaying Gamedraws upon a central ideacommonto manycharactersfoundin sciencefantasy settings. However,there is a vast universe of interestingand useful characterconceptsbeyondthose easily representedby the existingclasses.Playerscanemulatesomeof theseconcepts by choosing specific class features, selecting an appropriate theme(seepage28). or multiclassing(seepage26) to combine elementsfrom more than one class. However,other concepts demandchangesto a character'sfocus that are beyond the scopeof the standardclassesand themes. To encompassthese majordifferences,your charactercantake an archetype-aset of alternateclassfeaturesthat alters or replacesclassfeaturesyou would otherwise gainat specificlevels. An archetype is a character concept more specific and involvedthan a theme,but not as comprehensiveor broadas a class.Each archetyperepresentsa significant divergencefrom the abilities of a typical memberof the coreclasses.Archetypes provide an additional layer of control for playerswho want to fine-tunetheir character'sadvancement. An archetypegenerally grants abilities that aren't otherwise available to charactersthrough a class.or it may grant easier accessto a specificset of appropriateabilities. In general,these abilities aren't tied to the background of any one core classor themeand aren't available to charactersvia other sources.For example, the phrenicadept archetype(seepage128) could be used for a character who is naturally psychic or who gained psychic powersafter beingexposedto strangealien technology. Without a similar backgroundor event, other characters can't gain thesepowers, making it moreappropriate for an archetype than a seriesof classfeatures.
F
GAINING ANARCHETYPE You can gain an archetypewhen you achievea new class level in an eligible class matching the earliest level for which the archetype offers an alternate class feature. The archetype is then considered part of the classyou gain a level in when you level up. For example, if you are playing an envoyinterestedin being a Starfinder forerunner,you must select that archetype when you gain your 2nd level of envoy(the first level at which the Starfinder forerunner has an alternate class feature).From that point forward, whenever you gain an envoy class level, you shouldcheck whether you gain an alternate class feature from the Starfinder forerunner archetype,as well as whether any envoyclassfeaturesare alteredor replaced.Whenyou first gain an archetype,readthrough all the altered or replacedclass featuresthat will affect your character, and note t hesedown; for some classes(especially mystics and technomancers)these changesaffect features from levelsbeforeor after the levels at which you gain archetype features. You cannot add the same archetype to multiple classes if you multiclass. For example, if a 2nd-level vesk envoy has selected the Starfinder forerunnerarchetypeand later decides to multiclass and gain levelsin the soldier class,the character
cannot add the Starfinder forerunner archetype to his soldier class. Everytime he gainssoldier levels,he follows the normal characterprogression . If the characterlater gains more levels in envoy,that classcontinuesto havethe Starfinderforerunner archetypeattachedto it. You also cannotadd more than one archetype to a specific class. For example, once you have added the Starfinder forerunnerarchetypeto the envoy class.you cannot add any other archetypeto that class. If you multiclassand gain a level in a new class.you can add a new archetypeto that classwhen you reachthe appropriate level. When an archetype refers to class level, it is referring to the number of levels you have in the class associated with the archetype.
ALTERNATE CLASS FEATURES An archetype grants alternate class features that replaceor alter class features normally granted by your class at one or more levels. The possible levels at which an archetypemight grant an alternateclassfeatureare 2nd, 4th, 6th, 9th, 12th, and 18th. An archetypemight grant alternateclassfeaturesat a few of theselevels or at all of them. Each class has a specific list of the class features that are altered or replaced.as defined in each class's replaced class features entry. For example, an envoy who selects the Starfinderforerunnerat 2nd level gains the trained for trouble class feature granted by the Starfinder forerunner instead of the envoyimprovisation normallygainedat 2nd level. In some cases,a character gains a class feature at a later level than she would normally,rather than not gain it all. In thesecases,a different classfeatureis generally replacedat the level the delayed classfeature is now acquired. For example, a mechanicwho has an archetype with a 9th-level alternate classfeature doesnot gain the override classfeature until 10th level. When this character's mechanic classlevel reaches10th, she gains the override class feature, but she doesn't gain the mechanictrick normally gainedat that level.
OTHER CONSIDERATIONS While having an archetype may representyour training with or membership in a specific faction, having the archetype is generally not required for you to be consideredpart of a faction. For example, the Starfinder forerunner(seepage 129) is specifically for characters who are part of the Starfinder Society and who havereceivedspecial trainingfor participation in Starfinder expeditions. However,it is not necessa ry to take this archetype in order to becomea memberof t he Starfinder Society. The archetype represents only one possible path within the society, not the sole choice for characters tied to that faction. Archetypescangenerally be addedto any class,thoughsome archetypesmight note t hey areavailableonly to specificclasses or might have other prerequisites you must meet to select them. For example,an archetypethat represents training in a specific magic tradit ion might be available only to mystics and technomancers,while an archetypedesignedfor devoteesof an ancient monastery'sfighting techniquesmight be available only
to solarians and soldiers. An archetypenotes in its description whether it hasany prerequisites or restrictions.
AlteredorReplaced Envoy Class Features Forany level at which an archetypeprovidesan alternateclass feature, an envoy who takes the archetypealters or replaces the listed classfeatures. C Multilevel 2nd, 4th, 6th, 12th, and 18th Levels:You don't gain an envoy improvisation. c Wli5MM44You don't gain skill expertise with an additional skill.
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AlteredorReplaced Mechanic Class Features Forany level at which an archetypeprovidesan alternateclass feature,a mechanicwho takes the archetypealters or replaces the listed classfeatures. C Multilevel 2nd, 4th, 6th, 12th, and 18th Levels : You don't gain a mechanic trick. c Wli5MM44You don't gain the override classfeatureat 9th level.Instead, you gain it at 10th level, and you don't gain the mechanictrick normally gained at 10th level.
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Altered orReplaced MysticClass Features For any level at which an archetypeprovidesan alternateclass feature,a mystic who takesthe archetypealters or replacesthe listed classfeatures. c •N•4'144 For the highest level of mystic spell you can cast,reducethe numberof mystic spells known by 1. At 2nd level, this meansyou know two 1st-leve l spellsand five 0-level spells,and at 3rd level,you know three1st-leve l spells and six 0-levelspells.At 4th level, you know four 1st-leve l spells,but you knowonly a single2nd-levelspell(as2nd levelis now the highestlevelsof mystic spellyou can cast),and soon. C Mh5MM44You don't gain accessto the highest-level connection spell you would normally haveaccessto. C M=h5MM44 You don't gain accessto the highest-level connectionpoweryou would normally haveaccessto. C Wli5MM44Youeither don't gain the healing touch class feature or don't gain a feat you would otherwise gain from reaching an odd-numberedcharacter level (seepage26); this feat could be the one normally gainedat 9th level. C M@$4§14M At 11th leveland againat 14th level,you don't gain the increaseto your channelskill bonus. Your channel skill bonus is thus 1 lower than normal at 11th level and 2 lower than normal at 14th level- it remains +3 and doesn't increaseto +4 until 17th level). c Mi=HNMM@M You don't gain accessto the highest-level connection power you would normally have access to. If you would already not gain access to your highest-level connectionpower,you insteaddon't gain accessto the two highest-level connection powers you would normally have accessto.
AlteredorReplaced Operative Class Features For any level at which an archetypeprovidesan alternateclass feature, an operativewho takes the archetypealters or replaces the listed classfeatures.
! Multilevel
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2nd, 4th, 6th, 12th, and 18th Levels : You don't gain an operativeexploit. c WIINMM4M The amount of damageyou deal with your trick attack is 1d8 lower than normal. C
AlteredorReplaced Solar ianClass Features For any level at which an archetypeprovidesan alternateclass feature, a solarian who takes the archetypealters or replaces the listed classfeatures. C Multilevel 2nd, 4th, 6th, 12th, and 18th Levels:You don't gaina stellar revelation. c WIINMM4M You don't gain t he zenit h revelations class featureat 9th level. Instead,you gain it at 10th level, and you don't gain the stellar revelationnormally gainedat 10th level.
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Altered orReplaced Sold ierClass Features For any level at which an archetypeprovidesan alternateclass feature,a soldierwho takesthe archetypealters or replacesthe listed classfeatures. C Multilevel 2nd, 4th, 6th, 12th, and 18th Levels:You don't gain a bonuscombatfeat. c Wli&MM4M You don't gain the secondaryfighting style or secondarystyle technique class features at 9th level. Instead, you gain both at 10th level, and you don't gain the combat feat normally gained at 10th level. You still treat your effective soldier level as your soldier level - 8 for the purposesof your secondary style techniques.
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Altered orRep laced Technomancer ClassFeatures Forany level at which an archetypeprovidesan alternateclass feature, a technomancerwho takes the archetype alters or replacesthe listed classfeatures. C •-¥44@44 Youdon't gain the magic hack classfeature at 2nd level. Instead,you gain it at 5th level. C Mh$4@4MFor the highest level of technomance r spell you can cast,reducethe numberof technomance r spells you know by 1. For example, at 5th level, this meansyou know only two 2nd-level spells and four 1st-levelspells, and at 6th level, you know three 2nd-level spellsand four 1st-level spells.At 7th level, you know four 2nd-level spells,but you know only a single 3rd-level spell (as 3rd level is now the highestlevelof technomancerspellsyou cancast), and soon. C M=h&MM4M You don't receive the cachecapacitorclass feature at 6th level. At 8th level, you can gain the cache capacitor classfeature in placeof a magic hack.Depending on the levels of your archetype'salternateclassfeatures,you may or maynot gainadditional cachecapacitorslotsat 12thor 18th level. Regard less of when you gain cachecapacitor , the first instanceacts as the cachecapacitornormally gained at 6th level, the secondacts as the onenormally gainedat 12th,and the third actsas the one normallygainedat 18th. C Wli&MM4M Yourtechlore abilit y doesn'tincreaseat 9th level. It insteadincreasesto +3 at 11thlevel, and you don't receivethe magic hacknormally gained at 11thlevel. 12thand18thLevels: You don't gain an C Multilevel additional cachecapacitorslot (nor do you gain the option to store its associatedspells).
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PHRENIC ADEPT While many mystics and technomancersare trained in psychic traditions and terminology,there are also manycharacterswho gain mental powers outside the context of those spellcasting classes.Phrenicadeptsareable to draw on psychicabilities to a muchgreaterextent than most psychic racessuchas lashuntas andshirrens,but their abilitieslack the full depthand breadthof a spellcaster'spower. They thus use their supernaturaltalents to augmentother options rather than drawing on them as their primary sourceof power. The majority of phrenic adeptsare lashuntasand shirrens, though membersof other racescan also develop such psychic abilities. It is unusual for phrenic adepts to also be mystics or technomancers,as most spellcasterschannelall their eldritch power into their classtraining, but it is not unknown.
Alternate Class Features The phrenic adept grants alternate classfeatures at 2nd, 4th, 6th, 9th, 12th,and 18th levels.
standardaction to determinewhether it has any spellcasting or spell-like abilities (seearcanesight on page340), you learn only that it does if at least one of those abilities has one of these descriptors,and you learn the caster level of only the most powerful of theseabilities. While your phrenic senses are active, you also gain blindsense(emotion) with a rangeof 30 feet. Seepage262 for more details about blindsense.
Lesser Phrenic Power (SpJWil534!14a Your psychicabilities have grown strong enoughto allow you to duplicate the effects of a few specific spells. Once per day, you can casta spell from the following list as a spell-like ability: charm monster,clairaudience!clairvoyance, and psychokinetic strangulation. At 13th level, you can use this ability twice per day,and at 17th level,you can use this ability three times per day. The saveDCof thesespellsis equal to 10 + the spell level + your key ability scoremodifier.
Phrenic Power (Ex)M@334%w Phrenic Awakening (Su)•-M-HM4W Yougain limited telepathy, as per the lashunta racial trait (see page48). If your racealreadygrantsyou limitedtelepathy(such as with the lashunta and shirren races),you instead increase the rangeof your limited telepathy by 60 feet. You can also select two additional languagesto act as languagesthat you can use only to communicatetelepathically with creaturesthat know the language.If you learn the full version of a languagein which you can only communicate telepathicallythrough other means(suchas investing ranks in the Culture skill), you can select a new languageto be able to communicatetelepathicallyin at the sametime. Additionally, you no longer need to meet the minimum Charismarequirementof the feat Minor Psychic Power or of any feat that hasMinor Psychic Poweras a prerequisite.
Phrenic Defense (Ex)Mh534%4 Your psychic powers give you additional defenses against mental att acks.The first time you fail a saving throw against a spell or effect wit h the emotion, fear, mind-affecting, or pain descriptor(seepage269), you can spend1 Resolve Point as a reaction to immediately reroll the failed savingthrow. Evenif the secondsaving throw fails, your strongerdefenses might reduce the effect of the spell or ability. If the spell or ability deals damage,reducethe damage done by an amount equalto your classlevel.If the spell or ability hasa duration of 2 roundsor longer,reduceits duration by half.
Phrenic Senses (Sp)M=h&3M4M You gain the power to sensemental abilities and the creatures who havethem.As a standardaction,you can spend1 Resolve Point to act ivate your phrenic senses.This acts as the spell arcane sight, except you see only magic sources with the emotion, fear,mind-affecting,or pain descriptor. If you succeed at a Mysticism checkto determinea source'sschool of magic, you also learn which of these descriptors apply to it. If you concentrateon a specificcreature within 120 feet of you as a
Yourpsychic abilities havesignificantly strengthened,allowing you to duplicate the effects of specifichigher-levelspells.Once per day,you can cast a spell from the following list as a spelllike ability: confusion.mindprobe,and telepathicbond. At 16th level, you can use this ability twice per day,and at 20th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell level + your key ability score'smodifier.
Greater Phrenic Power (Su)Ml=i!&3M4w Your psychic powers have grown to grant you potent mental abilities.Onceper day you can useoneof the following abilities. The save DCof these abilit ies is equal to 10 + half your class level + your key ability scoremodifier. C MassSynesthesia: As a standard act ion, you can scramble the sensesof creatures,causing their sensory input to be processedby the wrong senses,such that noises trigger bursts of color, smells are perceivedas sounds,and so on. You can target one creature per 2 class levels, no two of which can be more than 30 feet apart and all of which must be within 100 feet of you. Eachtarget must succeedat a Will save or be staggered and forced to treat all creatures as havingconcealment (seepage253) for 1 round per class level you have. Abilities t hat negateor reducethe effectsof concealment have no effect on mass synesthesia.This is a mind-affecting ability. C PsychicCrush:As a standardaction,you caninvadethe mind of a single creature within 60 feet of you. You deal 15d8 nonlethal damageand causethe target to be sickened for 1 round per classlevel you have. If the target succeedsat a Fortitudesave,it takeshalf damageand is not sickened.This is a pain effect. C Thought Shield:As a move action, you can grant yourself a +5 enhancementbonus to saving throws against mindaffecting effectsfor 1round per classlevel you have.For this duration, you are alsoimmuneto spells and effectsthat allow creaturesto readyour thoughts.
STARFINDER FORERUNNER
FieldFix(Ex)M=b334%a
Membersof the Starfinder Society (see page 479) spends a considerable amount of time, money, and effort exploring places their fellow Pact Worlds citizens have never been. Whether they're investigating the ruins of ancient cultures, worldswith no moderntechnology,or civilizations with no prior contact with the Pact Worlds,Starfindersare always pushing the boundariesof explored space in a quest for snippets of knowledgeabout the edgesof history beforeand after the Gap. When possible,these expeditionsare precededby, or at least accompaniedby, a Starfinder forerunner who is specifically trained in exploration,scouting, and survival. Not all members of the Starfinder Society are forerunners, and not all forerunners take this archetype. The archetype representsan expert who has spent years studying with and apprenticing under more experiencedforerunners. The majority of forerunners are envoys, mystics, and operatives,thoughforerunnerswho havelevelsin other classes alsoexist.
You'vespentenoughtime in strangelands,far from the safetyof knowncivilization,to learnto patchup technologyandvehiclesand even yourself and fellow travelers- using whatever is at hand.Onceperday as a standardaction, you canspend1Resolve Point to regaina numberof Stamina Points equalto your class level (up to your maximum).Alternatively, you can take 10 minutesandspend1 ResolvePoint to restoreHit Pointsequal to your classlevel to one vehicle,pieceof equipment,or creature. It is assumedyou havegatheredwhatever materials you need to performthis action in your normal activities.
AlternateClassFeatures The Starfinder forerunner grants alternate class features at 2nd, 4th, and 6th levels.
Trained forTrouble (Ex)*4*13M@a Yougain Culture and Survival as classskills. For eachof these skills that is already a class skill for you (or becomesa class skill) from a sourceother than this archetype,onceper day you can chooseto roll a check with that skill twice and take the best result. You can attempt Engineering, Life Science,and Mysticism skill checksto identify creatures(seepage133) evenif you are not trained in thoseskills. Youcanattempt Survival skill checks to endure severe weather while moving at your full overland speedand receive the bonusyou would normally receive for moving at half your overland speed.You can also attempt Survival checks to live off the land while moving at your full overlandspeed.
Ready forAnything (Ex)Mh53M=l4 As an advancescout and planner for larger expedit ions, you have trained yourself to be ready for nearly anything. This experience and expert ise at planning gives you a number of abilities. When you are able to act in the surprise round of a combat, you gaina +2 bonusto your initiative checkfor t hat combat. Whenyou successfully identify a creature with a skill check (seepage133), you learn one more useful pieceof information than normal. When you reach11thlevel in t he classwith which you took this archetype, you insteadlearn two more piecesof useful information than normal. When you attempt a Culture check to decipher writing (see page139), t hereis no chanceyou will misconstrue the message (though you might still be unableto translateit), and you can take 20 (seepage 133)on Cult ure checksto decipherwriting evenif you are not trainedin Computers and don't haveaccess to a computer or downloadeddataset.
ACQUIRING SKILLS
CLASS Envoy(ENV) Mechanic (MEC ) Mystic(MYS) Operative (OPR) Sola rian(SLN) Soldier(SLO) Technom ancer(TE C)
AssociatedAbility Score Modifier: Each skill has an associated ability score modifier listed in its entry; add this modifierto your total skill bonus. Cl Other Modifiers:Sometimesyour race, your feats, items you are using, spells affecting you, or other mitigating circumstancesconfer additional bonusesor penalties. For instance,any skill with "armor check penalty" listed in its heading is harder to use effectively while wearing bulky armor, and you apply an armor checkpenalty (see page196) to all skill checksof that type while wearingsucharmor. The total of 1d20 + your total skill bonusis referred to as the result of your skill check. If the result of your skill checkequals or exceedsthe difficulty class(alsocalledthe DC)of the task you are attempting, you succeed.If the total is lessthan the DC,you fail. Sometimesa task features varying degreesof successor failuredependingon how muchyour result is aboveor belowthe required DC.The GM is responsible for determining the DCsof skill checks(seeSkill DCson page392 for more details). Often, usinga skill requirestaking an action,or it is taken as part of someother action. The action dependson the skill and the specific task listed in that skill. Eachskill description details a numberof commontasks for which that skill is used.YourGM will also prompt you to roll nonstandardskill checkswhen the circumstancesof the gamedemandit. Sometimesyou attempta skill checknot to accomplisha task, but to thwart someoneelse'stask or action. This is called an opposedskill check.With an opposedskill check,one creature attemptsa skill checkto try accomplishsomeactionor task, while anothercreatureattempts its own skill checkto determinethe DCthe first creaturemust meet or exceedto accomplish its goal. Typically,attempting an opposedskill checkto determine the DC requires no action, but it often requiresyou to be consciousor havethe ability to takecertain typesof actionswhen you do so. On occasion,it's impossible for you to attempt a skill check. Sometimesthe situation preventsyou from rolling a skill check, and other timesthe skill in questionrequires specialtraining in order to attempt. Skills that require special training are called trained-only skills and are marked as such in their headings. Unlessotherwisenotedin the skill'sdescription,you can'tattempt an untrainedskill checkto accomplish a task using a trained-only skill; you musthaveat least1rank in that skill to attempta check. The table that begins t he following page summarizes the differencesbetweent rained and untrained skills. Cl
Eachlevel,including 1st level, you gain a numberof skill ranks. The numberyou gain is determined by the classchosenfor that level (asnotedon the chart below),adjustedby your Intelligence modifier (thoughyou alwaysgain a minimumof 1 skill rank per level). For instance,if you create a 1st-leveltechnomance r with an Intelligencescoreof 18, you gain 8 skill ranks per level:4 ranks from the technomancerclassand 4 more ranks because your Intelligencemodifier is +4. Investinga rank in a skill representstraining gained through experienceor intensestudy. Each skill rank increasesyour total skill bonusby 1(seeSkill Checksbelow)- asyou level up, you can invest new ranks to upgradeexisting skills or learn new ones. Yourskill ranks in a single skill can't exceedyour total character level. Skills in which you've invested ranks are called trained skills: skills in which you haveno ranksare untrainedskills. Each class also features a number of favored skills, called class skills (seeTable5-1 on page 134). It's easier for you to becomeproficient in your classskills. Classskills in which you haveat least 1rank are knownastrained class skills; you gain a +3 bonusto skill checkswith suchskills. If you havemorethan one class, you gain the class skills from all your classes.The bonusfor trained class skills doesn't increasefor skills in the classskill lists of more than one of your classes-it remains +3.
SKILL RANKS PER LEVEL 8 + Int modifier 4 + Int modifier 6 + Int modifier 8 + Int modifier 4 + Int modifier 4 + Int modifier 4 + Int modifier
SKILL CHECKS No matter how skilledyou become,when using skills,successis rarely certain.To determinewhether you succeedwhen using a skill, you attempt a skill check:roll 1d20 and add your total skill bonusto the roll. Yourtotal skill bonusincludesthe following. • Skill Ranks: Each skill rank you've invested in the skill increasesyour total skill bonusby 1. Cl TrainedClass SkillBonus:If the skill is a trainedclassskill for you, you gain a +3 bonus.
SKILL CHECK TYPE
SKILL CHECK RESULT
Trained class skill
1d20+skillranks+ 3 +abilityscore modifier+ othermodifiers· modifier Trained skill 1d20+skillranks+abilityscore + othermodifie rs· Untrained skill 1d20+abilityscore modifier + other modifiers' • Armo r check pena ltiesapply tomostStrength· andDexter ity-based skill checks.
Take 10 Most of the time, you attempt skill checkswhile underpressure or during times of great stress. Other times, the situation is morefavorable,makingsuccessmorecertain. When you are not in immediate danger or distracted, the GM might allow you to take 10 on a skill check. When you take 10,you don't roll a d20, but rather assumethat you rolled a 10 on that die, then add the relevant skill modifiers. For many routine tasks,or for tasks you are particularly skilled at, taking 10 ensuressuccess. If you still fail when taking 10, you might require more time and energy to succeedat that task (seeTake20 below). Unlessyou havean ability that statesotherwise.you cannot take 10 during a combat encounter.Also, you can't take 10 when the GM rules that a situation is too hecticor that you are distracted,and taking 10 is almostneveran option for a check that requiressomesort of crucial effect as a key part of the adventure'sstory.
Take 20 When you have plenty of time to devote to a skill's task and that task has no adverse effect upon failure, the GM might rule that you can take 20 on that skill check.This is similar to taking 10, but insteadof assumingyour roll was a 10, you assumeit's a 20. Taking 20 meansyou are making multiple attempts at the task until you get it right. It also assumest hat you are failing many times before you succeed.Taking20 typically takes 20 times as long as attempting a single checkwould take (usually 2 minutes for a skill that takes a standardaction to perform).
AidAnother The GMmight rule that you can help someonesucceedat a skill check by performing the same action and attempting a skill checkas part of a cooperative effort. Todo so,you mustattempt your skill check before the creature you want to help, and if you succeedat a DC 10 check,that creaturegains a +2 bonus to his check, as long as he attempts the check beforethe end of his next turn. At the GM'sdiscretion, only a limited number of creaturesmight be able to aid another.Youcannottake 10 or take 20 on an aid anothercheck,but you can useaid anotherto help a creaturewho is taking 10 or 20 on a check.
usefulpieceof information abouta specificcreature,suchas its specialpowers or vulnerabilities. For every 5 points by which the result of your check exceedsthe DC, you recall another piece of useful information. You can attempt untrained skill checks to identify a creature if the DC is 10 or less. You can take 20 on a checkto identify a creature,but only if you havea meansof performingresearch,suchasaccessto an information network like a planetary infosphereor a downloadeddata set (seepage430); this typically takes 2 minutes. The DCsfor skill checksto identify creaturesare basedon the creature'srarity.
CREATURE RARITY Verycommon (space goblin) Average (most monsters) Rare (novaspawn)
DC 5 +1-1/2 x creature's CR 10+1-1/2 x creature's CR x creature's CR 15+1-1/2
The list of creaturetypes below indicateswhich skill is used to identify eachcreaturetype.
CREATURE TYPE Aberration Animal Construct (magical) Construct (techno logical) Dragon Fey Humanoid Mag icalbeast Monstrous humano id Ooze Outsider Plant Undead Verm in
SKILL LifeScience LiteScience Mysticism Eng ineer ing Mysticism Mysticism LifeScience Mysticism LiteScience LifeScience Mysticism LifeScience Mysticism LifeScience
RECALL KNOWLEDGE You can use certain skills to recall knowledgeabout specific topics. The topics a given skill relates to are detailed in the individual skill descriptions. A successful skill check allows you to answer questionsabout the topic in question. You can att empt untrained skill checks to recall knowledge if the DC is 10 or less. You can take 20 on t his check, but only if you havea meansof researching,such as accessto an information network or downloadeddata set (seepage430); this typically takes 2 minutes. The DCsfor skill checksto recall knowledgeare determined by the GM and are based on how well known the piece of knowledgeis, using the following guidelines.
QUESTION DIFFICULTY
BASE DC 5
IDENTIFY CREATURES
Really easyquestions Average questions Verydifficultquestions
Youcan usecertain skills to identify creatures.The skill usedto identify eachcreaturetype is listed belowand in the individual skill descriptions.A successfulskill checkallowsyou to recalla
Thespecifictopicsand the skills you useto recall knowledge about them are listed in the smalltable below.
15 20to30
TABLE 5-1:SKILL SUMMARY SKILL
ENV
,/ Acrobatics ,/ Athletics ,/ Bluff ,/ Computers ,/ Culture ,/ Diplomacy ,/ Disguise ,/ Enginee ring ,/ Intimidate LifeScience ,/ Medicine Mystic ism ,/ Perception Physica l Science ,/ Piloting ,/ Profession ,/ Sense Motive ,/ Sleight of Hand ,/ Stea lth Survival .I=Class Skill;• Armorcheckpenalty applies.
MEC
MYS
,/ ,/
,/ ,/
,/
,/
,/
,/
,/
,/
,/ ,/ ,/ ,/
,/ ,/
,/
,/
,/ ,/
,/
,/
,/
,/ ,/
,/
,/
,/ ,/
,/
,/
,/
,/
,/
,/
,/
,/
,/
,/
,/
,/ ,/
,/
,/ ,/
,/
,/ ,/
TEC UNTRAINED? ABILITY
,/
,/
,/
RECALLED KNOWLEDGE TOPICS
Profess ion
,/
,/ ,/
A culture's custo ms,laws,governmen t, leaders, prominentinhabitants, legends, religion,history,andrelated topics Bioeng ineering,biology , botany, ecology, genetics , xenobio logy,zoology,andother fieldsof biologica l science Alchemical theory, arcane symbols,deities, magic traditions,theplanes, religious traditionsandsymbols, andrelatedtopics Astronomy, chem istry,clima tology, geography, geology, hyperspace, meteoro logy,oceanography, physics, and otherfieldsofnatura l science A spec ificprofession andrelatedtopics
Phys ical Science
SLD
,/
,/
Culture
Mysticism
SLN
,/
,/
,/
SKILL
LifeScience
OPR
,/
SKILLS ANDSTARSHIP COMBAT Whether you're attempting a complicated flying maneuver, patching a powercore,or scanningenemyvessels, skills are a vital part of the systemthat governscombat betweenstarships. Whenchoosingyour skills, you might want to keepin mind which roleyou'd like to perform in starshipcombat. • If youwant to bea skilled pilot, investranks in Piloting. • If you want to be an effective engineer,invest ranks in the Engineeringskill. • If you want to bea capable scienceofficer, investranks in the Computersskill. • If you want to be anadeptgunnerandyour baseattack bonus isn't equalto your level,investranks in the Piloting skill. • If you want to be a worthy captain, investranksin oneor all of Bluff,Diplomacy,and Intimidate,aswell asany or all of the skills listedfor the other roles. For more information on starshipcombat,seepage316.
,/ ,/
Yes Yes Yes No No Yes Yes No Yes No No No Yes No Yes No Yes No Yes Yes
Dex* Str' Cha Int Int Cha Cha Int Cha Int Int Wis Wis Int Dex Cha,Int,orWis Wis Dex' Dex' Wis
SKILL DESCRIPTIONS This section explains each skill, includingcommonuses and tasks, typical modifiers, and sometimeseven established DCs. YourGM may requireor allow you to use skills for tasksother than those listed here. For a completesummary of skills, see Table 5- 1 above. Eachskill description is formattedin the followingway. Skill Name:The skill name headingprovidesnot only the name for the skill, but alsothe followinginformation. Key Ability: The abbreviationfor t he ability score modif ier that is addedto skill checks of this type is providedin the parenthetical after the skill's name. TrainedOnly: If this notationis includedin t he parenthetical after the skill's name,the skill is a trained-only skill, andyou can accomplish tasksandattempt checkswith this skill only if you haveat least1 rank in that skill. All other skills and their tasks can be att empted untrained,whether or not you have ranks in that skill. Rarely, a t rained-onlyskill may havecertain uses that canbeattempted untrained,or a skill that doesn't normally require trainingmight havea particular usefor that training. Armor Check Penalty: If this notat ion occurs in the parenthetical, an armorcheck penalty (from the armor you are wearing;seepage196)appliesto checks with this skill. Description: The skill's descript ion containsan overviewof the skill's scope,followed by a numberof entries that detail the tasks most commonly performed using that skill. The task entries also containinformationabout the type of action commonlyrequiredto achievethe task,whether or not you can try the task againif you fail, or specialeffectsthat occurif you fail a check.Typically, you can't take 20 to accomplish a task that doesnot allow you to try it againafter a failure, or that has special effects if you fail a skill check.
ACROBATICS (DEX; ARMOR CHECK PENALTY) Youcankeepyourbalancewhiletraversingnarrowor treacherous surfaces,escapefrom restraints,and tumble to avoid attacks. You also use Acrobaticsto determinethe successof difficult maneuvers while flying.
Balance As part of a move action, you can use Acrobatics to move acrossnarrow surfacesand unevengroundwithout falling. A successfulcheck allows you to moveat half your land speed acrosssuch a surface. While balancing, you are flat-footed.If you fail the Acrobatics checkto beginmovingacrossa narrow surfaceor unevenground,your moveaction endsat the point just beforeyou'd needto beginbalancing.If you fail the check while alreadybalancing (havingsucceededon a previousturn), you fall prone and the GM may rule that you start falling, dependingon the type of surfaceyou are moving across. If you take damagewhile balancing,you must immediately attemptan Acrobaticscheckat the initial DC.Ona success,you remainbalancing (andcan continueto moveif it is your turn). If you fail, you fall proneand,depending on the type of surface you are balancingupon, the GMcan rule that you start falling. Youcan't take 20 on Acrobaticschecksto balance. The DCs for Acrobatics checks to balance are based on the width of the surfaceyou are traversing,but can also be adjustedbasedon environmentalcircumstancessuchas slope and surfaceconditions. Suchmodifiersare cumulative;useall that apply.
SURFAC EWIDTH
DC
Greater than3 feetwide· 0 3-1feetwide' 5 11-7inches wide 10 6-2inches wide 15 Lessthan2 inches wide 20 • NoAcrobat icscheckisneeded tomoveacross thesesurfaces unlessa DCmodifier(seethetable below) increases theDCto10orhigher.
pinnedcondition.TheDCto escapea grapple or pin is typically 10 + the grappler's Kinetic Armor Class. Escaping from restraints can take 1 minute or more,dependingon the type of restraint.The DCto escapefrom restraints is basedon the natureof the restraintsand sometimesthe CRof the creature that did the binding (seethe table below).Youcan take 20 on Acrobatics checksto escapefrom most restraints,but not on checksto escapegrapples.
CIRC UMSTANCE Grappled orpinned Restra inedbybindings/rope Restra inedbymanac les
DC 10+grappler's KAC 20+1-1/2 • opponent's CR
30
Fly The basic rules for flight and how to move while flying are found on page 259. Generally,you need to attempt an Acrobatics check while flying only if you attempt a difficult maneuveror are in dangerouswind conditions.Usually,these checksare attempted as part of a move action while flying. You receivea bonus or penalty to Acrobaticschecksto fly dependingon your maneuverab ility: a - 8 penalty for clumsy maneuverability,no bonus for averagemaneuverabil ity, or a +8 bonusfor perfectmaneuverabi lity. The following situations require Acrobatics checks and have consequences for failure. The DCsfor such checksare basedon the currentwind and air conditions and other factors determinedby the GM. Youcan't take 20 on Acrobaticschecks to fly.
Avoid Falling Damage e If you are falling and you can fly, you can attempt an Acrobaticscheck as a reaction to negatethe damagefrom the fall. If you fail, you fall normally. If you have perfect maneuve rability,you canavoid falling damageautomatically without attempting a check.
Fly in Dangerous WindCondit ions e The more violent the wind conditions, the more difficult it
CIRC UMSTANCE*
DCMODI FIER
Slightly obstructed (grave l, sand) +2 Severely obstructed (cavern , rubble) +5 Slightly slippery (wet) +2 Severely slippery (icy) ____ +5 Slightly sloped (<45degrees) +2 Severely sloped (>45degrees) +5 Slightly unsteady (rough spaceflight) +2 Moderate ly unsteady Uostledspacecraft) +5 Severely unsteady (earthquake) +10 • These circumstances applytothebalance andtumbletasksof Acrobat icsandthejumptaskofAthletics.
Escape You can use Acrobatics to escapefrom grapples,pins, and restraints. Attempting to escapefrom a grapple or pin is a standard action. On a success,you free yourself from the grapple or pin and no longer have the grappled or
is to keepfly ing. In conditions of windstormor higher (51+ mph;seepage400), you must attempt an Acrobatics check to stay aloft each time you move. If you fail this check, you cannot move.If you fail this check by 5 or more, you are blown 2d6 x 10 feet in the direction of the prevailing wind (or in a direction decidedby the GM),and take 2d6 bludgeoning damage. You can't take 10 on Acrobatics checks to fly in dangerouswind conditions.
Hover • Safe flight typically requires momentum.If you wish to stay in place,or hover,while fl ying, you must att empt an Acrobat icscheckasa moveaction.If you fail, you fall. If you haveclumsymaneuverabi lity, you cannothoverat all. If you haveperfect maneuverability, you can hoverautomatically without attempting a check, though you can hover as a swift action instead of a moveaction if you succeedat an Acrobaticscheck(there is no penaltyfor failure).
TheDCsfor Acrobaticschecksto fly arebasedonthe prevailing wind conditions.The followingchart providesthe baseDCsfor air conditions,whetheran Acrobaticscheckis requiredto fly in thoseair conditions,and whether a creaturecan take 10 on an Acrobaticscheck to fly.Thesewind conditionstypicallyrepresen t fairly clearskiesandconsistentwind speeds.TheDCincreases by asmuchas 5 for choppywind or airbornedebris,or 10for both.
WIND CONDITION S
DC
Lightto moderate (0-20mph) Strong (21-30 mph) Severe (31-50 mph) Windstor m(51-74mph) Hurricane force(75174mph) Tornado force(175+mph)
15 17 19 27 33 39
CHE CK REQUIRED ? TAKE1O ? No No No Yes Yes Yes
Yes Yes Yes No No No
Tumb le As long as you do not havethe encumberedor overburdened condition(seepages275- 276),you canuseAcrobaticsto move through a spacethreatenedby an enemyor enemies without provoking attacksof opportunity fromthem. Tumblingis a move action, and you moveat half speed.The DCto movethrough an opponent'sthreatenedarea is 15 + 1-1/2 x the opponent's CR. If multiple opponentsare threatening the same space, you attempt one checkwith a DCbasedon the opponentwith the highestCR.and the DC increasesby 2 for eachadditional opponentbeyondthe first. You can also tumble directly throughan opponent'sspace; the DCis 20 + 1-1/2 x the opponent'sCR.If you fail this check, you stop moving adjacentto your opponentand provokean attackof opportunity. If you attempt to movethrough multiple threatenedspaces or opponents'spacesduring t hesame round,you must succeed at a checkfor eachspace,andthe DCof eachcheckbeyondthe first increasesby 2. Forexample, if you tumble througha space threatenedby two CR1creaturesanda CR2 creature,the DC= 15+ 3 + 2 + 2 = 22. If you then tumble t hrough the spaceof the CR2 creature,the DC = 20 + 3 + 2 = 25. In all of these cases,the DC is modified by the same environmental circumstancesthat apply to the balancetask of Acrobatics (seepage135).If you fail the check, you provoke attacksof opport unity as normal. If you want to moveat full speedwhile tumbling,you take a -10 penalty to the check.You can use Acrobatics to tumble while prone,but you can move only 5 feet as a full action andtakea -5 penaltyto the check. Usethe following baseDCsfor Acrobaticschecksto tumble.
Climb As part of a moveaction,youcanuseAthleticsto climbup,down, or acrossa slope,a wall, or anothersteepincline.Youcaneven climbona ceiling,providedit hashandholds,but you cannotclimb ona perfectly smoothsurface.Ona successfu l check,you moveat half your landspeedacrosssucha surface.If youfail the check by 4 or less,you makeno progress . If you fail by 5 or more,you fall. Youcan'ttake 20 onan Athleticscheckto climb.Youneedat least two handsto climb,butyoucanclingto a wall with onehandwhile youcasta spell, shoota small arm,or takesomeother action that takesonly onehand.Whileclimbingor clingingto a wall,youare flat-footed.If you havea climbspeed(seepage259),you receive a +8 bonusto Athleticschecks to climbanddon'tneedto attempt Athleticschecks to climbexceptin hazardous circumstances. TheDCsfor Athleticschecksto climbare basedon the object beingclimbed,but can alsobe adjustedbasedon environmental circumstancessuch as gravity, winds, and surfaceconditions. Suchmodifiersare cumulative:useall that apply.
OBJE CTBEIN GCLIMBED
DC
A slopeof morethan45degrees, a ladder, ora knottedrope witha wallto braceagainst Anunknotted cableor ropewith awall to braceagainst, or a knottedropewithoutawallto braceagainst A roughsurface ora wall withadequate handholds, like a naturalrocksurface, acavernwall,or anartificial wall withcabling Anunknotted cableor ropewithoutawallto braceagainst A ledgefromwhichyouaredangling byyourhands Anuneven surfacewith narrowhandholds, likea stoneor brickwall A relatively smooth surface withoccasional handholds , like a space stationwallor anicewall Anoverhang ora ceilingwithhandholds only A perfectly smoothsurface
CIRCUM STANC E Bracing against twoopposite walls Climbing acorner orbracing againstperpend icularwalls Climbingin zeroorlowgravity Climbing in heavygravity* ---~ Wetorslightlyslipperywalls ___ Icyorseverely slipperywalls" ___ Climbingin strongwind(21-30mph) ___ Climbingin seve rewind(31-50 mph)* Climbingin awindstorm (51-74 mph)" Climbingin hurricaneforcewind(75-174 mph)' Climbingin tornado-fo rcewind(175+ mph)'
5 10 15
20 25 30
DCMODIFIER -10 -5 -5
+5 +2 +5 +2 +5 +10 +20 +30
* Hazardous circumstance; creatures withaclimbspeed mustattempta
SITU ATION
DC *
Movethrough athreatened area 15+1-1/2 x opponent's CR Movethrough anenemy's space 20+1-1/2• opponent's CR • TheDCincreases by2 foreachadditionalthreatened space or opponent's space youmovethroughin 1round.
ATHLETICS
(STR; ARMOR CHECK PENALTY) Youcanscale verticalsurfaces,leapoverobstacles,and swim.
checkinthesecond itions.
Jump As part of a moveaction,you canuseAthletics to horizontally or vertically jump a distanceno greater than your remaining amountof movement.If you take a 10-foot running start just prior to the jump attempt, the DCis equal to the number of feet you are att empting to jump horizontally,or four times the number of feet you are att empting to jump verti cally.
If you do not take a runningstart, the DCof the checkdoubles . TheDC is modified by thesameenvironmentalcircumstances that apply to Acrobaticschecksto balance(seepage135).If youfail the check, you fall. If you fail by 5 or more,you fall proneevenif you don't takeanydamagefromthefall.Creatures with a landspeedof 35 feet or moregaina +4 bonusto Athletics checksto jump.This bonusincreases by 4 for every10by which a creature's landspeed exceeds 40 feet.Youcan'ttake20 on Athleticschecksto jump.
Swim As part of a moveaction,you can use Athleticsto swim. On a successfulcheck,you movehalf your land speedthroughwater andsimilar fluids.If you fail the checkby 4 or less,you makeno progress.If you fail by 5 or more,you sink beneath the surface or sink deeper,andyou must hold your breathor begindrowning (seepage404). If you do not havea swim speed(seepage259), for eachhour you swim,you must succeedat a DC20 Athletics checkor take 1d6nonlethal damagefrom fatigue.If you havea swim speed, you receivea +8 bonusto all Athletics checksto swimanddon't needto attemptAthleticschecksto swim except in hazardous circumstances(seethe table below). The DCs for Athletics checks to swim are based on the prevailing conditions, but can also be adjusted based on environmental circumstances suchascurrentsor the presenceof debris. Suchmodifiersarecumulative;useall that apply.
ENVIRONMENTAL CONDITIONS
DC
Calm 10 Rough _____ ___ 15 Stormy ' _____ ___ 20 Maelstrom· 30 • Unless youhavea swimspeed, youcan't take10onanAthleticscheck to swimin stormyormaelstrom water,evenif you're nototherwise threatened ordistracted.
CIRCUMSTANCE
DCMODIFIER
Lightdebrisordisruption _____ +2 Heavy debrisordisruption' _____ +5 Swimming withacurrent' ___ +5 Swimming againstacurrent' +10 Swimmingagainst ajetofliquidor astrong current' +15 • Hazardous circumstance; creatures withaswimspeed mustattempta checkinthesecond itions.
if you are on a crowdedspacestationpromenade); in such cases, the GMmightdecideto roll severalSenseMotivechecks,andyou succeedonly againstcreatureswith SenseMotiveresultslower thanyour Bluff result.
Feint Asa standardaction,youcanuseBluff to feint in combat,enabling you to treat your opponentas flat-footedfor your next attack against it beforethe endof yournextturn.TheDCof this checkis equalto either10+ youropponent's totalSenseMotiveskill bonus, or 15 + 1-1/2 x the opponent's CR,whicheveris greater.Youcan't feintagainsta creaturethatdoesn'thavean Intelligencescore,and youcannottake10or take20 ona Bluffcheckto feint.
Lie Youcanuse Bluff to deceivesomeoneor tell a convincinglie. A quick,simple lie in combatis part of combat banter;otherwise, telling a lie is at leasta full action, but it cantakelongerif the lie is elaborate, asdeterminedby the GM.If the creatureis suspicious or attendingcarefullyto your lie (asperthe detectdeceptiontask for SenseMotive).thecheckis opposedby theSenseMotivecheck of the creatureyou are lying to; otherwise,the DCof this check is equal to 10 + the creature'stotal SenseMotive skill bonus. If yousucceed , the creatureyou arelying to believesyou aretelling the truth, at leastuntil confronted with evidenceto the contrary. TheGMmaydeterminethat someliesareso improbab le that it is impossib le to convincesomeone theyaretrue. TheDCsfor Bluff checksto lieare adjustedbasedon thetarget's initialattitudetowardyou (seeDiplomacyon page139) aswell as othercircumstances determined by theGM(suchasthe plausibility of the lie).
INITIAL ATTITUDE Hostile Unfriend ly Indifferent Friendly Help ful
DCMODIFIER +10 +5 +0 -5
-5
Pass Secret Message
You can use words and actions to create distractions, misdirectyour opponents , tell convincinglies,and passalong secret messages.
Youcan use Bluff to passa secretmessageto an ally without others understand ing the message'strue meaning.Doing so in combatis part of combat banter. The DCof this checkis 15 for simple messagesand 20 for more complexmessages , as determinedby the GM. Thoseoverhearing the messagecan attemptan opposedSenseMotive checkto learnthe gist of the message. Youcannottake 20 on a Bluff checkto passa secret message .
Diversion
COMPUTERS (INT; TRAINED ONLY)
As a move action, you can use Bluff to create a diversion. Your Bluff checkis opposedby the SenseMotive checkof the creature you areattempting to beguile.If you succeed,you can either attempt the hide task of Stealthas if you had cover or concealment,or you gain a +10 bonusto perform the palm an object task of Sleight of Hand (your choice).Occas ionally,your Bluff checkmight beopposedby several creatures(for instance,
Youcanoperate,manipulate, and hackinto computersystems. If you don't havephysical accessto a computer system's user interface, you must usea hackingkit to accessand manipulate the system.Details of computerst hemselvesbeginon page213. Computersare set up to give one or more authorized users "root access,"allowing them to accessany information or function of the computeras a standardaction, with no needfor
BLUFF (CHA)
a Computers check. Firewalls can block off specificsectionsof a computerand grant different usersroot accessto thosesections. The base DC for many of the tasks of the Computers skill is equal to 13 + (4 x the computer's tier). These DCs may be adjustedby the GMto reflect other circumstances.
examinesthe documentto determine its authenticity. The DCsfor Computerschecksto detect a forgery are based on the type of forged documentas well as other circumstances determined by the GM,as shown in the table below.
CIRCUMSTANCE
Access Unsecured System You can use Computers to access an unsecured computer system'smost basicfunctions.The DC to accessthe information or functions of a public computer with no countermeasuresor firewalls is generally 10. Unlike other tasks of the Computers skill, you can attempt to accessa system untrained if you take 20 on the task, requiring 2 minutes.Securedcomputersystems, and securedsectionsof an unsecuredsystem, can be accessed by makinga Computerscheckto hacka system(seepage139).
CraftComputer If you have enough ranks in Computers, you can build computers.Seepage235 for the crafting rules.
Create orDetect Forgery You can use Computersto forge off icial documents.This takes 1d4 minutes. The GM rolls the Computerscheck to create a forgery in secret, so you're not sure how good your forgery is. This check is opposedby the Computerscheck of anyone who
DCMODIFIER
Document contradicts know ledge ororders Type of document iswellknown toexaminer Type ofdocument isunknown toexaminer Examiner only casually reviews document Forger hasa sample ofa similar document
-2 -2 +2 +2 +8
Destroy orRepair System orModule You can use Computers to repair a computer system or module that has been disabled, or destroy one that has been either removed or disabled by spending 10 minutes per tier of the computersystem working on the computer.The DCis basedon the tier of the computer system. If you are repairing a disabled module or system and you fail the check by 5 or more, you accidentally destroy the module or system. You can't take 20 on a Computerscheckto destroy or repair a computersystem.
Detect Fake Shell If you have accessto a computer,but not root access,you may actually onlyhaveaccessto afakeshell(acomputercountermeasure
that grantsaccessto fakefilesinsteadof realones).If you succeed at the check,you realizethat you haveaccessed a fake shell. The DCis basedon the tier of the computersystem.
Disab leorManipulate Module A characterwith root accessto a computer can disable or manipulate a countermeasure or moduleasa standard actionwith a DC10 Computerscheck.If you haveaccess(but not root access) to a computer,you can attempt a Computerscheckto activate, add, disable, or manipulate any countermeasu re or module.If you want to affect a countermeasu re or modulethat is behind a firewall, you must first hack the system (seebelow) to gain accessto it. Activating or disabling a countermeasu re or module generallytakesa standardaction. Adding or removing a module generallytakes 1 minute per tier of the computer.All of these tasks havea DCequalto the DCto hackthe system. Youcannot take 20 on a Computerscheckto disable or manipulatea module.
Gain Root Access If you have accessto a computer.you can attempt to upgrade your authorizationto gain root access . This works similar to hackingthe samecomputer, but the DC is 20 higher.In many casesit is impossibleto gain root access,and everytask beyond the computer's basicfunctions must be attemptedas a separate check to destroy, repair, disable, or manipulatemodules or countermeasures . If a firewall hasbeenset to havea differentset of authorized userswith root access.you must gain root access to it separately. Onceyou haveroot accessto a computer,you can alterwho elseis grantedroot accesswith a successfulComputers check to hackthe system.
Hack System Youcanuse Comput ers to hacka computer systemto whichyou don't already have access . Hacking a computersystem typically takesonefull action per tier of the computer system. Youcancut this time in half (to a minimumof one full action) for every 5 by whichyou increasethe DCof the Comput ers check. If you succeed at the check,you gainaccessto any part of the computerthat is not behinda firewall (seepage217).This allowsyou to use the basicfunctionsof the computer),and to makefurther checksthat require you to haveaccess.Accessing partsof a computer behind a firewall requiresanadditionalComput erscheckfor eachfirewall. If you fail a Computerscheckto hack a system,you might triggera countermeasure, if onehasbeeninstalled. If you take 20 on a Computerscheckto hack a system with countermeasures without first disablingor destroyingthem, the countermeasures areautomatically activated.
CULTURE (INT; TRAINED ONLY) Youare a student of the vast numberof known cultures in the galaxy, and you have a deep and rich understandingof the undercurrentsof cultures and languagein general.Each time you take a rank in Culture, you learn to speakand read a new language.See page41for a list of commonlanguages.
Decipher Writing You can use Cult ure to decipher writ ing in an unfamiliar
languageor a messagewritten in an incompleteor archaic form. It takes at least 1 minute to decipherapproximately 250 words of writing or fewer. The GM often rolls Culture checks to decipherwriting in secret.If you succeedat the check,you understandthe general content of the text. If you fail, you don't understandthe text. If you fail the check by 10 or more,you entirely misconstruethe meaning of the text. Youcan't take 20 on a Culture check to decipherwrit ing unlessyou are trainedin the Computersskill and haveaccessto an information network or downloadeddata set. In t his case, there is no chance of misconstruing the informationpresentedin the writing. TheDCsfor Culturechecksto decipherwriting arebasedon the complexity of the text aswell asother circumstances determined by the GM.
COMPLEXITY
DC
Simple message Standard text Intricate.exotic,orveryoldwriting
20
25 30
Recall Knowledge YoucanuseCulture to recall knowledgeabouta culture'scustoms, laws,government, leaders,prominentinhabitants,legends,religion, history,and relatedtopics(seepage133).
DIPLOMACY (CHA) You can persuadeothers to be friendly toward you, resolve conflicts and differences,and learn common knowledge and rumorsfloating arounda settlement.
Change Attitude When you interact socially with another creature, that creature has an initial attitude toward you. Attitudes fall into five categories (from worst to best): hostile, unfriendly, indifferent, friendly, and helpful. You can use Diplomacy to changea creature'sinit ial attitude to a more posit ive one, but at the risk of angeringthe creature and worsening its att itude toward you if you fail. This is a language-dependentability. The creature must have an Intelligence of 3 or higher, and you must spendat least 1 minute interacting and conversing with t he creatureto changeits attitude. The DCof this check is equal to either 10 + your opponent'stotal Diplomacyskill bonus,or 15+ 1-1/2x the opponent'sCR(or the encounter's CR, if you are tryin g to changethe attitude of a groupof creatures), whichever is higher. The DC is modified by the creature's initial attitude (see page 140) and other circumstances, as determined by the GM. If you succeed,the creature'sattitude improves by one category (for instance, a hostile creature becomesunfriendly). If you exceedthe DC by 5 or more, you can choose to spend 10 more minutes interacti ng with the creature to improve its attitude by one additional category. If you fail the check by 5 or more, you anger the creature, and the creature'sattitude worsensby one category (for instance, a fr iendly creature becomesindifferent). Attacking a creature always worsens its attitude by one category for each attack made, and may have other consequences basedon the creature'scurrent attitude.
Positively affecting a creature's attitude takes time. You typically can't use Diplomacy to positively changea creature's attitude by more than one category(or two categories if you spendthe extra time) within a 24-hour period,unlessthe GM decidesotherwiseor you havean ability that allowsyouto do so. The five categories of initial attitude are describedbelow, alongwith t he effectsof negativelychangingeachattitude.
Hostile e A hostile creature would rather attack you either physically or verbally, than civilly converse with you. Most enemies you meet are hostile. It's often hard to talk diplomatically with hostile creatures, though it can be done remotely (via a communicat ion device) or by avoiding combat with the creatureswhile persuadingthem to listen to reason.If you fail the Diplomacy check by 5 or more,you can't attempt to changea hostilecreature's attitudeagainfor 24 hours.
Unfriendly e Unfriendlycreaturesare typicallywary of you,or afraid youwill try to hurt them if theyaren't careful or fail to keepyouat bay. Unfriendlycreaturesbecomehostilewhenangeredor attacked.
Gather Information Youcan use Diplomacy to gather information about a specific topicor individual.Youmust spend at least1d4 hourscanvassing peoplewithin a settlement or local region. If you succeed,you learn something about that topic or individual, though the GM may determine that someinformation is simply unknownto the local people. The DCs for Diplomacychecks to gather information are basedon the nature of the informationbeingsought and may be adjusted by the GM to reflect other circumstances, such as bribesor gifts.
INFORMATION SOUGHT Common factsorrumors Obscure orsecretknowledge Prominent or well-knownindividual Average orordinaryindividua l Myster iousorobscure individua l
DC 10 20or more 5 +characte r's CR 10+character 's CR 15+characte r'sCR
DISGUISE (CHA) You are able to change your appearanceto blend in and deceiveothers,whether to infiltrate
Indifferent
Change Appearance
e Indifferent creatures take little noticeof you, but hold no ill
You can use Disguiseto changeyour appearance with 1d3 • 10 minutes of work with a disguisekit, by casting a spell such as disguiseself, or by using a technological device such as a holoskin.The GM rolls the Disguise check in secret, so you're not sure how good your disguiseis. This check is opposedby the Perception check (see page 144) of anyone who might realize that you are not who you appearto be. If you are not drawing att ention to yourself, other creaturesdo not usually get to att empt a Perception check to pierce your disguise. If creaturesare being part icularly alert for suspiciousactivity (such as security personnel on a starship or space stat ion), it's assumed t hat such observers are taking 10 on t heir Perceptionchecks. The effectiveness of your disguise depends on how much you're changing your appearance. Without t he aid of transformative magic or technology that allows you to do otherwise, you can use Disguise only to appear as a creature that is your sizeor onesizecategory largeror smallerthanyou. This does not change your actual size or reach.Disguisesare general-you cannotdisguiseyourself asa specific person. Certain magic spells, such as disguiseself, grant you a +10 bonusto Disguisechecks. The DCs for Disguisechecks are adjusted by the type of disguise as well as other circumstances determinedby the GM. Thesemodifiers are cumulative:useall that apply.
will againstyou. They don't care about your plight, but may giveyou simpleadvice or directions.Most creaturesyou meet in everydaylife or in settlements are indifferent. Indifferent creaturesbecomeunfriendlywhen angeredor attacked.
Friendly e Eitherdueto a generally cheerful dispositionor a predisposit ion to like you, friendly creatures treat you with kindnessand respect. They may giveyou more-detailedadviceor simple aid, but generally won't goout of their wayto be helpful.If angered or attacked, friendly creatures becomeindifferent and often try to avoid further contactwith you if possible.
Helpful e Helpful creatures are not only friendly, but desire to help you, within reasonable means. Helpful creatures typically give you more lengthy or diff icult aid,or offer small services that arereadilyavailable to them.When angered or att acked, helpful creaturesbecomefriendly,but somewhat guarded,as they areoften confusedby suchreactionsto t heir generosity. The DCs for Diplomacy checks to change att itudes are adjusted based on the creature'sinit ial attitude aswell asother circumstancesdeterminedby t he GM.
INITIAL ATTITUDE
DCMODIFIER
Hostile ______ Unfriendly ________ Indifferent ________ Friendly ____ Helpful • Youcannot improve a creature's attitudeabove helpful.
+10
+5 +O
-5 -·
DISGUI SE Minordetails alteredonly Majorfeaturealtered Disgu isedasadifferent raceof thesame creatu re type Disguisedasa different creature type Disguised asa different sizecategory
DCMODIFIER -5 +2to +5 +2to +8 +10 +10
ENGINEERING (INT; TRAINED ONLY) Youcan identify, build, repair,or disabletechnological devices; assessthe stability of structuresand machinery;and properly armand disarmexplosives.If you don't havean engineeringkit when attemptingan Engineer ing check,you take a -2 penalty to the check
ArmExplosives Youcan useEngineeringto arm an explosiveusinga detonator (seepage218).This takes 1 minute to connectt he detonator and set the explosive.The DCof this check is typically 10. If you fail the check,you canattempt to arm the explosiveagain. If you fail the check by 5 or more,you trigger the explosive prematurely . Youcan alsoattempt to build an explosivemoredifficult to disarm.Todo so,choosea targetdisarmDC(the DCshould bein an incrementof 5, with a minimumDCof 15).This DCbecomes your target DCto armthe explosive aswell as the DCto disarm the explosive (seeDisable Device below).
Assess Stability You can use Engineeringto assessa structure or a pieceof machineryto determine its stability, usability, and structural weak points. This takes 1 minute or more, and the DC is determinedby the GM. Usethe followingbaseDCsfor Engineering checksto assess stability. TheseDCscan be adjusted by other circumstances such as the complexity of the structure and damageto the structure, asdeterminedby the GM.
TASK
DC
Assess stability Determ inestructural weakpoint
CIRCUMSTANCE Simplestructure (ropebridgeor unstable ceiling) Comp lexstructure (suspens ion bridgeorspace stationwall) Obvious damage Slightbutconsequent ial damag e Intentionalsabotage
DC MODIFIER -5 +S -5 +5 +10
CraftTechItem If you have enough ranks in Engineering, you can create technologicaldevices or items (including computers).Seepage235 for the crafting rules.
Disable Device You can use Engineeringto disablea lock, a trap, or a mechanicalor technological device, or to disarman explosive,as long as the device is unattendedand you can access it. The amount of time this takes depends on the complexity of the device but typically requires at least one full action.The DCof the check
is determinedby the GM and is basedon the complexityof the device.Forextremelycomplexdevicesor systems,the GMmight requiremultiple checks.The GM rolls the Engineering check to disablea devicein secret,so you don't necessarily know whether your attempthassucceeded or failed. If you succeed, you disable the device. If you fail the checkand discoveryour error,you can attemptto disable the deviceagain. If you fail the checkby 5 or more,something goeswrong. If thedeviceis anexplosiveor a trap, youtriggerit. If youareattemptingsomesortof sabotage, youthink thedeviceis disabled,but it still worksnormally. Youcanalsousethe disable device taskto rig a device to work normally for a while, and then becomedisabledsometime later. This increases the DC of the checkby 5. If you want to leaveno traceof yourtampering,the DCincreases by anadditional5. If you succeed at the check,youcanrig thedeviceto becomedisabledup to 1roundlaterfor eachrankof Engineering youhave.If youfail the checkby 5 or more,youreffortshavethesameeffectasif youwere merely attemptingto disablethedevice. Dueto the danger,youcannottake20 on an Engineering check to disable a device. TheDCfor an Engineering checkto disablea deviceis basedon thecomplexity of thedevice.ThefollowingchartprovidesbaseDCs by complexity, examples of suchdevices,andthe time it takesto disable suchdevices.TheGMcanadjusttheseDCsandtimesto
reflect othercircumstances. Systemswith redundancies or similar safetymeasures couldhaveDCs1to 5 higherthanthoselisted.
DEVI CE
EXAMPLE
Simpledevice Jamadoor Trickydevice Sabotage asimplepropulsion system Difficultdevice Disarm orreseta sentryturret ora similartrap Complex device Disarmanexplosiveorasecur ity system froma controlpanelor similardevice Equipment Disable anarmorupgrade, powe redarmor,oraweapon
Simple lock Average lock Goodlock Super iorlock
TIME DC 1round 1d4 rounds 2d4 rounds 2d4 rounds
10 15 20 25
15 + 2d4 rounds 1-1/2• item's level 1round 20 1round 25 1round 30 1round 40
ITEM
EXAMPLE
TIME
DC
Simple Doororwall 10minutes 15 Complex Computer console 30minutes 20 /2 • item's Equip ment Weapon or suitofarmor 1hour 15+ 1-1 level
INTIMIDATE (CHA) Youcanrattle your foesor bully themto do what you want with verbal threatsor displaysof prowess.
IdentifyCreature You can use Engineer ing to identify constructs with the technologicalsubtypesuchas robots(seepage133).
Identify Technology Youcan use Engineeringto identify the properties and usesof technologicalitemsanddevicessuchasstarshipsandweapons, aswell as alientechnology.Generally, a check is not requiredto identify relatively simple technologicalitemsthat arecommonly available in the PactWorlds (suchas thoseitems presentedin Chapter7).Youcantake 20 on an Engineeringcheckto identify technology,but only if you havea meansof researching,such asaccessto an information network or downloadeddataset. The DCsfor Engineeringchecksto identify technology are basedon the item'srarity.
ITEM RARIT Y
If the object or piece of equipment is damagedbut not broken,you can repair it at no cost. If it is broken but not destroyed,you must spend10 UPBsper item level (seepage 233; assumea simpleitem hasan item levelof 1) eachtimeyou attempt to repair it. A destroyedobject or pieceof equipment can't be repaired with the Engineer ing skill. Youcan't take 20 on an Engineeringcheckto repairan item or object. The DCfor an Engineeringcheckto repair an item is based on the complexityof the object. The following chart provides baseDCsby complexity and examplesof such items.The GM mayadjust theseDCsand timesto reflectother circumstances.
DC
Common , complextechnology [PactWorlds starsh ips 5 +1-1/2 • item's oritems) level Less common techno logy(non-Pact Worlds starships 10t 1-1/2 X item'slevel oritems) Rare , ancient, oralientech 15 +1-1/2• item's level
Repair Item Youcanuse Engineering to repair a mechanical, technological, or hybrid objector pieceof equipment, as longyou haveaccess to it. The amountof time t his takes typically dependson the complexity of the object.Youcan repair an object or pieceof equipment you crafted in half the usual t ime. The DC of the checkis determinedby the GMand basedon the complexity of the object. If you succeed,you restorea number of Hit Points equal to the result of your Engineering check. If you fail the check by 10 or more,you damagethe obj ect further, dealing 1d4 damageto it; this damagecan't reducean item to fewer than 1 HP.
Bully YoucanuseIntimidateto bully a creature to temporarilychange its attitude to helpful (seeDiplomacyon page139).This is a language-dependent, sense-dependent ability. Youmust spend at least 1 minuteconversing with the creature. The DCof this checkis equalto either 10+your opponent'stotal Intimidateskill bonus,or 15+ 1-1/2 x the opponent'sCR,whicheveris greater. If you succeed,the creature gives you information it hasthat you want, takes actions that do not endangerit, or grants limited assistancethat you request, but doesso underduress.Sucha changein attitude lastsfor 1d6x 10 minutes. At the endof this time, the creature'satt itude towardyou becomesunfriendly. If you fail the checkby 5 or more,the creature'sattitude becomes unfriendly,or hostileif it wasalreadyunfriendly.If the creature becomes unfriendly due to a failed check,it is likely to try to deceive you or otherwisehinderyour goals.
Demoral ize As a standard action, you can use Int imidate to cause a creaturewithin 30 feet of you to becomeshaken for a number of rounds.This is a sense-dependen t ability. The DC of t his check is equal to either 10 + your opponent'stotal Intimidate skill bonus,or 15 + 1-1/2 x t he opponent'sCR,whichever is greater. If you succeed,t he target is shaken for 1 round. The duration increasesby 1 round for every 5 by which the result of your checkexceedst he DC.
LIFE SCIENCE (INT ;TRAINED ONLY) You are educatedin the scient ific study of living things,from the smallestorganismsto the largestbiologicalsystems.
CraftDrug,Poison,orMedicinal If you haveenoughranks in Life Science,you cancreatedrugs, poisons,and medicinals.Seepage235 for the craftingrules.
CraftFood orDrink If you have enoughranks in Life Science,you can create food and drink items.Seepage235 for the crafting rules.
Ident ify Creature You can use Life Science to identify aberrations, animals, humanoids,monstroushumanoids, oozes,plant creatures,and vermin(seepage133).
Recall Knowledge YoucanuseLife Scienceto recall knowledgeaboutbioengineering, biology, botany, ecology, genetics,xenobiology, zoology,and other fieldsof biologicalscience(seepage133).
MEDICINE (INT; TRAINED ONLY) You have knowledge of the biology of many speciesand can treat a numberof different types of wounds and ailments.The DCsof most Medicine tasksare basedon the type of equipment used(seeChapter7 for that information).
FirstAid As a standard action, you can use Medicine to stop bleed damageor administerfirst aid to a dying creaturethat you can touch.The DCof this check is 15. If you succeedat the check, the creature stops dying and becomesstable, or the bleed damageends. Unlike with other tasksof the Medicine skill, you can attempt the first aid task untrained.Youcan't take 20 on a Medicine checkto administerfirst aid.
Long-Term Care You can use Medicine to provide long-term care to a living, wounded creature. This can take a day or more, requires a medicallab or a medical bay on a starship, and hasa DCof 30. If you succeedat the check, the patient recovers Hit Points and ability score damage (as well as recovers from poison states)at twice the normal rate. If you exceedthe DCby 10 or more,the patient recoversHit Pointsand ability scoredamage (as well as recovers from poison states) at three times the normal rate. You can tend as many as six patients at a time, att empting a check for each one each day to determine the rate of healing. You cannot take 20 on a Medicine check to provide long-termcare.
Long-Term Stability You can use Medicineto tend a creature that is unconscious but stable, ensuring that it doesn't die whi le it remains unconscious. Each hour, before the unconscious creature att empts its Constitution check, you can attempt a DC 15 Medicine check.If you succeed,the unconsciouscreaturecan treat its Constitution checkresult as if it were 10, allowing the creature to attempt another Constitut ion check the following hour. For more about long-term stability, see Stabilizing on page250.
TreatDeadly Wounds Youcan use Medicine to restoreHit Pointsto a living, wounded creature.Thistakes1minute,andthe DCis basedon the medical
equipmentused.If you succeedat the check,you restore 1 Hit Point per level or CR of the creature you are treating. If you exceedthe DCby 5 or more,you add your Intelligencemodifier to the amount healed. A creature can receive this treatment only once every 24-hour period, unless it is delivered in a medical lab. Most medicallabs allow you to treat a creature's deadlywoundsat leasttwice per day.
TreatDisease You can use Medicine to treat a creature suffering from a disease.This takes 10 minutesand requires a medkit,a medical lab, or a medical bay on a starship. Every time the diseased creatureattempts a savingthrow against the disease,you can attempt a Medicinecheck.If your result exceedsthe DCof the disease,the creature receives a +4 bonusto its saving throw againstthe disease.
TreatDrugs orPoison As a standardaction, you can use Medicineto treat a drugged or poisonedcreature.This requires a medkit, a medical lab, or a medical bay on a starship. Every time the creatureattempts a saving throw against the drug or poison,you can attempt a Medicine check. If your result exceedsthe DC of the drug or poison,the characterreceivesa +4 bonusto its saving throw againstthe drug or poison.
MYSTICISM (WIS; TRAINED ONLY) Youare educatedin the fields of magic,religion, the planes,and spellcasting, and so can identify magic items and spells and makemagicitemsyourself.
CraftMagic Item If you have enoughranks in Mysticism, you can create magic items. Seepage235 for the crafting rules.
Disable Magic Device Youcan useMysticism to disable a magical trap or other magical item.Thisfunctions asthe disabledevicetask of the Engineering skill, andthe DCof the checkis basedon the trap itself. Youcan't take 20 on a Mysticismcheckto disable a magicdevice.
Ident ify aSpel l Being Cast If you can clearly observe a spell being cast, you can use Mysticism to identify the spell. The DCof this checkis equalto 10 + 5 x the level of the spell being cast. This doesnot require an action. You can't take 10 or 20 on a Mysticism check to identify a spell.
Ident ify Creature Youcan use Mysticismto identify constructswith the magical subtype,dragons,fey,magical beasts,outsiders,and undead(see page133).
Ident ify Mag ic Item As part of the actionto castdetectmagic,you canuse Mysticism to identify the properties and commandwords of magic items. TheDCof this checkis equal to 15 + 1-1/2x the item level.Youcan
usuallyattempta Mysticismcheck to identify a magicitem only onceper24-hourperiod;further attemptswithin that periodfail. However,castinganidentify spell allowsyou to attempta second checkin the same24-hour periodand grantsyou a +10 insight bonusto the check.If you have the time, you can take 20 to attemptanothercheckto identify a magic item in the same24hour period, but only if you can performresearch,suchas with accessto an informationnetworkor downloadeddata set.
Recall Knowledge Youcan use Mysticism to recall knowledgeabout alchemical theory, arcane symbols, deities, magic traditions, the planes, religious traditions and symbols, and related topics (see page133).
Repair Item You can use Mysticism to repair a magical or hybrid pieceof equipment,as long you have accessto it. This typically takes 1 hour.Youcan repair a pieceof equipmentyou crafted in half the usual time. The DC of the check is equal to 15 + 1-1/2 x item level. For a magical object without an item level, the GM determinesthe DCand the amount of time it takes to repair the object basedon the object'scomplexity (seethe repair item task of the Engineer ing skill on page142for guidelines) . If you succeed,you restore a numberof Hit Pointsequal to the result of your Mysticismcheck. If you fail the check by 10 or more, you damagethe item further, dealing 1d4 damageto it; this damagecan't reducean item to fewer than 1 HP. If the piece of equipmentis damagedbut not broken,you can repair it at no cost. If it is broken but not destroyed,you must spend 10 UPBsper item level (see page 233) each time you attempt to repair it. A destroyedpieceof equipment can't be repairedwith the Mysticism skill. Youcan't take 20 on a Mysticism checkto repair an item or an object.
PERCEPTION (WIS) Youcan useall of your senses(hearing, taste,touch,sight, and smel0 to notice danger,pick out fine details, and searchfor hiddenobjectsor creatures.
Notice Youcanuse Perception to noticethings happeningaroundyou. This is the most basic task of the Percept ion skill. It canbe used for a varietyof reasonsdeterminedby theGM.Youmightattempt a Percept ion checkto seeif you can act in a surpriseround,to spot somethingimportantout of the corner of your eye,or to realizetherearehiddencreaturesnearby (thoughyoucan'tnotice a creaturethat is invisible unless it makes itself known; see page264). A Percept ion checkto noticeusuallydoesnot involve takinganaction, thoughyoumust beconsciousandhave the use of at leastsomeof your sensesto do so. TheGMdeterminesthe DC. Youcannottake 20 on a Perception checkto noticethings. TheDCsfor Perceptionchecksto noticethingsaredetermined by the GM basedon the circumstancesand may be adjusted to reflect other conditions. Seethe searchtask below for a chart with someexamplecircumstances andtheir typical DCs.
Pierce Disguise As a move action,you can use Perception to recognize that a creaturehaschangedits appearance. Sometimes, if you arebeing particularlyalert for thosein the areawho might be in disguise, the GMmight allow you to do this without takingan action.This checkis opposedby a Disguisecheckattemptedby the disguised creature.If you succeed,you realizethe creatureis disguisedand not who it seems,but not necessar ily who or what the disguised creatureis beneaththat disguise. If the disguisedcreature is impersonatinga particular individual that you know, the GM might grant you a bonusto your Percep tion check. Divinationmagicor scannersthat allow you to seethrough illusions or hologramsdo not penetratemundaneand low-tech disguises,but they cannegateillusoryor holographic components of a disguise. TheDCsfor Percep tion checksto piercea disguiseareadjusted according to how familiar the observeris with the particular individualthe disguisedcreatureis masquerading as,as well as other circumstances determinedby the GM.
FAMILIARITY Intimate Close friends Friends orassociates Recogn izesonsight
DCMODIFIER -10 -8 -6 -4
Search As a move action, you can use Perception to search for something in particular, such as finding an invisible creature that has made itself known or a hidden creatureyou know is in the area, or looking for nearby traps or hazards.You can also search an area to find anyt hing of interest that might be hidden or is otherwise not immediately noti ceable,such as concealedcargo compartmentsor hidden treasure. In that case,it takes 1 minute to searchan area no more than 20 feet by 20 feet (or smaller, if the GM rules the area is particularly cluttered or complex).The DC is determined by the Stealth checkof the creature,by the t rap or hazardinvolved,or by the GM. If you are not in combat,you cantake 20 on a Perception check to search. The DCsfor Perceptionchecksto search may be adjusted by the GM based on the circumstancesand to reflect other conditions. The following chart provides some example circumstancesandtheir typical DCs.
CIRCUMSTANCE
DC
Hearthesound of battle Detec t astrongsmell Hearthedetailsof aconve rsation Noticeacreatu rein plain sight Determ inewhether foodisspoiled Hearthesoundofa SmallorMediumcreature walking Hearthedetailsof awhispered conversat ion Finda typica l unmarked cargohatch Hearthesound ofanautomatic dooropening Finda typica l secret compart ment
0 0 0 0 5 10 15 15 20 20
Hearapistol beingdrawn Sense a creature burrowing 5 feetbelowyou Noticesomeone pickingyour pocket Noticeacreatu reusingStealth Findahiddentrap
20 25 Opposed bySleight of Hand Opposed byStealth Variesbytrap
PHYSICAL SCIENCE (INT ;TRAINED ONLY ) Youare educatedin the scientific study of non-living systems, from t he tiniest atoms to the largest celest ial bodies.
CraftDrug , Poison , or Medicinal If you have enough ranks in Physical Science, you can create drugs, poisons, and medicinals. See page 235 for crafting rules.
Recall Knowledge You can use Physical Science to recall knowledge about astronomy, chemistry, climatology, geography, geology, hyperspace, meteorology, oceanography, physics, and other fieldsof natural science(seepage133).
PILOTING (DEX) Youknow how to drive vehicles,pilot starships,and navigate.
FireStarship Guns When attempting a gunnery checkduring starship combat(see page320), you canuseeither your ranks in Piloting or your base attack bonusto calculatethe attack roll.
Navigate Youcan use Piloting to navigate or astr ogate. This let s you direct your vehicle or ship in your desired heading and to plot longer courses. Plotting a course to a star system you have visited frequently usually requires a successful DC 10 Piloti ng check and takes 10 minutes. Plotting a course to a less familiar star system is more diff icult and requires information about the destination system; navigat ion is also more difficult if you are currentl y lost. If you fail the check to chart a course between star systems by 9 or less, you realize that you have plotted a faulty course and must attempt t he check again before you can make the j ourney. If you fail the check by 10 or more, you aren't aware that your calculations are erroneous,and it takes longer than normal for you to reach your desti nati on (usually 1d6 additional days for Drift tr avel). At t he GM's discretion, you might instead arrive in an unfamiliar star syst em (plott ing a course f rom t here to your act ual destination usually requires a successf ul DC 25 Piloting check), or when you arrive at your int ended destination, your starship's engines may have gained the glit ching criti cal damage condit ion (see page 321). Your familiarity with a region of space or a planet determines the DC of Piloting checks to navigate or astrogate. The GM can modify these DCs (usually by 5 to 10) basedon the amount of informati on available about your starting location and destinati on, and whether the location is part icularly difficu lt to navigat e (such as a t rackless desert or a strange nebula).
FAMILIARITY
DC
Frequent ly visitedorhomebase Seldom visited Unfamiliar
10 15
25
PilotaStarship If you take the pilot role in starship combat,you useyour Piloting skill to maneuver,attempt stunts,and otherwise fly the starship. Full detailsappearon page324.
PilotaVehicle When piloting a vehicle (see page 278), you attempt Piloting checksto safely race at full speed,pull off maneuvers.engage in vehicular combat,and maneuverin a chase.More advanced vehicles are harder to pilot, so the DCs of most checks for piloting a vehicle increasewith the vehicle'sitem level.
PROFESSION
(CHA, INT,ORWIS;TRAINED ONLY) You are skilled in a specific job, specialty,or creative art. You know how to use the tools of your trade, how to perform the profession'sdaily tasks, how to supervisehelpers,and how to handle commonproblems. Profession is actually a numberof separateskills. Youcould have severalProfession skills, each with its own ranks. While skills like Culture,Life Science.Mysticism.and PhysicalScience representhighly specializedfields of study, a Profession skill representsan aptitude in a vocation requiring a broaderrange of lessspecific knowledge. When you put ranks in a Profession skill, you must choose the ability score keyed to that skill: Charisma, Intelligence,or Wisdom. CommonCharisma -based Profession skills include actor, artist, comedian,con artist, courtesan, dancer, musician, orator, poet, politician, video personality, and writer. Common Intelligence-basedProfession skills include accountant, archaeologist, architect, corporate professional, electrician, lab technician,lawyer,mathematician, philosopher,professor,psychologist, and vidgamer.Common Wisdom-basedProfessionskills include bounty hunter, cook, counselor, dockworker, farmer, gambler, general contractor, herbalist, maintenanceworker, manager, mercenary,merchant, miner,and smuggler. A Profession skill should not overlap with existing skills. For example, if you want to play a scientist, you should put ranks into Life Scienceor Physical Sciencerather than create a Profession(scientist) skill. The GM is the final arbiter of what is a good choicefor a Professionskill and what ability scorea given Professionskill is keyedto. Different professions are considered different skills for the purposeof how many ranks you can have each level. For example, a 4th-level character could have 4 ranks in both Profession (dockworker) and Profession (vidgamer).
Earna Living You can use Profession to earn money. A single check generally representsa week of work, and you earn a number of credits equal to double your Professionskill check result. At the GM's discretion, you can use ot her skills (such as
Computers or Engineering) to earn a living following the sameguidelines.
Recall Knowledge YoucanuseProfession to recallknowledgeaboutyour profession and relatedtopics (seepage133).
SENSE MOTIVE (WIS) Youcandetectfalsehoodsandgain glimpsesof the true intentions of creatureswith which you interact.
Detect Deception You can use SenseMotive to determine whether something just said to you was a deception or lie. At any time, if you doubt something another creature is telling you, you can request the GM to allow you to attempt a SenseMotive check to determinewhether it is deceiving you. Doingso in combat is part of combat banter: otherwise, it's a move action. Your SenseMotive check is opposedby that creature'sBluff check. If you succeed,you realize that you are being deceived or that a lie is being told, but not how it is untrue, nor does it let you know the truth. If you fail (or if no deceptionor lie is being made),you believe that the speakerdoesn't seemto be deceivingyou. Failing t he check by 5 or moremay mean(at the GM'sdiscretion)you believe that a truthful statementcontains deceptionsor that a lie or deception is a truthful statement.
Discern Secret Message If you overhearor otherwise intercept a secret message,you canuseSenseMotiveto learnthe gist of its true meaning.Doing so in combat is part of combatbanter.YourSenseMotive check is opposedby a Bluff checkattemptedby the creature passing the secret message.If you succeed,you learn the information containedin the secret message.If you fail (or if there is no secret message),you don't detect any hidden meaningin the message.If you fail the check by 5 or more, you might infer false information, asdeterminedby t he GM.Often,the GM rolls thesechecksin secret and informs you of the results.
Sense MentalEffect You can use Sense Motive to ascertain whether another creaturewithin 30 feet is affected by a mental effect, even if the creature is unawareof the effect. You must spendat least 1 minute interacting with the creature.The DCof this check is typically 25, but it can be higher or lower based on how overt the manif estation of the mental effect is, as determined by the GM. Knowing that a creatureis under a mental effect does not automati cally determine the nature of the mental effect, though outward signs and the subtl eties of behavioral change may provide enough clues to attempt an Intelligence-based skill check or an Intelligencecheckto determine the nature of the mental effect, at the GM'sdiscretion.
SLEIGHT OFHAND
(DEX; ARMOR CHECK PENALTY; TRAINED ONLY) Youcan hide small objects,pick pockets,and accomplish other feats of manualdexterity without beingnoticed.
Entertain
PickPocket
You can use Sleight of Hand to entertain an audience, as if
As a standard action, you can use Sleight of Hand to steal an
you were using the earn a liv ing task of the Profession ski ll.
object from another creature. The DC of this check is usually
HideObject
wearer has taken, as determined by th e GM. Whether you
As a standard act ion, you can use Sleight of Hand to hide
succeed or fail, the object's wearer can attempt an opposed
a small object (including a small arm or a one-handed
Perception check against your Sleight of Hand result to notice
20, but it can be modified by any precautions the obj ect's
melee weapon w ith light bulk) on your body. The check is
the attempt. You cannot usually attempt this task during
opposed by the Perception check of anyone observing you
combat, and you can't take 20 on a Sleight of Hand check to
or searching your body. In the latte r case, the searcher gains
pick pockets.
a +4 bonus to the check. Especially small objects or those created to be easy to hide can grant up to a +4 circumstance
STEALTH (DEX; ARMOR CHECK PENALTY)
bonus to your Sleight of Hand check to hide an object on
You can stay hidden and move silently to avoid detect ion,
your person, as can compartments in cloth ing or armor
allowing you to sneak past foes or strike
made to facilitate such hiding. Retrieving a weapon or object
unseen posit ion.
from
an
hidden on your person is a standard act ion.
Hide
PalmObject
You can use Stealth to hide if you have eit her cover or
As a standard action, you can use Sleight of Hand to
concealment (or a special abil ity that allows you to hide in
palm a small obj ect no larger than a small communicator
plain sight), or if you have successfully created a diversion
or memory stick. The check is opposed by the Perception
with the Bluff skill. You can att empt a Stealth check to hide
checks of anyone nearby who could notice th e attempt. If
either as a move action (if you are planning to stay immobile)
you successful ly use the Bluff ski ll to create a divers ion,
or as part of a move action. If you move at a rate of half your
you gain a +10 bonus to th is check (see Bluff on page 137).
speed or less, you take no penalty to your Stealth check. If
If you fail, you sti ll palm the object, but not without being
you attempt to hide whi le moving more than half your speed
noti ced by those whose Perception check results exceed
or after creating a diversion with Bluff, you take a -10 penalty
your Sleight of Hand result. You can't take 20 on a Sleight of
to your Stealth check; these penalties are cumulat ive if you
Hand check to palm an object.
do both. The check is opposed by the Perception checks of
creaturesin the area that might detect you. A creature that fails the opposedskill check treats you as if you had total concealmentas long as you continue to haveactual cover or concealment.A creature that succeedsat the opposedskill check either sees you or pinpoints you (see page 260) in situationswhenyou havetotal concealment.If you loseactual cover or concealmentduring your turn, you can attempt to stay hidden, but only if you end your turn within cover or concealment.
Endure Severe Weather Youcan use Survivalto better withstand the effects of severe weather.Typically,one checkdetermines the successof your efforts for a single day. If you succeedat the check,you gain a +2 bonusto Fortitudesavingthrows against severeweather while movingup to half your overlandspeed,or a +4 bonus if you remain stationary and build a temporary shelter. You cangrant this bonusto one other creaturefor every1 point by which your resultexceedst he DC.Youcan't take20 on Survival checksto enduresevereweather.
Invisibility andHiding
FollowTracks
• If you are invisible or benefit from total concealment,you gaina +40 bonusto your Stealthcheckas longas you remain immobile. Youare consideredimmobile if it is your turn and you havenot yet movedor if you havenot movedsincethe start of your last turn. If you are invisiblebut not immobile, you instead gain a +20 bonus to your Stealth check. Typically,a creaturecannot attack you if you are invisible or havetotal concealment unlessthe creaturepinpointsyou with a successfu l Perceptioncheck. (Invisiblecreaturescan still be heard.smelled,and felt. and might do something to makethemselves knownto thosewho succeedat Perception checks;see Invisible on page264 in Chapter8.) Event hen, the attacking creaturehas a 50%miss chanceagainstthe pinpointedcreature.
Youcan useSurvivalto either find tracks or follow tracks you havefound for 1 mile or until they becomedifficult to follow, whicheveroccursfirst. Findingtracks requires a full action. If you moveat half your speedor less. you take no penalty to your Survivalcheck.Youcanmoveat your full speedwith a -5 penaltyto the checkor at twice your normalspeedwith a -20 penaltyto the check. The base DCs for Survival checksto follow tracks depend on the surfaceandare adjustedbasedon prevailing conditions and the group being tracked:such modifiersare cumulative. The GMmay further adjust DCsto reflect other circumstances such as the numberof creaturesbeing tracked, local gravity, andweatherconditions.
Attacking fromHiding
SURFACE
• If you are successfullyhiding from a creature,that creature is consideredflat-footedfor t he purposeof your first attack from hiding. If you remain invisibleafter your first attack, that creatureis consideredflat-footedagainstyour attacks until it succeedsat a Perceptioncheckto locateyou or until you becomevisible.
Verysoftground (freshsnow. thickdust,wetmud) Softground (soft earth,dryingmud) Firmground (fields, woods, thickrugs,dirty ordustyfloors) Hardground (barerock.mostflooring)
SURVIVAL (WIS) You can survive in and makeyour way safely through almost any kind of wilderness,follow trails and tracks,deal with wild animals,andridetamedones. Usethe following baseDCsfor manyof the listedtasksof the Survival skill. TheseDCsmay be adjustedby the GM to reflect other circumstances.
TASK Endure severe weather Handle ananimal Liveofftheland Orienteering Predict weather Rear a wildanimal
DC 15 l 10+1-1/2x CRofanima 10 15 15 x CR ofanimal 15+ 1-1/2
15
20
CONDITION
DCMODIFIER
Multiplecreatures in groupbeingtracked
-1perthree creatures +1per24hours
Sniping If you have already successfu lly used Stealth to hide from a creaturethat is at least10 feet away,you canbriefly popout of coveror concealmentand makea singlerangedattack against that creature.As longas you can reentercoveror concealment, you can attempt a Stealth checkto hide again as part of that attackwith a -20 penalty.
DC 5 10
Timesincetracksweremade Moonlight Overcast ormoon lessnight Tracked groupmoves athalfspeed andhidestrail
+3 +6 +5
Handle anAnima l As a moveaction,you can useSurvival to improvethe attitude of an animalwith an Intelligencescoreof 1 or 2. This functions just like a Diplomacycheckto changea person'sinitial attitude, but it is not language-dependent. A typical domesticatedanimal has a starting attitude of indifferent, while wild animals are usually unfriendly.
LiveOfftheLand You can use Survival to keep yourself and others fed in the wild by hunting and foraging, enabling you to move up to half your overland speed without needing food and water supplies.Typically, one checkdeterminesthe successof your efforts for a single day.Youcan providefoodand water for one other characterfor every 2 points by which the result of your checkexceeds10. In somecases, an environmentmay be so inhospitable (such as an airless asteroid) that it is impossible
to live off the land.Youcan't take 20 on Survival checksto live off the land.
Orienteering Onceeach hour while traveling through unfamiliar terrain and eachtime you movecloseto a natural hazardsuchas quicksand or patchesof poisonousatmosphere,you can use Survival to keepfrom getting lost or to noticeor avoidthe hazard.
succeedat the check,you can still makeyour own attacks as normal,along with any attacks the mount can make.If you fail the check,either you or your mount can make attacks, but not both.
Guide withKnees • As part of a moveaction to ride a creature,you can guide it with your knees,keepingboth of your handsfree. If you fail the check,you must use one handto guide your mount.
Predict Weather You can use Survival to predict the weather up to 24 hours in advance.You must spend at least 1 minute observing the surrounding area and its current weather patterns. You can predict the weather an additional day in advancefor every 5 points by which your result exceeds15. You can't take 20 on Survival checksto predict weather.
Rear aWildAnimal (Tra inedOnly) Youcan useSurvivalto raisea wild animalfrom infancyso that it becomesdomesticated. At the GM'sdiscretion,you might be able to usethis task to rearwild creaturesotherthananimals.Rearinga wild animaltypically takesmonthsor evenyears.If you succeed at the checkat the end of this time, the animal is domesticated and hasan initial attitude of friendly towardyou.Youcan rearas manyasthree animalsof the samekind at one time.
RideaCreature You can use Survival to ride an animal or another beast as a mount. The most typical actions while riding a creature don't require checks. As a move action, you can either mount, ride (usingthe mount'sspeedinsteadof yours),or dismount from a creature. Saddling a creaturetypically takes at least 1 minute, but the processcould take longer if you're using an unusual saddle or mount. Thefollowing actionsdo require Survival checks.
Control Mountin Battle • Youcan attempt to control a mount not normally trained for combat while in battle. This is part of whatever action you are attempting to havethe mountaccomplish. If you fail the check,you losethat action.
Cover • As a swift action, you can drop down and hang alongside your mount,using it as cover.Youcan't attack or cast spells while using your mount as cover.If you fail the check,you don't gain the benefit of cover,and you can't attack or cast until you use a moveaction to pull yourself back up. Pulling yourself backup doesn'trequirea check.
FastMountorDismount • You can attempt to mount or dismount from a creatureas a swift action insteadof a moveaction.
FightfromaCombat-Trained Mount • Whenyou direct a mount trainedfor combatinto battle,you must attempt a Survival checkto ride asa swift action.If you
Leap • As part of a move action, you can guide your mount to leap over an obstacle. If you succeed at the check, the mount must still succeed at an Athletics check to jump, but it can use your ranks in Survival in place of its ranks in Athletics, if that number is greater. If you fail the initial Survival check, you fall off the mount when it leaps and take the appropriate falling damageor 1d6 falling damage, whichever is greater.
SoftFall • As a reaction,you canreducethe damageyou take from a fall off your mount (seepage400). With a successfulcheck,you reducethe damageyou take form the fall by 1d6.
SpurMount • As a move action, you can attempt to spur your mount to greater speeds.If you succeedat the check, the mount's speedincreasesby 5 feet for that moveaction,but the mount takes1d3damagewhether or not the checksucceedsor fails. You can use this ability as often as you want, but if you fail the check by 5 or more, the mount becomes fatigued. You cannotspur a fatiguedmount.
StayMounted • As a reaction, you can try to avoid falling off your mount when your mount rears or bolts unexpectedly,or when you take damage. ThebaseDCsfor Survival checksto ride a creature dependon the attemptedactionandapply to ridingthe mostcommontypes of creaturesand animals. At the GM'sdiscretion,dangerousor exotic beastsor those ill-suitedfor use as mountscan increase the DCof Survival checksto ride them by anywherefrom 2 to 10. If you ride a creature bareback,you take a -5 penalty to Survival checksto ride or control that mount.
ACTIO N
DC
Control mount inl:iattle Cover Fastmount ordismount Fightwithacombat-trained mount Guide withknees Leap Softfall Spurmount Staymounted
20 15 20 10
5 15 15 15
5
PREREQUISITES Somefeats have prerequisites. A character must have each indicatedability score, feat, base attack bonus, skill, class feature, and other listed quality in order to selector use that feat. She cangain a feat at the same level at which shegains its prerequisites. A characte r can't use a feat if she losesa prerequisite, but shedoesn't losethefeat itself. If at a latertime she regainsthe lost prerequis ite, she immediatelyregainsfull useof the featthat prerequisiteenables.
COMBAT FEATS Most feats are general, meaningthat no special rules govern themasa group.Othersarecombatfeats,whichare featsthat can be selectedas a bonusfeat by a soldier.Thisdesignation doesn't restrict characters of other classesfrom selecting thesefeats,assumingthat they meet the prerequisites.
FEAT DESCRIPTIONS The featspresente d here are summarized on Table6-1. In this table,the prerequisitesandbenefitsof the featsare abbreviated for easeof reference. Seethe specific featfor its full details.
Thefollowingformatis usedfor all feat descriptions. FeatName: The feat'sname is followedby a basicdescription of what the feat does.Thisdescription is only a explanation of the feat, not the gamerulesdefining how it works. Prerequisites: A minimumability score,anotherfeator feats, a minimum baseattack bonus,a minimumnumber of ranks in oneor more skills, or anything elserequired in orderto take the feat.A feat mayhavemorethanoneprerequis ite. This entry is absent if a feat hasno prerequisites. Benefit:Whatthe featenables thecharacterf'you· in the feat description)to do. A charactercannot select a feat morethan onceunlessit specifically saysso. If a charac t er somehowhas the same featmorethanonce, the benefits of thesefeatsdo not stack unless indicatedotherwise. Unlessotherwise noted,the term"level"refers to characterlevel. Normal: This entry lists the normal rules that apply to a characterwhodoesnothavethefeat.A character with thefeat,on the other hand, can overcometheselimitations.Thisinformation canhelpplayersunderstandwhy the feat is useful. If not having thefeatcausesno particulardrawback, this entry is absen t. Special: Additional unusua l factsabout the feat.
TABLE 6-1: FEATS FEAT
PREREQUISITES
Adap tiveFighting* AmplifiedGlitch' Antagonize
Threeor morecomba t feats Onceper dayasamove action,gainthebenefit ofacombatfeatyoudon'thave Computers 3 ranks, Intimidate3 ranks Disrupt devices , caus ingtargets to become shaken for1roundormore Diplomacy 5ranks, Intimidate5 ranks Ange r a foe,causing it to become off-targe t andtakea -2 pena lty to skill checks for1round ormore Eng ineer ing1rank Crea teyourownfragilecover Nopena lty to attacks with basic melee weapons Bas ic MeleeWeapon Proficiency Nopena lty to attacks with advanced meleeweapons
Barricade ' Bas ic MeleeWeapon Proficiency· Advanced MeleeWeapon Proficiency ' Specia l Weapon Proficiency' Blind-F ight' Bodyguard' In Harm'sWay' Cleave· Great Cleave · ClimbingMaster Combat Cast ing· Connec tionInkling
Bas ic MeleeWeapon Proficiencyor Small ArmProficiency
BENEFIT
Nopenal ty to attac ks with onespecia l weapon
Reroll misschances fromconcea lment to anadjacen t ally'sACasa react ion Adda +2 bonus Take thedamageof asuccessfu l attackaga inst anadjacent ally Bodyguard Str13,baseattackbonus +1 Makeanadditionalmeleeattack if thefirstonehits Str13,Cleave, base attack bonus +4 Makeanadditionalmeleeattack after eachmeleeattack thathits Gainaclimbspeed equalto your basespeed Athletics 5 ranks +2 bonus toACandsaves againstattacks ofopportunity whencastingspells Ability tocast2nd-levelspells Gaintheability to castminormystic spells Wis15, characte r level5th, no mysticlevels
TABLE 6-1:FEATS (CONTINUED) FEAT
PREREQUISITES
BENEFIT
Coordinated Shot' Dead ly Aim* Deflect Projectiles· ReflectProject iles·
Base attackbonus +1 Base attackbonus +1 Base attackbonus +8 Deflect Projecti les,base attack bonus +16
Alliesgain a+1bonus toranged attacks against foesyouthreaten Take a-2 pena lty toweapon attacks todealextradamage Spend 1ResolvePointto attempt toavoid aranged attack Spend 1ResolvePointtoattempt toredirect a ranged attack
Diehard
Youcanspend Resolve Points tostabi lizeandtostayinthefight inthe same round Fallprone inanadjacent square toroll a Reflexsavetwice Base Reflex save bonus +2 UseBlufftocreate a distract ionsothatyouralliescanhide When youaretripped, youcanattempttotripanadjacent foe Gain damagereduct ionorenergy resistance Base attackbonus +4 Gain2additionalReso lvePoints Characte r level5th Reduce pena lty duetorange increments Base attackbonus +1 Baffle apoten tialfoe,caus ingit tobesurprised whencombatbegins Bluff5 ranks Increase your base speed anautomatic-mode attackwith multiple smallarms Base attackbonus +1,4 ormorearms Make +2 bonus toFortitude saves 1Resolve PointtorerollaFortitudesave Great Fortitude,character level5th Spend Nopenalty toattacks made withgrenades aspellslot for heal ingchannel toalsodamage undead Heal ingchanne l connec tionpower , Expend mysticleve l 1st +4bonus toperformonecombatmaneuve r Base attackbonus +1 adisar mto activate afoe's grenade Improved Comba t Maneuver (disarm)Perform TheDCtoresistthecriticaleffects ofyourcriticalhitsincreases by2 Base attackbonus +8 UseBlufftofeintasamove action Improved Feint,base attackbonus +6 Foes youfeintagainstareflat-foo tedfor1round +4 bonus toinitiativechecks Deal moredamage andthreaten squares withunar medstrikes +2 bonus toWillsaves IronWill,characte r level5th Spend 1ResolvePointtorerollaWill save Move fasterwhenrunning, double height anddistance when jumping Stand fromprone asa swiftaction Acrobatics 1rank Nopenal ty to attackrollswhilewear inglightarmor Str 13,LightArmorProficiency Nopenal ty to attackrollswhilewearing heavy armor Str13,LightArmor Profic iency, Nopenal ty toattackrollswhilewearing powered armor Heavy ArmorProficiency, base attack bonus +5 +2 bonus toReflex saves 1ResolvePointto rerolla Reflex save Lightn ingReflexes, character leve l 5th Spend Increase reach ofmeleeattacks by5 feetuntiltheendofyourturn Base attackbonus +6 Craftitems in half thenorma l time Compu ters,Enginee ring,life Science, Mysticis m, Physical Science , or Profession 5 ranks t dead ly wounds morequick ly,andprovide long-term carewithou ta LifeScience 1rank,Medicine 1rank, Trea Phys icalScience 1rank med ical lab Cha11 Cast a 0-levelspellasaspell-like ability 3/day Cha13,MinorPsychic Power, Cast a 1stlevelspellasaspell-like ability 1/day characterlevel4th Cha 15,MinorPsych ic Power , Cast a 2nd-levelspell asaspell -likeability1/day Psychic Powe r, characterlevel7th Dex13 +4bonus toACagainstattacks of oppo rtunityfrommove ment Keyabilityscore 15,Dex15,Mobility, Cast a spellatanypointduringmovement casterlevel4th Dex 15,Mobility ,base attack bonus +4 Make a ranged attackatanypointduringmovement Dex15,Mobility, ShotontheRun, Make a single ranged attackwhenwithdrawing base attackbonus +6 Dex15,Mobility ortrickattack Take guarded stepasareact ionwhena foemisses youwith meleeattack
DiveforCover* Dive rsion DragDown · Enhanced Resistance ExtraResolve FarShot' FastTalk Fleet· Fusillade* GreatFortitude Improved Great Forti tude Grenade Proficiency' Harm Undead Improved Combat Maneuve r' PullthePin' Improved Critica l' Improved Feint' Greater Feint" Improved Initiative· Improved Una rmedStrike' IronWill Improved IronWill JetDash KipUp' lightArmo r Proficiency' Heavy ArmorProficiency" Powered ArmorProficiency·
lightningReflexes Improved LightningReflexes Lunge' Maste r Cra fter
Medical Expert MinorPsych ic Power Psychic Power MajorPsychic Power Mob ility' AgileCasting ShotontheRun · Parting Shot' Sidestep'
TABLE 6-1:FEATS (CONTINUED) FEAT
PREREQUISITES
BENEFIT
ImprovedSidestep·
Dex 17. Mobility or trick attack class Reduce pena ltiesfromSidestep feature, Sidestep Dex15,Mobility, base attack bonus +4 Move SpringAttack · befo re andafter a meleeattack Multi-Wea ponFighting' Reduce thepena lty for fullattackswhenusingmultiplesmall armsor operativemeleeweapons MysticStrike· Ability tocastspells Meleeandranged attacks countasmagic Oex15 Nimble Moves' Ignore 20 feetof difficult terrainwhenyoumove Ope ningVolley · +2 bonus toameleeattac k againstatargetyoudamaged witharanged attack Pene tratingAttack· Reduce enemy's DRandenergy resistance againstyourweapons by5 Base attackbonus+12 Pen etratingSpell Reduce ene my's ORandenergyresis tanceagainst your spells by5 Ability tocast4th-leve l spells Quick Draw · Drawaweapon asa swift action +1 Base attackbonus Skill Focus +3 insightbonustooneskill Skill Syne rgy Gaintwonewclassskillsor a +2 insightbonus tothose skills SkyJockey Makejetpacks , vehicles,andstarshipsgofaster Piloting5 ranks SlipperyShooter· +3 bonus toACagainst attacks ofopportunitywhenmaking ranged attacks Dex 15,baseattackbonus +6 Small ArmProfi ciency ' Nopenalty toattackswithsmallarms Longarm Proficien cy· Nopena lty to attackswith longa rms Small ArmProficiency Heavy WeaponProfi ciency' weapon s Str 13,LongarmProficiency, Small Nopenaltytoattackswith heavy ArmProfi ciency Special Weapon Proficiency" Bas lty to attackswith onespecialweapon icMeleeWeaponProficiencyor No pena Small ArmProficiency SniperWeap on Proficiency" Nopenalty toattackswithsniper weapons SpellFocus OCs ofspells youcastincrease Ability tocastspells, character level3rd SpellPenetration +2 bonus tocasterlevelchecksto overcomeSR Greate r SpellPenet ration Additional+2 bonus to casterleve l checks to overco meSR SpellPene tration Spe llbane to savingthrowsagainst spell s andspell-likeabilities Unab leto castspells oruse spell-like +2 insightbonus abilities Spry Cover' Covering firegrants a +4 bonustoanally'sAcrobati cs checktotumble +1 Base attackbonus Stand Still• Makeanattack ofoppo rtunity tostopa foe' smovement Improved Stand Still' +4bonus tomeleeattackswithStandStill StandStill StepUp" Takea guardedstepasa reactio nto anadjacentfoemoving Baseattack bonus +1 StepUpandStrike· rtunityaspartofStep Up Dex13,Step Up,baseattac k bonus +6 Makeanattackofoppo Supp ressiveFire* Providecove ringfireor harrying fireinanarea Base attack bonu s +1, proficiency with heavyweapons StrikeBack' Ready anactionto makeameleeattack againsta foewithreach Base attackbonus +1 SwimmingMaster Gain aswimspeedequal toyour basespeed Athletics5 ranks theability tocastminortechnomancer spells Int15,characte r level5th,noleve ls Gain Technomantic Dabbler intechnomancer Toughness +1StaminaPointpercharacterlevelandotherbonuses Unfriendly Fire· Trick anattacker intoshoo tingatanothe r enemy adja centto you Bluff5 ranks VeiledThreat Intimidated foedoesn't beco mehostile Cha15, Intimidate1rank Weapon Focus · toattackrollswith selected wea pontype Pro ficiencywithselectedweapon type +1bonus Versatile Focus· +1bonustoattackrollswithall weapon typesyouareproficientwith Weap on Focus Weapon Specializat ion' dweapon type Characte r level3rd. proficiency with Dealextradamagewithselecte select ed weapon type VersatileSpecialization· WeaponSpe cialization.character Deal extradamagewith all weapon typesyouare proficient with level3rd • This isa combat featand canbeselected asasoldierbonus feat.
Adapt iveFighting(Combat) Youcan adjust yourfightingstyleto matchspecific conditions during combat. C Prerequisites: Threeor more combat feats. c Benefit: Select three combat feats that you do not have but whoseprerequisites you meet.Onceper day asa move action, you can gain the benefit of one of thesefeatsfor
1 minute. Each time you gain a level, you can replaceone of thesethreeselectedfeatswith a different feat that you don't have but meet the prerequisites for.
Advanced MeleeWeapon Profic iency(Combat) Youknowhow to useadvancedmeleeweapons.
e Prerequisites: Proficiencyin basic meleeweapons.
c Benefit: You gain proficiency in advancedmelee weapons (seeWeaponProficiencyon page243).
AgileCasting Youcan move,cast a spell, and moveagainbeforefoes react. c Prerequisites : Key ability score15, Dex 15, Mobility, caster level 4th. c Benefit:Asa full action,you canmoveup to yourspeedandcast a singlespellwith a castingtimeof onestandardactionor less at any pointduring your movement.If you havea supernatura l ability that canbeactivatedasa standardactionor less,you can insteadusethat ability at any point during your movement. c Normal: You can move only before or after casting a spell, not both.
Amplified Glitch(Combat) Youcan createsuddendistractionswith technological devices. c Prerequisites: Computers3 ranks,Intimidate3 ranks. c Benefit:As a standardaction, you canwirelessly introducea fast-acting virus into nearbytechnologicaldevicesto briefly causethem to malfunctionin loud, surprisingways. Youcan use this ability on one target creatureper characterlevel, no two of which can be more than 30 feet apart. Eachtarget must either be carrying technological devices or be within sight and hearing of such devices.While the locations of such devices are up to the GM, most public spaces(aside from technologically underdevelopedareas)contain enough technologyfor this feat to function.Yourglitch causesalarms to go off, automateddevices to spin and flail, readoutsto flash brightly, and so on. With a successfulComputerscheck (DC = 15 + 1 per target + 1-1/2x the CR of the highest-CR target), all targets are shakenfor 1 round, plus 1 addit ional roundfor every 5 by which your result exceedsthe DC. Onceyou havetargeted a creaturewit h this feat, that foe is immuneto this ability for 24 hours.
Antagonize Youknow how to makefoes extremely angry with you. c Prerequisites : Diplomacy5 ranks,Intimidate 5 ranks. C Benefit: As a standardaction,you can antagonizea foe that canseeandhearyou by att emptinga Diplomacyor Intimidate check (DC = 10 + your opponent'stotal SenseMotive skill bonus,or 15 + 1-1/2x the opponent'sCR,whicheveris higher). If you succeed,the foe is off-target and takesa -2 penalty to all skill checksfor 1 round plus 1 addit ional round for every 5 by which your result exceedsthe DC,or until it makesan attack against you, forces you to attempt a saving throw, or damagesyou (whichever comes first). Once you have attempted to antagonizea foe, that foe is immune to this ability for 24 hours.This is a language-dependent ability.
enough such objects are nearby to allow you to use this ability,but mosturbanand wildernesssettingsnot specifically describedas empty or barrenhave enoughsuch materialto allow at least one such temporarybarricadeto be built. The barricadegrants partial cover against attacks with line of effect that passthrough it. If the barricadeis in a squarethat alreadygranted partial cover,it insteadgrants normal cover. Formore information aboutcover,seepage253. The barricade is temporary and not particularly durable. When determining its hardnessand Hit Points, treat it as a piece of equipmentwith an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creatureadjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds(unlessthe barricadeis destroyedcompletely by the attack).Thereisn't normally enoughmaterial for you to build a secondbarricadein exactly the samespaceunlessyou are in a particularly crowdedarea(asdetermined by the GM).
Bas icMelee Weapon Proficiency (Combat) Youknow how to use basicmeleeweapons. c Benefit:You gain proficiency in basic melee weapons(see WeaponProficiency on page243).
Blind-Fight (Combat) Youare skilledat attackingopponentsyou can't clearlysee. c Benefit:In melee,everytime you missbecauseof concealment (seepage253).you can reroll your misschancepercentileroll onetime to seeif you actuallyhit (seepage243). Youaren'tflat-footedagainstmeleeattacksfrom creatures you can't see,and you canwithdraw from creaturesyou can't perceive. You don't need to attempt Acrobatics checks to moveat full speedwhile blinded.
Bodyguard (Combat) Youcan att empt to ward off attacks that target nearby allies. C Benefit:As a reactionwhen an adjacentally is attacked,you cangrant that ally a +2 circumstancebonusto its ACagainst that attack. If you do so, you take a -2 penalty to your own Armor Classuntil the beginningof your next turn.
Cleave (Combat) Youcan strike two adjacentfoeswith a single swing. c Prerequisites : Str 13,baseattack bonus+1. c Benefit:As a standardaction,you can make a single melee attack against a foe within reach.If you hit, you dealdamage normally andcanmakean additional meleeattack(usingyour full baseattack bonus)against a foe that is adjacent to the first and alsowithin reach.Youcan make only one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Classuntil your next turn.
Barr icade (Combat) Youare adeptat creating quick, temporary cover. c Prerequisites : Engineering 1 rank. C Benefit:As a moveaction, you canstackand reinforceobjects that are too small or too fragile to providecover into a single squareof adjacentcover.TheGM hasdiscretion overwhether
Climbing Master Youcan climb as well as a monkeyor a spider. c Prerequisites : Athletics 5 ranks. c Benefit:Yougain a climb speedequal to your land speed.
Combat Casting (Combat)
Deadly Aim(Combat)
Youleavefewer openingswhen casting a spell. c Prerequisites: Ability to cast 2nd-levelspells. c Benefit:Yougain a +2 bonusto your Armor Classandsaving throwsagainstattacksof opportunityyouprovokedby castinga spell andagainstreadiedactionstriggered by your spellcasting.
Yourcanstrike your enemies'weak points anddealmoredamage. c Prerequisites: Baseattack bonus+1. c Benefit: When you take the attack or full attack action with weapons(includinga solarian'ssolar manif estat ion, but not spells or other special abilities of any kind), you can take a -2 penalty to your attack rolls. If you do, thoseatt acks deal additional damageequal to half your base attack bonus (minimum 1).
Connection Inkling Yougaina hint of mystic power. c Prerequisites: Wis 15,character level5th, no levelsin mystic. c Benefit: Choosetwo 0-level mystic spells and one 1st-level
mystic spell. You can cast the 0-level spells at will and the 1st-level spell onceper day for every 3 character levelsyou have. Your caster level is equal to your character level,and the key ability score for thesespells is Wisdom. If you later gain levels in mystic, you lose the benefitsof this feat and can replaceit with either SpellFocusor Spell Penetration.
Coordinated Shot(Combat) You canmaneuvera foe to be in the direct line of an ally's fire. c Prerequisites: Baseattack bonus+1. c Benefit: When you are threatening a foe with a melee
weapon.any ally that has line of sight to that foe without you granting that foe cover gainsa+ 1bonusto rangedattack rolls againstthat foe.
Deflect Projectiles (Combat) Youcanuseyour meleeweaponto deflect attacks. c Prerequisites: Baseattack bonus+8. c Benefit: When you would be hit by a rangedattack from a weaponor spell that dealsenergy or kineticdamage, you can spend 1 Resolve Point as a reaction to make an attack roll with a nonarchaic meleeweaponthat dealsthe same general category of damage(energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you. you deflect the attack with your weapon,and it misses. This doesn't work againstareaattacks,evenagainstareaattacks that haveattack rolls like blast weapons,and you can't use this reactionif you aren't capable of making an attack with an appropriateweapon.
Diehard Youare especially hard to kill. Your wounds quickly stabilize when you'regrievouslywounded. c Benefit: When you are dying, you can spend the required Resolve Points to stabilizeand 1 ResolvePoint to stay in the fight (regaining 1 Hit Point)in the same round. C Normal:You must use ResolvePointsto stabilizeand to stay in the fight in separate rounds.
DiveforCover (Combat) You know how to dive out of the area of an effect. C Prerequisites:BaseReflex savebonus+2. c Benefit: When you attempt a Reflex saveagainst an area att ack or areaeffect,you can fall pronein an adjacent square and roll that Reflex save twice (taking the better result of the two). If you were in a threatened space,this movement provokes attacks of opportunity normally.
Diversion You can draw att ention to yourself, allowing your allies to slip away. c Benefit: When you success fully use Bluff to create a distraction,you can allowan ally to attempt a Stealth check to hide (instead of attempting to hide yourself). Youcanatt empt to allow mult iplealliesto useStealth to hide.but you takea -5
penaltyto your Bluff checkfor everyally after the first,andon a failed checkno ally canattemptto hide. e Normal:Using Bluff to createa distractionallowsonly you to attempt a Stealth check to hide.
DragDown (Combat) You are skilledat bringing your opponentdown with you when you are knockedprone. e Benefit:Whenever an opponentsuccessfully uses the trip combat maneuveragainst you, you can attempt to trip an adjacentopponentas a reaction.
Enhanced Resistance Youhavetrainedyour bodyto resista particulartype of damage. e Prerequisites : Baseattack bonus+4. e Benefit:Chooseeither kinetic damageor one of acid, cold, electricity, fire, or sonic. If you choosekinetic damage,you gain damage reduction equal to your base attack bonus. If you chooseacid, cold, electricity, fire, or sonic, you gain energy resistanceagainst that type of energy equalto your baseattack bonus.
ExtraResolve Yourresolveis strongerthan most. e Prerequisites: Characterlevel 5th. o Benefit:Youhave2 additional Resolve Pointsin your pool.
FarShot(Combat) You remain accurateat longerranges. c Prerequisites : Baseattack bonus+1. e Benefit:Youtake only a -1 penalt y per full rangeincrement betweenyou and your target when usinga rangedweapon. C Normal:You take a -2 penalt y per full range increment betweenyou and your target.
FastTalk Youcan baffle a foe with chatter to disguisethe start of battle. C Prerequisites : Bluff 5 ranks. e Benefit:Youcan distract a creaturewith a confusingbarrage of words, causing it to be surprised at the beginning of combat.You can use this ability only on a creature you are able to conversewith (it must be ableto seeor hearyou and understandyour words) prior to the beginning of combat, and you must continue to conversewith it until combat begins.You can't usethis ability if you are the oneto instigate combator if you are unawareat the start of combat. When the GM declaresthat combat has begun,but before initiative is rolled,you can spend1 Resolve Point to att empt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target's total Perception skill bonus, or 20 + 1-1/2 x t he target's CR, whichever is higher. If your check is successful,the target creature is considered unawareat the start of combat, allowing other creatures(including yourself)to act in a surpriseround.Once you haveattemptedto uset his ability on a creature,whether or not you succeed,it is immuneto this ability for 24 hours.
Fleet(Combat) Youare faster than most. e Benefit: While you are wearing light or no armor,your land speedincreasesby 10 feet. Whenyou are encumbered,your land speedinstead increasesby only 5 feet. When you are overburdened,your speedis reducedto 10 feet.
Fusillade (Combat) Youuse your numerouslimbsto lay down a hail of fire. c Prerequisites: Baseattack bonus+1,four or morearms. c Benefit: As a full attack when you are wieldingfour or more identical small arms,you can fire them all simultaneouslyto duplicatethe effects of an automaticweapon(seepage180). You use all of the ammunition in all the small arms used, and you treat this as an attack in automatic mode.Add all the ammunitionexpendedfrom all of your small arms when determiningthe maximumnumberof creaturesyou can hit.
GreatCleave (Combat) Youcan strike manyadjacentfoes with a single blow.
e Prerequisites : Str 13, Cleave,baseattack bonus+4. e Benefit:If you strike a secondtargetwith the Cleavefeat. you canspend1 Resolve Pointto makea meleeattackagainsteach subsequent foethat isbothadjacentto the last targetandwithin your reach,as longas you hit the previousfoe. Youcan'tattack an individualfoe morethanonceduringthis attackaction.
GreatFortitude Youare resistantto diseases,poisons,and other maladies.
c Benefit:Yougain a +2 bonusto Fortitudesavingthrows.
Greater Feint(Combat) Youare skilledat fooling your opponentsin combat.
e Prerequisites : Improved Feint, baseattack bonus+6. C Benefit:Whenever you success fully feint in combat,the foe gainsthe flat-footedcondition until the end of your next turn.
Greater SpellPenetration Your spells break through spell resistancemuch more easily than most. e Prerequisites : Spell Penetration. C Benefit:You gain a +2 bonus to caster level checks to overcomea creature's spell resistance. This bonus stacks with the bonusfrom Spell Penetration.
Grenade Profic iency(Combat) Youknow how to use grenades.
e Benefit: You gain proficiency in grenades (see Weapon Proficiencyon page243).
HarmUndead Youcan use your healingchannelto harm undead. e Prerequisites: Healing channel connection power, mystic level1st. C Benefit:When you useyour healingchannel, you canexpend a mystic spell slot of the highest level you can cast to also deal damageequal to the amount you heal to all undead
foes in the area.The undeadcan attempt a Will savefor half damage,at your usualconnect ion power DC.
c Prerequisites: Dex 17,Mobility or trick attack class feature,
Sidestep. c Benefit: After sidestepping an opponent's missed attack
Heavy ArmorProfic iency(Combat) You know how to use heavyarmor. c Prerequisites: Str 13,proficiencyin light armor. c Benefit: Yougain proficiencyin heavyarmor(seepage242).
Heavy Weapon Proficiency (Combat) You know how to use heavyweapons. c Prerequisites:Str 13, proficiencyin smallarmsand longarms. c Benefit:Yougain proficiencyin heavyweapons(seepage243).
Improved Combat Maneuver (Combat) Youare part icularly skilled with a specificcombatmaneuver. c Prerequisites: Baseattack bonus+1. c Benefit: Chooseone combatmaneuver(bull rush, dirty trick, disarm, grapple, reposition, sunder.or trip). You gain a +4 bonusto your attack roll to resolvethat combatmaneuver. c Special: You can take ImprovedCombatManeuvermultiple times. The effectsdon't stack. Eachtime you take the feat. it appliesto a new combatmaneuver .
Improved Critica l (Combat) Attacks with your chosenweaponare harderto shakeoff. c Prerequisites: Baseattack bonus+8. c Benefit:Whenyou scorea critical hit with a weapon,increase the DC to resist that weapon'scritical effect by 2.
Improved Great Fortitude Youare more resistantto diseases,poisons,and dangers. C Prerequisites: Great Fort itude,character level 5th. C Benefit: You can spend1 RPto reroll a failed Fortitudesave (seepage243).
Improved Feint(Combat) Youare skilled at fooling your opponentsin combat. C Benefit:Youcanuse Bluff to feint in combat as a moveaction.
Improved Initiative(Combat) Yourquick reflexesallow you to react rapidly to danger. C Benefit: Yougain a +4 bonusto initiat ive checks.
using the Sidestep feat, you can still take a guarded step during your next turn, or you can moveup to your full speed if you take an action to moveduring your next turn. c Normal:If you uset heSidestepfeat. you can't take a guarded step during your next turn and your movement is reducedby 5 feet during your next turn.
Improved Stand Still (Combat) Youare particularly skilled at stoppingfoes in t heir tracks. c Prerequisites:StandStill. c Benefit: You gain a +4 bonus to your melee attack roll for StandStill.
Improved Unarmed Strike(Combat) Youhavetrainedto makeyour unarmed attackslethal and strike with kicks, head-butts,andsimilar attacks. c Benefit:Yourunarmedattack damageincreasesto 1d6at 4th level,2d6 at 8th level, 3d6 at 12th level,5d6 at 15th level,and 7d6 at 20th level.You threaten squares within your natural reachwith your unarmedstrikes evenwhen you do not have a hand free for an unarmedstrike. If you are immobilized, entangled, or unable to use both legs (or whatever appendagesyou have in place of legs, where appropriate), you lose the ability to make unarmedstrikes without your hands. Whenmaking an unarmedstrike without your hands, you can't use such attacks for combat maneuversor similar abilities-only to dealdamage. C Normal:Youdon't threatenany squareswith unarmed attacks, and you must havea handfree to make an unarmedattack.
InHarm's Way(Combat) Youput yourself in danger'spath to saveyour allies. C Prerequisites:Bodyguard. C Benefit: Whenan attack hits an ally whoseArmor Class you haveincreasedwith the Bodyguardfeat,you canintercept the att ack. You take all damageand associated effects from that att ack, and onceyou interceptthe att ack, no other ability can redirect it. This ability takes no action, but you can intercept only oneatt ack in this way eachround.
Improved IronWill
IronWill
Yourclarity of thought allows you to resist mentalatt acks. C Prerequisites: Iron Will, character level 5th. c Benefit: You can spend1 RP to reroll a failed Will save(see page243).
Youare moreresistant to mental effects. c Benefit: You gain a +2 bonusto Will savingt hrows.
Improved Lightning Reflexes
C Benefit: When running, you move six times your land speed.
You havea knackfor avoidingthe dangersall aroundyou.
Wheneveryou jump, double the height and distanceyou can jump.While running,you don't gainthe flat-footedcondition. c Normal:You move four timesyour land speedand gain the flat-footed condition while running.
JetDash Youare swift of foot and can make enormousleaps.
C Prerequisites: Lightning Reflexes,characterlevel 5th.
c
Benefit: Youcan spend1 RP to reroll a failed Reflex save(see page243).
Improved Sideste p(Combat)
KipUp(Combat)
Youkeepyour mobility when sidestepping foes' meleeattacks.
Youcan stand up from pronein a hurry.
e Prerequisites: Acrobatics1 rank. e Benefit:You can stand from prone as a swift action. rather than a moveaction.
e Benefit:Select one of the following 2nd-levelspells: augury or status. Youcan cast this spell once per day as a spell-like ability, using your character level as your caster level.
LightArmorProficiency (Combat)
Master Crafter
Youknow how to use light armor. e Benefit: You gain proficiency in light armor (see Armor Proficiencyon page242).
Longarm Proficiency (Combat)
Youcan construct thingsmore quickly than most. e Prerequisites: Computers,Engineering,Life Science,Mysticism, PhysicalScience,or appropriateProfession5 ranks. e Benefit:Chooseone skill that allows you to craft items in which you havethe requirednumber of ranks. Whenyou craft itemsusing that skill, it takes half the normal time. e Special:Youcan take Master Crafter multiple times. Eachtime you do,it applies to a different skill that meetsthe prerequisite number of ranks.
Youknow how to use longarms. e Prerequisites : Proficiency in small arms. e Benefit: You gain proficiency in longarms (see Weapon Proficiencyon page243).
Youare an expert at medicalscienceand caring for the ill. e Prerequisites : Life Science1 rank, Medicine 1 rank, Physical
Lunge (Combat)
e Benefit: You can use the Medicine skill in conjunction with
Youcan strike foes that would normally be out of reach.
a medpatch or sprayflesh to treat deadly wounds as a full act ion. If you havean ability that enablesyou to treat deadly woundsmore often but with a longer timeframe (suchas t he envoy'ssurgeon expertise talent), you cannot use this feat to use t hat ability more quickly. When used in this way, the medpatchor sprayfleshdoesnot perform any of its normal functions. Youcan alsousethe Medicineskill to providelongterm carewith just a medkit. e Normal:It takes 1 minute to treat deadly wounds,and longterm care requiresa medical bay or medical lab.
Lightning Reflexes Youhave faster reflexesthan normal. e Benefit: Yougain a +2 bonusto Reflex savingthrows.
Medical Expert Science1 rank.
e Prerequisites: Baseattack bonus +6. e Benefit:You can increasethe reachof your meleeattacks by 5 feet until the end of your turn by takinga -2 penalty to your Armor Class until the beginningof your next turn. You must decideto usethis ability before making anyattacksin the round.
MajorPsychic Power Youhave a significant natural psychic ability. e Prerequisites: Cha 15, Minor Psychic Power,Psychic Power, character level 7th.
Minor Psychic Power You havea minor natural psychicability. o Prerequisites : Cha11. o Benefit: Select one of the following 0-level spells:dancing lights, psychokinetic hand, telekinetic projectile, or telepathicmessage. You can cast this spell three times per day as a spell-like ability, using your characterlevel as your caster level. o Special:You can select this feat more than once.Eachtime you do, you must choosea different spell from the list.
to the attack you makewhile withdrawing.Onceyou use this ability, you can't use it again until the next time you regain Stamina Pointswith a 10-minute rest. o Normal:Youcan't attack when usingthe withdraw action.
Penetrating Attack (Combat) Youknow how to angle your attacksso that you penetrateyour opponent'sdefenses. o Prerequisites : Baseattack bonus+12. o Benefit: Reduceyour target'senergyresistancesand damage reductionby 5 againstyour weaponattacks.
Mobility (Combat) Youcan easilymovepast dangerousfoes. o Prerequisites : Dex13. o Benefit:You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a t hreatenedsquare.
Penet ratingSpell You know how to cast spells so that they penetrate your opponent'sdefenses. o Prerequisites : Ability to cast 4th-level spells. o Benefit: Reduceyour target'senergyresistancesand damage reductionby 5 againstyour spell damage.
Mult i-WeaponFighting (Combat) Youknow how to fight with severallighter weaponsat onceand how to take advantageof your multiple attacks. o Benefit: Whenyou makea full attack with two or moresmall arms or with two or more operative melee weapons(see page184), reducethe penalty for makinga full attack by 1.
Powered ArmoredProficiency(Combat) Youknow how to use poweredarmor. o Prerequisites : Str 13, base attack bonus +5, proficiency in light and heavyarmor. o Benefit: You gain proficiency in poweredarmor (seeArmor Proficiencyon page242).
Mystic Strike(Combat) Yourmagical powerflows into your weapons. o Prerequisites : Ability to cast spells. o Benefit: Your meleeand ranged attacks count as magic for the purposes of bypassing damage reduction and other situations,suchas attackingincorporeal creatures.
Nimble Moves (Combat) Youcan moveacrossa single obstaclewith ease. O Prerequisites : Dex 15. O Benefit: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guardedstep into difficult terrain.
Opening Volley (Combat) Yourrangedassaultleavesyour foe disorientedand vulnerable to your next meleeattack. O Benefit:Wheneveryou deal damageto an opponentwith a rangedattack on your first turn in a combat,you gain a +2 circumstance bonus to your next meleeattack roll against that opponent.This meleeatt ack must occur beforethe end of your next turn.
Parting Shot(Combat) You are an expert skirmisher and are able to take a final shot asyou retreat. O Prerequisites : Dex 15, Mobility,Shot on the Run,baseattack bonus+6. o Benefit: When using the withdraw action, you can make a single ranged attack at any point during your movement. If you have the trick att ack class feature and are using an appropriateweapon,you can add your trick attack damage
Psychic Power Youhavea natural psychic ability. o Prerequisites: Cha13, MinorPsychicPower,characterlevel4th. o Benefit: Select one of the following 1st-level spells: comprehendlanguages,detectthoughts,or mindlink. Youcan cast this spell onceper day as a spell-like ability, usingyour character levelas your casterlevel. O Special: You can select this feat more than once. Eachtime you do, you must choosea different spell from the list.
PullthePin(Combat) Youcan activate a foe'sgrenade. O Prerequisites: ImprovedCombatManeuver(disarm). O Benefit: When you make a successful disarm combat maneuver against a foe that you know has grenades,rather than disarming the foe of a weapon,you can activate one grenade in the foe's possess ion. You can activate only a grenade that is ready to be drawn and thrown (not, for example,a grenadestowedawaywithin an equipmentpack). Thegrenadeexplodesat the end of your current turn, unless it has a delayedfuse that causesit to go off 1 round or more after it is activated. The foe takesa -2 penaltyto the savingthrow against this grenade,and the grenade'sexplosion hashalf its normal area.
Quick Draw(Combat) Youcan draw weaponsfaster than most. o Prerequisites : Baseattack bonus+1. o Benefit:You candraw a weaponas a swift action.Addit ionally, whenmakingan attack using a thrownweaponasan attackor full attackaction,you candraw a weaponas part of the action
of making a thrown attack with it. You can draw a hidden weapon(seeSleight of Handon page146)asa moveaction. e Normal:Youcandraw a weaponas a moveaction,or (if your baseattack bonus is +1 or higher)as part of a moveaction, and you can draw a hiddenweaponas a standardaction.
Reflect Project iles(Combat) Youcan use your meleeweaponto redirect attacks. e Prerequisites : Deflect Projectiles, baseattack bonus+16. e Benefit: When you successfullydeflect an attack with the Deflect Projectilesfeat, you can spend 1 additional Resolve Point to redirect the attack at a target within 60 feet to which you have line of effect. Make a ranged attack at a - 4 penalty against the appropriate Armor Classof the new target. If your attack succeeds,the target is damagedas if it had beenthe target of the original attack.
ShotontheRun(Combat) You can move, fire a ranged weapon,and move again before your foescan react. e Prerequisites:Dex15,Mobility, baseattack bonus+4. e Benefit:As a full action, you can move up to your speed and make a single rangedattack at any point during your movement.If you havethe trick attack classfeature, you can take your movementfrom trick attack at any time during a trick attack (seepage93) with a rangedweapon(insteadof only before). e Normal:Youcan moveonly beforeor after an attack with a rangedweapon,not both.
Sidestep (Combat) Youcan repositionyourself after a foe'smissed swing.
e Prerequisites : Dex15,Mobility or trick attack classfeature. e Benefit: Whenever an opponent misses you with a melee attack, you can take a guarded step as a reaction, as long as you remain within that opponent'sthreatenedarea.If you take this step,you can't take a guardedstepduring your next turn. If you take an action to move during your next turn. subtract 5 feet from your total movement.
Skill Focus Youare particularly adept at a certain skill.
e Benefit: Choosea skill. Yougain a +3 insight bonusto checks involving the chosenskill.
e Special: Youcantake this feat multiple times.Its effectsdon't stack.Eachtimeyou takethis feat, it appliesto a new skill.
SkillSynergy Youunderstandhow two skills work well together.
e Benefit: Choosetwo skills. Theseskills becomeclass skills for you. If oneor both were alreadyclassskills,you gain a +2 insight bonusto thoseskill checksinstead. e Special: Youcantakethis feat multiple times. Its effectsdon't stack.Each time you take it, it appliesto two different skills.
SkyJockey Youcan get the most out of flying technology.
e Prerequisites : Piloting 5 ranks. e Benefit:When you're using a device to fly (including magic items,but not spellsor natural flight),your fly speedincreases by 10 feet. If you are operatinga flying vehicle,its fly speed increasesby 10 (thoughthis hasno impacton its full speedor overlandmovementspeed).Whenyou are in the pilot role of starship combat,your starship'sspeedincreasesby 1.
Slippery Shooter(Com bat) You leavefewer openingswhen makinga rangedattack. e Prerequisites : Dex 15,baseattack bonus+6. e Benefit: You gain a +3 bonus to your Armor Class against attacksof opportunityyou provokeby makinga rangedattack.
Small ArmProficiency (Combat) You know how to use smallarms. c Benefit: You gain proficiency in small arms (see Weapon Proficiencyon page243).
Sniper Weapon Proficiency (Combat) Youknow how to use sniper weapons. c Benefit: Yougain proficiencyin sniperweapons(seeWeapon Proficiencyon page243).
Special Weapon Proficiency (Combat) Youknow how to use a special weapon. c Prerequisites: Proficiency in basic meleeweaponsor small arms (seebelow). c Benefit:You gain proficiencyin a single special weapon of your choice (see WeaponProficiency on page 243). If the special weapon you chooseis a meleespecialweapon,you must haveproficiencyin basicmeleeweapons. If the special weapon you choose is a ranged weapon, you must have proficiencyin small arms. If a set of special weaponsare all different modelsof the sameweapon, proficiencyin onesuch weapongrants proficiencywith all weaponsin the set. • Special: Youcan take this feat multiple times. Eachtime you do, select a different specialweapon.
SpellFocus Through careful study, you have developed methodsto make your spellsharderto resist. • Prerequisites : Ability to cast spells,characterlevel 3rd. c Benefit: The DCof spellsyou castincreasesby 1.At 11thlevel, the DCof your spellsinsteadincreasesby 2, andat 17thlevel, the DCof spells you cast instead increasesby 3. This bonus doesnot apply to spell-like abilities.
SpellPenetration Your spells break through spell resistance more easily than thoseof other spellcasters. • Benefit:You gain a +2 bonus to caster level checks to overcomea creature'sspell resistance(seepage265).
Spellbane Your mind and body are fortified againstmagic. 9 Prerequisites : Unableto cast spellsor use spell-like abilities. 9 Benefit:Yougaina +2 insight bonusto saving throws against spells and spell-like abilities. If you ever gain the ability to cast spellsor use spell-like abilities, you losethe benefits of t his feat and can replaceit with Great Fortitude, Lightning Reflexes,or Iron Will, or the improvedversionof oneof those feats if you meetits prerequisites.
your attack. You can move both beforeand after the attack, but you must move at least 10 feet before the attack, and the total distance that you move cannot be greater than your speed.Youcannotuse this ability to attack a foe that is adjacentto you at the start of your turn. If you havethe trick attack classfeature,you can take your movementfrom trick attack at any time during a trick attack with a meleeweapon (insteadof only before),without provoking any attacks of opportunity from the target of your attack. • Normal:You can move only before or after an attack, not both.
SpryCover (Combat) Youcan usecovering fire to makeit easierfor your ally to move. c Prerequisites : Baseattack bonus+1. c Benefit:Instead of the usual benefits of covering fire, you can use covering fire to grant an ally a +4 bonusto her next Acrobaticscheckto tumble beforethe end of your next turn.
StandStill (Combat) Youcan stop foes that try to movepast you. 411Benefit:When a foe provokesan attack of opportunity by
leaving a square you threaten, you can attempt a melee attack as a reaction against that foe's Kinetic Armor Class + 8. If you're successful,the enemycannottake any further movementfor the rest of its turn. The enemycan still take the rest of its actions,but cannotleavethat square.
StepUp(Combat) Youcan closethe distancewhen a foe tr ies to moveaway. 9 Prerequisites : Baseattack bonus+1. 9 Benefit: Whenever an adjacent foe attempts to take a guardedstep away from you, you can also take a guarded step as a reactionas long as you end up adjacentto the foe that triggeredthis ability.
StepUpandStrike(Combat) When a foe tries to move away,you can follow and make an attack of opportunit y. 9 Prerequisites : Dex13, StepUp, baseattack bonus+6. 9 Benefit: When using the Step Up feat to follow an adjacent foe, you can move up to 10 feet. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Either way, this attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the Step Up reaction.
Suppressive Fire(Combat) Spring Attack(Combat) Youcan deftly moveup to a foe, strike, and withdraw beforeit can react. 9 Prerequisites : Dex 15, Mobility, baseattack bonus+4. • Benefit: As a full action, you can moveup to your speedand make a single melee attack or combat maneuverwithout provoking any attacks of opportunity from the target of
Youcan useautomatic weaponsto createa coneof coveringfire or harrying fire. 9 Prerequisites : Baseattack bonus+1, proficiencywith heavy weapons. 411Benefit: As a full action, you can use a ranged weapon with the automat ic weapon property to provide covering fire or harrying fire in a cone with a range equal to half
the weapon'srangeincrement.Youmust expend10 charges or rounds of ammunition to use this ability. Decide if you are providing covering fire or harrying fire. Make a single rangedattack roll with a +4 bonus,and compareit to the AC of all creatures in the area.Any creature with an AC equal to or less than your attack roll is affected by the selected effect. If you select covering fire, choosea single ally that gains the benefit of the covering fire bonusto its AC.
StrikeBack(Combat) Youcan strike at foesthat attack you using their superiorreach by targeting their limbsor weaponsas they comeat you. e Prerequisites : Baseattack bonus+1. e Benefit:You can ready an action to make a melee attack against a foe that attacks you with a meleeweapon,even if that foe isn't within your reach.
for this check is equal to either 10 + the attacker's total SenseMotive skill bonus,or 15 + 1-1/2x the attacker's CR. whichever is greater.You can't take 10 on this check.If you succeed,the original attacker rerolls the attack roll (see page 243) with the samebonusesagainst the appropriate Armor Classof the new target. Oncea creature has observedyou use this feat, even if that creatureis neither the attacker nor the new target, you can't use this feat to attempt to redirect attacks from that creaturefor 24 hours.
VeiledThreat
Youcan swim as well as a fish.
You can be so subtle not even the peopleyou threaten are entirely sure you threatenedthem. e Prerequisites : Cha15,Intimidate1 rank. e Benefit:When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomesindifferent rather than hostile.
e Prerequisites : Athletics 5 ranks. e Benefit: Yougain a swim speedequalto your land speed.
Versati leFocus (Combat)
Swimming Master
Technomantic Dabbler Youdabble with codingin the languageof magic.
e Prerequisites:Intelligence15, characterlevel 5th, no levelsin technomancer.
Your accuracy applies to all weapons with which you are proficient. e Prerequisites: WeaponFocus(any). e Benefit:Thebenefitsof WeaponFocusextendto all weapons with which you are proficient.
e Benefit: Choosetwo 0-level technomancerspells and one 1st-level technomancerspell.Youcan cast the 0-levelspells at will and the 1st-level spell once per day for every 3 characterlevels you have.Yourcaster level is equalto your character level, and the key ability scorefor these spells is Intelligence. If you later gain levels in technomancer,you lose the benefits of this feat and can replaceit with either Spell Focusor Spell Penetration.
Versati leSpecializat ion(Combat) Youknow how to get full value out of weapontypes your class doesn'tnormallyuse. e Prerequisites : WeaponSpecialization,character level 3rd. e Benefit: You gain specialization (see page 243) in all weaponswith which you are proficient that can be selected with WeaponSpecialization.
Toughness
Weapon Focus (Combat)
Youhaveenhancedphysicalresilience,and harshconditionsor long exertionsdon't easilytire you. O Benefit: For every character level you have (and whenever you gain a new level),you gain 1 StaminaPoint. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damagefrom a forced march,to hold your breath, and to avoid damagefrom starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damagefrom hot or cold environments,to withstand the harmful effects of thick and thin atmospheres,to avoid choking when breat hing in heavy smoke, and to avoid fatigue causedby sleep deprivation.
Youhaveincreasedtraining in a particularweapontype, making it easier to hit your target. O Prerequisites: Proficiencywith selectedweapontype. O Benefit: Chose one weapon type (small arms, longarms, heavy weapons,etc.). You gain a +1 bonus to attack rolls with that weapontype. If your baseattack bonusis at least 3 lower than your characterlevel (or your mechanic'sclass level,if you are a drone),you gain a +2 bonusinstead.
Unfriendly Fire(Combat) Youcan trick foes into firing at an unintendedtarget. O Prerequisites: Bluff 5 ranks. O Benefit: As a reaction when an attacker makes a ranged attack against you and misses, you can attempt a Bluff check to redirect the attack toward a different target. The new target must be adjacent to you and within line of sight and line of effect of the original attacker. The DC
Weapon Specializat ion(Combat) Youknow how to get the full damageout of a weapontype your classdoesn'tnormallyuse. e Prerequisites: Characterlevel 3rd, proficiencywith selected weapontype. e Benefit: Chooseone weapon type (small arms, longarms, heavyweapons, etc.).Yougain specialization in that weapon type, which meansyou add your characterlevel to damage with the selectedweapontype, or half your characterlevel for small arms or operative meleeweapons.You can never havespecialization in grenades.
CURRENCY Many worldsstill retain coinsor other formsof physical money from the time before the Pact, and they may ~
occasiooally ,se themfo
identity theft rare and difficult, and the pickpocketwho nabs your credstickgains accessonly to whateverfunds were left on it, not your entirenet worth. Individuals in the Pact Worlds sometimes receive money via direct account transfers, particularly if they're being employed by reputable organizations,but ~;;;:::~most everydaypurchasesare madewith credsticks, and nearly all black-market or confidential transactionsuse them. Whilecredstickscantheoreticallyhold any amount,most people opt to carry smaller denominations-st icks holding only a few tensor hundredsof creditssoasnot to temptfate.As such,criminal deals often involvesacksfull of credsticks with small denominations,to raise less suspicion. Only those looking to flaunt their wealth use luxury credsticks like the infamousAbadar Black stick, known throughoutthe PactWorlds for its built-in securelink to an unlimited lineof credit. In most technologically advanced urban areas,no one bothersto track fractionsof credits, and few things cost a fraction of a credit. Mass production makes it cheaperto sell entire suits of clothing, prebundled into 1-credit packages,than to sell individual items worth less than a credit each. However, some credsticks are designedto allow fractionalcredit purchases. As a GM,assumethat most individualsin civilizedareascarry only enoughcredstick funds on them to make it througha week or two of expenses,and that even those who store all their funds physically keepmost of it hiddensomewheresafe.While credsticks make it physically possible for a characterto carry a near limitless amount of moneyon them, you don't want your PCsto retire just becausethey found a vanquishedenemy'slife savingsin his pocket!
How,,~ :a,
the standardunit of currency in the Pact Worlds (and the Starfinder RPGrules) is the credit. All interplanetarybusinessis conductedin standardizedcredits, thanks to their backingandregulationthroughthe PactWorlds governmentand the churchof Abadar. Convertinga world's economy to the credit standardis a requirement of joining the Pact Worlds,and evenworlds far outside the Pact'sofficial jurisdiction often prefer to use them,sineethey are so universallycarried andunderstood. Creditsare a combination of digital andphysical currency. Most individuals and corporations in Starfinder store their funds digitally in accountswith major banking houses,protected by the strongestspells and encryption money can buy. Yet the price of such security is high: accessing these funds requires jumping through significant hoops,and official transactionsbetween accounts must be transparentto government and banking officials,making true privacy impossible.
·.=---
Credst icks Fortunately,the widespreaduse of the credstick circumvents issuesrelatedto spendingandstoringcurrency.Flat and roughly the sizeof a humanfinger,rangingfrom cheapanddisposableto elaborate works of art, credsticks area convenient way to carry and spend money.When an individual wants to load money onto a credstick, she visits an automatedbank kiosk and goes through the securit y proceduresrequiredto placea set amount of currencyon the unit. Thespecificsof theseproceduresare up to the GM, but they might includeretinal scans,fingerprinting, genereading,or someform of magical identification. Onceloadedonto the credstick, the funds become completely anonymous,and the owner can dole out any amount to other credstickswirelessly-sometimes,it's easiestfor owners to simply hand over the credstick itself and acquire a new one later. In additionto allowing individualsto makepurchasesanonymous ly, credsticks also provideuserswith peaceof mind-they help keep
SellingEquipment In general,you can sell equipment of any type anywhere you could buy the sameequipment.Since any equipment sold by PCs comeswithout the guarantees and reputation of major merchantsand producers(andmay be broken,cursed, defective, or stolen), in general PCscan sell equipmentfor only 10%of its
purchaseprice.A GMmaychangethis basedon the sparecredits of a community,market conditions,or the factorsan adventure dictates.Tradegoods(seepage232) are the exceptionto this, sincethey areconsideredmoreuniversal,moreeasily checkedfor defects,and lesstraceable(andthus lesslikely to causeissuesif they areof a questionable provenance). Tradegoodscangenerally be sold for 100%of their purchaseprice.and in somecasescanbe usedas moneythemselves (subject to the GM'sdiscretion).
CHARACTER WEALTH Althougha character 's personalwealthis entirelyup to how muchtheGMwantsto makeavailable duringheradventures, this bookprovidesguidelines on the thresholdsof wealthfor which the gameis mostoptimized.For moreaboutcharacterwealth, seeGainingWealthandTable 11-5: Character Wealth by Level onpage391.
CARRYING CAPACITY These carrying capacity rules determine how much your character'sequipment slows you down. Carrying capacity is basedon the bulk of items,which accountsfor both their weight and their unwieldiness .
weighinga few ouncesis negligible.and anythingin betweenis light. An awkwardor unwieldyitem might havea higherbulk.
ItemBulk
ITEM LEVEL
Eachitem in this chapterhasa representation of its bulk, which is a number,the letter "L" if it has light bulk,or a dash('-1 if it has negligible bulk. For example,a gyrojet rifle has 2 bulk.a tactical knife haslight bulk, and a ringof sustenancehasnegligiblebulk. Every10 itemsthat havelight bulk countas1bulk,andfractions don'tcount- so10 itemswith light bulkhavea total of 1bulk,and19 suchitemsalso havea total of 1 bulk. Itemsthat havenegligible bulk counttowardyour bulk limit only if the GMdeterminesthat you arecarrying an unreasonable numberof them. Add together the numerical bulk valuesof all items you are wearingand carrying to determinethe total amountof bulk you are carrying.
In Starfinder, all armor, equipment. and weapons (whether magic, technological, or hybrid)are assignedan item level.While characterscan utilize items of any level,GameMastersshould keepin mind that allowingcharactersaccessto items far above their current levelmay imbalancethe game. An object'sitem level representsthe scarcityand valueof the technologyand/or magic employed in its construction- higherlevel items generally incorporatemore advancedtechnology or mystical forces.An object's item level also determines its hardnessand Hit Points (seeBreaking Objectson page409) and is an indicatorof the levelat which a charactershould typically expectto both haveaccessto the item and beableto craft it (see CraftingEquipmentand MagicItemson page235). Item level also helps conveythe fact that buying equipment is more involved than just placing an order. Even finding the items you desireisn't always easy,and thosewho haveaccess to thingssuchas powerfulweaponsand armor tend to dealonly with peoplethey trust. Legitimate vendors don't want to get reputationsfor selling hardwareto piratesor criminals,and even criminalnetworksmust be carefulwith whomthey do business. Rather than meticulously track every arms dealer, contact, guild, and licensea character has accessto, the gameassumes that in typical settlementsyou can find and purchaseanything with an item levelno greaterthan your characterlevel+ 1, andat majorsettlementsitemsup to your character level + 2. The GM can restrict accessto someitems (eventhoseof an appropriate leve0 or make items of a higher level available for purchase (possibly at a greatlyincreasedpriceor in return for a favor done for the seller).
BulkLimits Youcan carry an amountof bulk up to half your Strengthscore without difficulty. If you carry more than that, you gain the encumbe red condit ion, as described below, until the amount of bulk you carry becomeslessthan or equal to half your Strength score.Youcan't voluntarilywear or hold an amountof bulk that is greaterthan your Strengthscore. If you are forcedto do so(due to changinggravity, for example),you gain the overburdened condit ion, as describedbelow,until the bulk you carry becomes lessthan or equal to your Strengthscore. If you are wearingarmor,use the worsepenalty (from armor or bulk)for speedadjustmentsand skill checks.The penaltiesdo not stack.
Encumbered While encumbered,you reduceeachof your movementspeeds by 10 feet, reduceyour maximum Dexterity bonusto AC to +2, andtake a -5 penalty to Strength-and Dexterity-basedchecks.
Overburdened If you havethe overburdenedcondition, you reduceeachof your movementspeedsto 5 feet, reduceyour maximumDexterity bonus to AC to +0, and take a -5 penalty to Strength-and Dexterity-basedchecks.
Estimat ingBulk As a general rule, an item that weighsaround5 to 10 poundsis 1 bulk (and every multiple of 10 is an additional bulk), an item
MAGIC AND TECHNOLOGY A numberof abilities and effects specifically target equipment that utilizes technology or magic. All weaponsand armor are assumedto be technological in nature unless they have the analog special property (see page 180). Other equipment is listed as being magic,technological, or a hybrid of both (making it subject to effects that target either kind of item). Armor upgrades(see page 204) and weapon fusions (see page 191) note whether they are magic,technological, or a hybrid. If a magicfusion or upgradeis addedto a technological item, that item becomesa hybrid item.
WEAPONS
"
n adventurer'sweaponcan be all that stands between them and death. Weaponsprimarily deal damage,and some have additional special properties.Someweaponsalso causespecificcritical hit effects,which are listed in the weapon tablesand described beginningon page182. SeeCritical Hits on page245 for information.
A
HOLDING AND WIELDING WEAPONS Melee weapons are categorized by how many hands are required to properly wield them. For rangedweapons,all small arms require one hand, longarmsand heavy weaponsrequire two hands,and special weaponsare categorizedby the number of handsrequiredto wield them. You can attack with a weapon(or threaten an area with it. for all meleeweaponsexceptunarmedstrikes) only if you are wielding it with the correct number of hands.When the rules refer to wielding a weapon,it meansyou are holdinga weapon with the correct number of handsand can thus makeattacks with it. For example, if you are holding a small arm in your hand,you are consideredto be wielding the weapon.If you are carrying a longarmin one handor wearing a holsteredweapon, you are not wielding it. Youcan carry a two-handedweaponin one hand,but you can't makean attack with it while doingso. Changinghow you hold a weaponis a swift action. You are only consideredto haveas many handsas your race hasactual functional handsor similarappendages(two for most races,but four in the caseof kasathasand someother characters).Even if you could hold two weaponsin the samehand,you can't use the hand to wield both weapons. For example,a humanwit h a power battleglove on one hand can still make rangedattacks with a longarm,but he can't makemeleeattacks (andthus does not threatenany spaces)while doing so. As a swift action,the human can switch to hold his longarm with only one hand, allowing him to make att acks with the battleglove,but while doingso he can't makelongarmattacks.
Weapon Sizes Weaponsare built to be easily held and usedby both Small and Medium creatures . Weaponscan be built for use by smaller creatures but generallycost twice as much (sincethey require special miniaturizationtechnology).Weaponscan also be built for use by larger creatureswith no increasein price.A Small or Mediumcreaturetrying to usea weaponbuilt for a creaturethat is Tiny or Largesuffers a -4 penalty to attack rolls. Weapons designed for creaturesDiminutive or smaller,or Huge or larger, generally cannotbeeffectivelyusedby Smallor Mediumcreatures.
AMMUNITION Weaponsoften employ electrical charges(typically stored in batteries). cartridges of ammunition, or individual missiles. A weapon'scapacity measureswhat size batt ery it uses or the number of cartridges it can hold, and its usage is how much ammunition it uses with each attack. You can use launchersto fire their corresponding missiles,which must be
loaded individually. Reloading a weapon or inserting a new battery (including ejecting a spent cartridge or battery if necessary)takesa moveaction. Weaponsthat use standard ammunition (arrows, charges, darts,mini-rockets,petrol, rounds,scattergunshells,etc.)aresold preloaded . Forweaponswith other formsof ammunition (suchas grenades), ammunition must be purchasedseparately.
Cartr idges This type of ammunition includesbullets (often called rounds or shells), bolts, darts, mini-rockets, pellets, and other physical projectileswith any necessarycasing and propellant. Cartridgesare typically either contained in a multi-cartridge magazine or loaded into the weapon individually; a weapon is assumed to come with enough magazinesthat you can load spare ones for reloading the weapon in battle. If you buy more cartridges than can be held in a single magazine of your weapon,the purchaseincludes additional magazines of the samecapacity,up to the number neededto fit all your cartridges into magazines.The samerules apply to petrol for flameweapons. Roundsare standardizedby weapontype. For example, small armsall usethe samesizeof round,but you can't usea smallarm round in a longarm. Most projectile weaponsfire one cartridge per attack unless they have special firing modes that shoot multiplecartridgesin a short time.
Charges This ammunition powers energy or projectile weaponsusing chargesstoredin batteries.Sinceeachenergyweaponvaries in intensity,stronger weaponsuse up morechargesper shot.You can restorea weapon'schargesby attaching it to a generator or a rechargingstation (seeProfessionalServices on page234) and thereby recharging its battery, or by swapping out its battery for anotherfully chargedbattery. Recharginga weapon'sbattery from a generator takes 1 minute per charge restored, and using a rechargingstation takes1roundper charge,but swapping out a battery takesonly a move action. Most batteries can hold 20 charges,but some high-capacityversions made of rare materialscan hold more (seeTable 7-9: Ammunition). A weapon'sbattery cannotbe rechargedto holdmorecharges than its capacity.A weaponthat holds a high-capaci ty battery still works when a lower-capacitybattery is insertedinto it, but if a battery has fewer charges remainingthan the minimum number requiredto fire a shot, the weapondoesn't fire. In addition to weapons,batteriescan be usedto powera wide array of items,including poweredarmorandtechnologicalitems.
Miss iles This special ammunition is loadedand tired one at a t ime, and it includesarrows and explosiverounds tired from launchers. Someweaponsthat tire missiles have the quick reloadspecial property (seepage182), allowing you to draw the ammunit ion and tire it as part of your attack or attacks. Attacks with missile weaponsoften have the explode special property (see page181).
IMPROVISED WEAPONS
WEAPON TYPES
If you'reusingan objectthat wasn'tmeantto beusedasaweapon, treat it asa club. Youdon't addyour WeaponSpecializa tion bonus damage(if any) when attacking with an improvised weapon.At the GM's discretion, the object might deal a different type of damageor not be treated as archaic(seepage180),and in rare casesa GM might decidea nonweaponfunctions as a specific weapon(suchasan industrialgrinderfunctioningasa fangblade). In such cases,attackswith the weapontake a -4 penalty to the attack roll becauseof the awkward nature of attacking with somethingdesignedfor another purpose.
The weaponson the following tables are grouped into types, and they are further divided into categories within each type. Most weaponsbelong to both a weapon type and a weapon category.For example, a zero pistol is both a small arm and a cryo weapon. Weaponsof the sametype areof similar sizeand havesimilar mechanicalproperties. Weapon types include basic melee, advancedmelee, small arms,longarms,heavyweapons, sniper weapons, grenades,and special weapons. Ammunition and solarianweaponcrystals are also listed here. The weapontables that start on page 171are arranged by weapontype, as described in the sections below. • WeaponCategories: Weaponsfall into subgroupsthat indicate how a given weapon deals damage. Weapon categories includecryo weapons,flameweapons,laserweapons,plasma weapons, projectile weapons, shock weapons , and sonic weapons.Whena weapondoesn'tfall into a specific category, it is listed in the weapontablesas an uncategorizedweapon. The weapon descriptionson pages 183-190 are arranged primarilyby weaponcategory.
TARGETING ARMOR CLASS Whetheryou compare an attackroll to the target'sEnergyArmor Class(EAC)or Kinetic Armor Class(KAC ) dependson the type of damagethe weapondeals. In rarecases,a weapon'sdamagetype can be magicallyalteredwith weaponfusions(seepage191), but this neverchangeswhethera weapontargetsEACor KAC. If the weapondealsonly energydamage,the attack targets EAC.Energydamagegenerally includesacid,cold,electricity, fire, and sonic damage,thoughit also potentially includesmagicalor exoticuntypedenergies. If the weapondealsonly kinetic damage,or if it deals both energy and kinetic damage,the attack targets KAC. Kinetic damagegenerallycomesfrom attacks that deal bludgeoning, piercing, or slashingdamage,as well as damagefrom crushing, constriction,or the impact from falling. For moreabout EACand KAC,seeArmorClasson page240.
WEAPON DAMAG E The energy and kinetic damage types are described below, including the abbreviations for eachthat appearin the weapon tables in this chapter. Weaponsthat deal multiple types of damagehavean ampersandbetweenthe types (suchas "B & E" for a weapon that deals bludgeoningand electricity damage). For such weapons,half the damagedealt is one type, and half is the other (if the damagedone is an odd number,select one damagetype to round up, rounding down the other damage type normally).
Basic Melee Any handheldweaponthat must touch a target to deal damage is considereda melee weapon. Basic meleeweaponscan be easily used by almost anyoneand generally require no special training. While basic melee weapons deal less damagethan more sophisticatedweaponsof the sameitem level, they have the advantageof not usually requiring power sources and operat ing under almost any conditions. Basic meleeweapons are divided into one-handed and two-handed weapons, as shownon Table7-1.
Advanced Melee Any handheld weaponthat must touch a target to damageit is considereda melee weapon.Advancedmeleeweaponsrequire a degreeof training and skill to use properly. Advancedmelee weaponsare dividedinto one-handedand two-handedweapons, as shownon Table 7-2.
Energy Damage
Small Arms
The following types of damage are energy damage.Other, rare forms of energy damageexist, and such weaponsspecify whether they target EACin t heir descriptions. • Acid(A):Damagedealt by corrosivesubstancesand effects. • Cold(C):Damagedealt by ice and cryogenicenergy. • Electricity(E): Damagedealt by lightning andother electric shocks. • Fire(F):Damagedealt by flames,lasers,and extremeheat. • Sonic(So):Damagedealt by loud noiseor damaging frequencies.
Smallarmsare handheld rangedweaponsthat can be held and operatedwith one hand.Various pistols are the most common type, thoughmanytypesof small armsexist. Small armsrequire a battery or ammunit ion of the propersizeand type to function, as shownon Table 7-3.
Longarms
Kinetic Damage
Longarmsare handheld,long-rangedweaponsthat must be held andoperatedwith two hands.Various riflesare the most common type,thoughmanytypesof longarmsexist.Somelongarmssupport automatic fire aswell. Longarmsrequire a batteryor ammunition of the propersizeandtype to function,asshownon Table7-4.
Thefollowing are typesof kinetic damage. • Bludgeoning (B): Damagefrom blunt force. • Piercing(P): Damagefrom spikes,bullets, and punctures. • Slashing(S): Damagefrom blades,claws,andsharpedges.
Heavyweaponsare military-grade,high-damageweaponsthat require specializedtraining to use.Heavyweaponsare difficult
Heavy Weapons
to hold steadily and aim accurately, and they thus require a minimum Strength score to use to their full potential. Heavy weaponsmust be held and operatedwith two hands,and they require a battery or ammunition of the propersize and type to function,as shownon Table7-5. e Minimum Strength: The minimum Strength score is 12 for 1st- through 10th-level heavy weaponsand 14 for 11thlevel and higher heavyweapons.A character using a heavy weaponwithout the appropriate minimum Strength takes a -2 penalty to attack rolls with that weapon.
Sniper Weapons Sniperweaponsare handheld,long-rangedweaponsthat must be held and operatedwith two hands. They are similar to long arms,but they are designedto emphasizerangeand accuracy, even if this requiressomesacrifice in damagepotential. Sniper weaponsrequirea battery or ammunition of the propersizeand type to function, as shownon Table7-6.
Special Weapons Specialweaponsresist classification into any other category. Someadventurersfavor specialweaponsfor the abilities they offer or for their uniquebeauty.
Ammunition andGrenades Ammunitionincludesstandarditems(suchas batteriesthat can replenishchargedweapons).small arm and longarmrounds.and special units suchasgrenadearrowsand missiles. Grenadesare a special type of thrown weaponthat candeala variety of types of damageaswell as createspecialhinderingeffects,as shown on Table7-7.
Solar ianWeapon Crystals A solarian weapon crystal adds damageto a solarian'ssolar weapon. Thesolariancan place the crystal inside his mote as a standardaction.While within a mote,a crystal applies its effects any time that mote is in a solar weaponform. A crystalwithin a mote can't be interactedwith in any way other than via abilities that specifically target a mote. The solarian can remove the crystal from his mote as a standardaction,and the crystal falls looseif the moteis deactivatedin any way.A solarian can't have more than onecrystal in his moteat a giventime. A solarian weaponcrystal doesn'tgive a solarian the option to createa solar weaponif he did not choosethat option for his solarmanifestation. Mostweaponcrystals increasethe amountof damageattackswith the solar weapondeal.This increased damage is normallythe sametype of damagethe solarianweapondeals (typically bludgeoning, piercing,or slashing).If a solarian crystal's damageentry listsan abbreviationafter the damage,however, the additionaldamagethe solar weapondealsis of the indicatedtype. Evenif a solarianweaponcrystal'sextra damageis a type of energydamage,attacks with the solar weaponstill target KAC, not EAC.If a solarian crystal lists a critical effect, that critical effect appliesto any critical hit the solar weaponmakeswhile the solariancrystalis within the solarian'smote. For example,a solarian with a minor photon crystal and a base solar weapon damage of 2d6 deals 2d6 bludgeoning,
piercing,or stashingdamage,plus 1d6fire damage,on a hit with his solar weapon. A solarian weaponcrystal is a hybrid item that blendsmagic and technology. Whena weaponcrystal is within a mote and the solarianusesthe motein solarweaponform,the solarweaponis conside red magicfor the purposeof overcoming damagereduction. e BrokenSolarianCrystals : If a solarian weaponcrystal with the brokenconditionis insidea solarian'ssolar mote,the solarian takesa - 2 penalty to attack and damagerolls with the solar weapon.and the solarweaponcan't dealextra critical effects. Both effectslast until the crystal is repaired.As hybrid items. solarian crystals can be repaired using the make whole or mendingspells,or with the Engineeringor Mysticismskills, as describedin the Skills chapter.
READING WEAPON TABLES An entry on a weapontabledescribesa singleweapon,with the followingstatistics.Individualweaponsare describedstarting on page183 in WeaponDescriptions. Thedescriptionsareorganized primarily by weapon category (cryo, flame. laser, plasma, projectile,shock,sonic,and uncategorized). Not all weaponsand ammunitionhaveall the entries listed here. Meleeweaponsand ammunitiondon't haverange,shot, or rate of fire. Ammunition lists the numberof cartridgesor charges providedwhen purchased. e Level:Theweaponor ammunition'sitemlevel(seepage167). e Price:Thetypicalmarketpriceof the weaponor ammunition. e Damage: Theamount of damageyou roll whenyou hit with the weaponis listedhere,alongwith an abbreviation for the damage type the weapondeals:A for acid,B for bludgeoning, C for cold, Efor electricity,F for fire,P for piercing,S for slashing,andSofor sonic.SeeWeaponDamage on page169for moreinformation. e Range:Therangeincrementof a rangedweapon. e Critical:On a critical hit, a weapon'sdamageis rolled twice. This entry lists any additionaleffectthe weaponhaswhenyou scorea critical hit againsta target.For moreinformationabout additionalcritical effects, seeCritical Hit Effectson page182. e Capacity:A weapon'scapacity measuresthe largest-capaci ty battery it can hold (givenin numberof charges),the number of roundsof ammunitionits magazinecan hold, the amount of fuel it carries, or the number of individual cartridges, grenades,or missiles it can hold. When a weaponentry statesthat its capacityis drawn,it meansthat you can hold only one suchweaponin the number of handsrequired to useit. Youcan hold only a singlegrenade or shurikenin one hand,you can haveonly onearrow nocked at a time,and you canwield only one net at a time.Drawing a weapon-suchas grabbinga grenadefrom your belt-requires a move action. Drawing a weapon might be different than wielding it (seepages243 and247). e Usage:This listing showshow muchammunitionis consumed with eachattack you makewith the weapon:the numberof roundsfrom a magazine,the numberof battery chargesfrom a chargedweapon,andso on. e Bulk:This is the bulk of the item (seepage167). e Special:Any special properties of the weaponor ammunition are listedhere(seeWeaponSpecialProperties on page180).
TABLE 7-1:BASIC MELEE WEAPONS ONE-HANDED WEAPONS UNCATEGORIZED Unarmed strike Club Baton, tactical Battleglove,cestus Knife, survival Duel ingswo rd,tactica l Knife,tactical Due lingsword, buzzblade lncapacitato r Battleglove , power Duel ingsword, ultrath in Dagger , ultrathin Battleglove,nova Dagger , zero -edge Duel ingsword, ripper Peac emake r Battleglove,gravity Dagge r, molecularrift Duel ingsword, molecula r rift Baton,advanced
LEVEL PRICE DAMAGE CRITICAL BULK SPECIAL
TWO-HANDED WEAPONS UNCATEGORIZED Spear, tactical Staff, battle Staff , carbon Spear , sent inel Spear, buzzblade Spear , zero-edge Staff , hardl ight Spear , grav ity
LEVEL PRICE DAMAGE CRITICAL BULK SPECIAL
0 1 1 2 7 8 9 10 11 12
13 14 15 16 17 17 18 19
1 1 7 8 11 15 18 19
90 100 95 475 6,000 9,500 14,200 16,100 26,000 32,800 52,500 64,400 109,250 185 ,300 214,850 275,000 331,200 540,000
375 80 6,150 10,000 22,650 107,350 320,800 552,000
1d3B 1d6B 1d4B 1d4B 1d4S 1d6S 2d4S 2d6S 3d4B Staggered 2d8B 3d6S 4d4S 3d10B 6d4S 7d6S wn 6d6B Knockdo 5d10B 10d4S 10d6S 8d6B
1d6P 1d4B 1d8B 2d6P 3d6 P 7d6P 8d8 B 12d6P
Archa ic, nonletha l Analog, archa ic Analog, operative Analog Analog, operative Analog Analog, operative Pow ered(capa city 20,usage 1) Nonlethal, operat ive,powered (capac ity 20,usage 2) Powered (capac ity 20, usage 1) Analog Ana log,operative Powered (capacity 20,usage 1) Analog,operative Powered (capacity 20,usage 1) Operat ive, pow ered(capac ity 20, usage 2),stun Powered (capacity 20,usage 1) Analog,operat ive Analog Opera tive,powered (capac ity 20, usage 1)
L L L L L L L L L L L L L L L L L L L
Analog, block, thrown (20ft.) Analog,block Analog , block Ana log,block , thrown(20ft.) Block, powered (capacity 40,usage 2),thrown (20ft.) Ana log,block , thrown(20ft.) Analog, block Block,power ed (capacity 40,usag e2),thrown (20ft.)
Knockdo wn Knockdown
Knockdown
TABLE 7-2:ADVANCED MELEE WEAPONS ONE-HANDED WEAPONS FLAME Skyfire sword, tactical Skyfire sword, inferno
LEVEL PRICE
7 17
I 246 6.120 I ,000
DAMAGE CRITICAL BULKSPECIAL
2d4F 7d8F
Burn1d8 Burn4d12
IPowered (capacity 20,usage 2)
2d8E&F 4d8E&F 5d8E&F 8d8E&F 10d8E&F
Severe wound Seve rewound Severe wound Sev erewound Severe wound
Powered (capacity 20,usage 2) Powe red(capac ity40,usage 4) Powered (capacity 40,usage 4) Powered(capa city40, usage 4) Powered (capacity 40,usage 4)
1d12 E 2d12E 3d12E 6d12E
Arc1d4 Arc2d4 Arc3d4 Arc 6d4
Powe red(capac ity 20, usage 1)
PLASMA
Plasma swo rd,tactical Plasmasword,redstar Plasma swo rd, yellow star Plasmasword,whitestar Plasma sword,bluestar
9
13 15 18 20
14,55 0 54,300 127,000 415,600 920,250
SHOCK
Shock truncheon, static Shock trunc heon , auro ra Shock truncheon, storm Sho ck truncheon , tempest [SONIC Pulse gaun tlet, thunderstrike Pulsegauntlet, LFD Pulse gaun tlet,HFD Pulsegaunt let, bansh ee
16 19
9,150 23,0 00 80,20 0 545,000
2 7 12 16
475 1d6B&So 7,340 2d6B&So 31,3 00 5d6B&So 148,20 0 10d6 B&So
8
11
Knockdown Knockdo wn Knockdown Kno ckdown
1 1 1 1
Powered (capacity 20,usage 2),stun Powe red(capacity 20, usage 2),stun Powered (capacity 40,usage 2), stun Powered(capacity 40,usage 2),stun
1 1 1 1
Powered (capacity 20,usage 1) Powe red(capacity 20, usage 1) Powered (capacity 20,usage 1) Powered(capa city 20,usage 1)
TABLE 7-2:ADVANCED MELEE WEAPONS (CONTINUED) ONE-HANOEOWEAPONS(CONT.) LEVEL PRICE DAMAGE CRITICAL BULKSPECIAL UNCATEGORIZED Hammer, assault 1d6B Analog 95 Longsword 375 1 Analog 1d8S Star knife,tactica l thrown (20ft.) 110 1d4P L Analog, Tac lash,standard 1 240 1d4S L Analog, disa rm,nonletha l, reach, trip injection Injection glove 490 1d4P Injection DC+2 L Analog, 2 Fangb lade 5,43 0 Powered (capacity 20,usage 1) 7 1d12 S Bleed1d8 Longsword, sintered 7 8,420 2d8S 1 Analog Starknife,sintered 9,810 4d4P thrown (50ft.) 8 L Analog, Longsword, microserrated 12,100 2d10S Analog 9 Bleed2d6 Hamme r, come t 10 16,900 4d6B Powered (capacity 20,usage 2) Longsword, ultrathin 11 26,300 Analog 4d8S 24,800 m, powered (capac ity 20,usage 2),reach, stun , trip Tac lash,numb ing 11 5d4S L Disar Star knife,accelerated 12 40,400 4d8F&P L Powered (capacity 20,usage 1),thrown (30ft.) Bleed2d8 1 Analog Grindb lade 13 45,700 4d10S Longsword, zero-edge 14 79,500 7d8S Severe wound L Analog Monowhip disarm , reach, trip 15 107, 000 10d4S Severe wound L Analog, Hammer, meteo ric 16 164,500 11d6B 1 Analog Starkn ife,lightspeed 16 183,400 8d8F&P (capacity 20,usage 2), thrown (50ft.] L Powered Longsword, molecular rift 245,200 10d8S Analog 17 Longsword, ultrase rrated 18 368, 100 8d10S Bleed6d6 Analog Hammer, gravity well Powered (capaci ty 40,usage 2) 19 551,000 15d6B Starkn ife,dimensional slice thrown (80ft.) 19 602,200 8d12 P L Analog, Longsword, dimensiona l slice 20 727,300 14d8S Analog TWO-HANDED WEAPONS LEVEL PRICE DAMAGE CRITICAL BULKSPECIAL CRVO
Cryopike, tactica l Cryopike, advanced FLAME Flamedoshko, embe r Flamedoshko, blaze Flame doshko, inferno Flamedoshko, solarflare
[PLASMA Plasma doshko, redstar Plasma doshko, yellow star Plasma doshko, whitestar _P_las _m_a_ do _sh _ko ....;. ,_bl_ ue_st_ar_ _, UNCATEGORIZm Doshko, tactica l Pike, tactical Curve blade, carbon stee l Swoop hammer,tactical Devastation blade, wrack Doshko, advanced Staff,sen tinel Pike, advanced Swoop hammer,advanced Curve blade, ultrath in Doshko, ultrath in Devastation blade , ruin Staff,repeller Swoop hammer,machI Doshko, zero-edge Pike,elite
5 3,360 _ 12 ~,..._ 34 _,8_00~_ 2 8
13 19
750 8,500 53,2 00 595,000
jJ 6
1 2 4 5 7 7 7 9 9 10 11
13 13 13 14 15
1d8C 2d~ 1d8F 2d8F 5dBF 10d8F
I
gered
2 2
Wound 1 Wound 1 Wound 1 Severe wound 1
Powered (capacity 40,usage 2),reach Powered (capaci ty 40, usage 2),reach Powered (capacity 20,usage 1) Powered (capacity 20,usage 1) Powered (capacity 20,usage 1) Powered (capaci ty 20,usage 1)
4,650 1d10E&F Severe wound 1 Powered (capaci ty 20,usage 2) 17 ,000 2d10 E&F Severe wound Powered (capaci ty 20,usage 2) 126,800 5d10 E&F Severe wound Powered (capacity 20,usage 2) _3 _6""" 4,1 _0_ 0 _._7 _d_10 _E_&_F........__ Se _ve _re _w_o_ un_d_.__ _,_ Po_w_er_ed """ (c _a,_ pa_cit-'y_20 ....;. ,_ us"ag ""'-e-" 2)_____ 240 475 2,230 3,360 5,500 5,300 6,320 12,200 14,300 18,100 24,6 00 43,9 00 45,200 44,100 71,50 0 95,700
1d12 P 1d8P 1d10S 1d10B 2d8S 2d12 P ldlOB 2d8P 3d10B 3d10S 4d12P 5d8S 3d8B 5d10B 7d12 P 7d8P
1 2 Bleed 1d6 2 Knockdown 2 1 1 Bleed1d8 2 Knockdown 2 Bleed2d6
Knockdown 1 Knockdown 2 1 Bleed3d8 2
Analog, unwieldy Analog , reach Analog Analog, reach, unwie ldy Analog Analog, unwieldy Block, powered (capac ity 20, usage 1),stun Analog , reach Analog, reach, unwie ldy Analog Analog, unwieldy Analog Block,powered (capacity 20,usage 1),stun Powered (capacity 40,usage 4), reach, unwie ldy Analog, unwieldy Analog, reach
1 I
I
_
TABLE 7-2:ADVANCED MELEE WEAPONS (CONTINUED) TWO-HANDEDWEAPONS(CONT.) LEVEL PRICE DAMAGE Curve blad e, buzzb lade 16 184,300 8d10S Doshko, molecu larrift 000 17 248, 10d 12 P Swoophammer.mac h II 17 273,000 10d10B Devas tationblade, apoca lypse 18 410,200 12d8S Dosh ko,dimens iona l blade 546, 100 19 13d12P Curveblade, dimens iona l slice 20 815,000 12d10S Swoophammer,mac h Ill 905,70 0 14d10B&F 20
CRITICAL BULKSPECIAL Bleed5d6 [capaci ty 40,usag e2) 2 Powered red (capacity 20, usage 1),unwie ldy 1 powe Knockdown 2 Analog,reach,unwieldy Analog dy 1 Analog,unwiel Bleed6d6 2 Powered (capacity 40,usage 2) Knockdown 2 Powered (capaci ty 40,usag e4),reach, unwie ldy
TABLE 7-3:SMALL ARMS ONE-HANDED WEAPONS
LEVEL PRICE DAMAGERANGE CRITICAL CAPACITY USAGEBULKSPECIAL
CRVO
Zeropistol, frostbite-class Zeropistol, hailstorm-class Zeropistol, blizzard -class Zeropistol, ava lanche-class
5 10 15 19
3,060 16,9 00 94,500 492,9 00
1d6 C 2d6C 4d6C 6d6C
60ft. 60ft. 60ft. 60ft.
Staggered Staggered Staggered Staggered
20cha rges 40cha rges 40cha rges 80charges
1
2 2 4
L L L L
flAME
Flare gun,surviva l Flamepistol
1
2
II__£ 90 0
1---1-d3_F___,__ 30ft. 1d4F 20ft.
~
Burn1d61 Burn1d4
U
1flare 20petrol
LASER
Laser pistol, azimuth Laserpistol, corona Laser pistol. aphe lion Laser pistol, perihelion Laser pistol, parallax Laserpistol, zenith
1
6 9 12 14 17
350 4,270 14,820 40,200 82,000 245,200
1d4F 2d4F 3d4F 4d4F 5d4 F 8d4F
80 ft. 90ft. 90 ft. 90 ft. 90 ft. 100ft.
Burn1d4 Burn1d4 Burn1d4 Burn2d4 Burn3d4 Burn4d4
20charges 20charges 40charges 40cha rges 80charges 80charges
20 ft. 25ft.
Burn1dB Burn1d8
20cha rges 40cha rges
1-
I
Ana log, bright !llne, unwie ldy
Boos t 1d4 Boos t 2d4
PLASMA
Plasmapistol, redstar Plasma pistol, yellow star Plasma pistol, whitestar Plasma pistol, bluestar
7,200 1dBE&F 40,300 2d8E&F 5 9
_F _.__3 _0_ft_. _.__B_ ur_ n2 - d-8....__ 1o _o_c_ha ..rg... es _._ ·~ 10-7.50 .._0_._3 _d_8_E & _ 565,000 5d8E&F 40ft. Burn3d8 100cha rges
4 8
L L
Line,unwie ldy Line,unwie ldy
2 _0_,_ 20
L._ L_in_ _ e._ un _w_ie-ldy ...., L Line,unwie ldy
PROJECTILE
Semi-autopistol, tactical Sem i-autopistol, advanced Semi-autopistol, elite Sem i-autopistol, paragon Gyro jet pistol, tactical Gyrojet pistol, advanced Gyro jet pistol, elite
15 17 20
260 5,500 18,200 45,2 00 91,500 212 ,700 715,800
1d6 P 2d6P 3d6 P 4d6P 3d12B 4d12B 5d12 B
30ft. 60ft. 60ft. 60ft. 80 ft. 80ft. 80ft.
1 2 13 18
250 750 45,700 365,500
1d4E 1d6E 3d6E 3d12E
30ft. 50ft. 50ft. 50ft.
Arc2 Arc2d6 Arc4d6
20cha rges 20charges 40cha rges 100cha rges
4 11 14 16
1d8So 2,300 26,2 00 2d8So 71,300 3d8So 4d8So 191,000
40ft. 40ft. 40ft. 40ft.
Deafen Deafen Deafen Deafen
20cha rges 40cha rges 60charges 80cha rges
30ft.
Injection DC+2
1 7 10
13
___ ___ ___
9 rounds 12rounds 12roun ds 16rounds Knoc kdown 8mini-rockets Knoc kdown 8mini-rockets kets Knoc kdown 8 mini-roc
L L L L L L L
Ana log Ana log Ana log Ana log Analog Ana log Analog
10
L L L L
Nonletha l Stun Stun Stun
2 4 6 8
L L L L
-
SHOC K
Pulsec aster pistol Arcpistol, static Arcpistol, aurora Arcpistol, storm !SONIC Sonicpistol , thunderst rike Sonic pistol, LFD Sonic pistol,HFD Son icpistol. banshee
-
-
1 2 2
UNCATEGORIZED
Need lerpistol
105
1d4P
6darts
L
Boos t 1d6
-
J
Boos t 1d1 0
I
Analog, injection
TABLE 7-4:LONGARMS TWO -HANDED WEAPONS LEVEL PRICE DAMAGE RANGE CRITICAL CAPACITY USAGEBULKSPECIAL CRYO
Zerorifle,frostb ite-class Zerorifle,hailstorm-class Zerorifle,blizzard -class Zerorifle,ava lanche -class
4 8 14 18
2,330 1d8C 10,100 2d8C 79,800 4d8C 410,200 7d8C
60ft. 60ft. 60 ft. 60ft.
Staggered Stagge red Stagge red Stagge red
40charges 40charges 80charges 100 charges
2 2 4 5
1 2 2 2
FlAME
Flame rifle
2
490
1d6F
25ft.
Burn1d6
1 6 9 11 13 15 17 19 20
425 4,650 14,300 26,900 53,800 95,500 248, 000 548,10 0 722,000
1d8F 2d6F 3d6F 5d4F 5d6F 7d4F 8d6F 12d4F 11d6F
120ft. 120ft. 120ft. 60ft. 130ft. 60ft. 150ft. 60 ft. 150ft.
Burn1d6 Burn1d6 Burn1d6 Burn2d4 Burn2d6 Burn3d4 Burn4d6 Burn5d4 Burn5d6
20charges 40cha rges 40charges 40charges 100charges 100charges 100 charges 100 cha rges 100 cha rges
4 2 10 2 5 2
6 10 13 15 17 20
4,600 1d10 E&F 16,800 2d10E&F 49,10 0 3d10 E&F 126,600 4d10 E&F 275 ,000 5d10E&F 935,0008d10E&F
40ft. 40ft. 80ft. 60ft. 80ft. 100ft.
Burn1d4 Burn1d8 Burn1d10 Burn2d8 Burn2d10 Burn4d8
40cha rges 40charges 100cha rges 40charges 200cha rges 100 charges
4 4 5 4 10 10
240 1d8P 1d4P 235 485 1d8A&P 755 1d6P 475 1d10P 6,900 2d8A&P 6,030 2d8P 8,250 2d10 P 8,300 1d12P 11,800 2d8P 16,500 3d8P 39,200 4d8A&P 30,400 2d12 P 54,00 0 3d12B 53.700 4d8P 72,3 00 6d8P 122,800 5d12 B 91,900 3d12 P 185.10 0 6d8P 245,600 6d12B 242,5 00 9d8P 331, 000 4d12P 612,600 8d8P 723,500 8d12B 809,200 12d8P
90ft. 15ft. 80 ft. 60ft. 70ft. 90ft. 100ft. 70ft. 15ft. 60 ft. 90 ft. 90 ft. 15ft. 100 ft. 60ft. 100ft. 120ft. 30ft. 120ft. 120ft. 100 ft. 30ft. 120ft. 120ft. 100 ft.
20petrol
ILine.unwieldy
5
LA SER
Laser rifle,azimuth Laser rifle, corona Laser rifle,aphelion Autobea mrifle,tactical Laser rifle,perihelion Autobea mrifle,advanced Laser rifle,parallax Autobea mrifle,elite Laser rifle.zenith
1 2 1 2 1 2
Automat ic
2 2 2 2 2 2
Line,unwieldy Line,unwieldy Boost 1d10 Line,unwieldy Boost 2d10 Line . unwieldy
Automatic Automat ic
PLASMA
Plasma rifle,redstar Plasma rifle,yellow star Plasma caste r, whitestar Plasma rifle, whitestar Plasma caste r, bluestar Plasma rifle.bluestar PROJECTILE
Hun tingrifle Scatte rgun , utility Aciddart rifle.tactica l Autotarget rifle Crossbolte r, tactical Aciddart rifle,dual Seeker rifle, tactica l Crossbo lter, dual Scattergun, snub Magne tarrifle, tactica l Combat rifle Aciddart rifle.comp lex Scattergun , impac t Gyro jetrifle,tactical Magne tarrifle, advanced Seekerrifle, advanced Gyro jetrifle, advanced Scattergun , vortex Magne tarrifle,elite Gyro jet rifle,elite Seeker rifle, elite Scatte rgun , grapeshot Magne tarrifle, paragon Gyro jetrifle,paragon Seeker rifle, paragon SH OC K Pulsecaste r rifle Arcemitter,tactica l Arcrifle, static Arcemitter. advan ced Arcrifle, aurora
1 2
2 2 7 7 8 8 9 10 12 12 13 13 14 15 15 16 17 17 18 19 20 20 1 2 6 9 11
100 750
1d6E 1d4E
50ft. 15ft.
4,200 1d12 E 13,200 2d4E 24,500 2d12 E
70ft. 30ft. 70ft.
6rounds 4 shells Corrode1d4 10darts 10rounds 1arrow 1 Corrode2d4 24darts 2 8rounds 1 4arro ws 2 8 shells 18rounds 12rounds Corrode4d4 48darts 4 12shells 1 Knockdown12mini-rocke ts 24rounds 18rounds ts Knockdown12mini-rocke 12shells 36rounds Knockdown12mini-rockets 18rounds 12shells 48rounds ets Knockdown12mini-rock 24rounds
Arc1d6 Arc2d6
40cha rges 20cha rges
2 4
40cha rges 40cha rges 40cha rges
1 10
1 1
2 2 1 2 1 2 1 2 2 2 2 1 2 2 2 2 1 2 2 2
2 1 2
Analog Ana log,blast Analog Ana log,automa tic Unwie ldy Ana log Analog Unwieldy Analog, blast Ana log,automa tic Analog Ana log Analog , blast Ana log Analog, automa tic Ana log Analog Ana log,blast Analog , automa tic Ana log Analog Analog,blast Analog, automa tic Ana log Analog Nonletha l Blast,stun, unwieldy Stun Blaststun, unwieldy Stun
Stun Sonicrifle,thunderstri ke Streetsweeper , thunde rstrike Sonicrifle,LFD Stree tsweeper, LFD Sonicrifle,HFD Streetsweeper, HF0 Sonic rifle, banshee
3,400 7,150 17,000 39,300 80,200 195,000 364,500
5 7 10 12 14 16 18
1d10So 1d10So 2d10So 3d10 So 4d10So 5d10So 6d10So
50ft. 50ft. 50ft. 50ft. 50ft. 50ft. 50ft.
Deafen Knock down Deafen Knock down Deafen Knock down Deafen
40cha rges 40cha rges 40cha rges 40cha rges 80charges 40cha rges 100charges
60ft.
IInjection DC+21
12darts
UNCATEGORIZED
I
Need lerrifle
110
1d6P
2 5 2 5 4 5 5
1 2 2 2 2 2 2
Boost 1d6 Boost 1d8 Boost 1d10
IAnalog, injection
TABLE 7-5:HEAVY WEAPONS TWO -HANDED WEAPONS LEVELPRICE DAMAGERANGECRITICALCAPACITY USAGEBULKSPECIAL CRYO
Zerocannon , tactical Zerocannon, advanced Zerocannon, elite
11 14 18
23,000 81,400 412,800
3d8C 5d8C 8d8C
60ft. 60ft. 80ft.
Staggered80charges 4 Staggered100charges 5 Staggered 100charges 5
2 2 2
Line , unwieldy Line, unwieldy Line,unwieldy
2 8 12 15 18
780 8,600 35,10 0 128,000 367,500
1d6F 2d6F 4d6F 6d6F 9d6F
15ft. 30ft. 30ft. 30 ft. 30ft.
Burn1d6 Burn2d6 Burn4d6 Burn6d6 Burn9d6
4 5 8 10 10
2 2 2 2 2
Analog, blast, unwieldy Ana log,blast, unwieldy Analog, blast, unwieldy Ana log,blast, unwieldy Analog, blast,unwieldy
1 6 9 10 13 16 17 19 20
425 4,650 14,300 19,400 53,800 145,700 248,000 543,3 00 722,000
1d10 F 2d8F 3d8F 2d8F 4d8F 4d8F 7d8F 6d8F 9d8F
120ft. 120ft. 120ft. 120ft. 130ft. 120ft. 150ft. 120ft. 150 ft.
Burn1d6 20charges Burn1d6 40charges Burn1d6 40charges Burn1d8 40charges Burn2d6 100charges Burn2d8 40cha rges Burn4d6 100charges Burn2d10 40charges Burn5d6 100charges
2 4 4 1 5 1 5 5
3 3 3 2 3 2 3 2 3
Penet rating Penet rating Penet rating Automat ic Penet rating Automat ic Penet rating Automat ic Penet rating
8 14 16 20
8,650 2d10E&F 62,80 0 4d10E&F 189 ,200 6d10E& F 950,0008d10E&F
100ft. 100ft. 100 ft. 100 ft.
Burn1d8 Burn2d8 Burn3d8 Burn4d8
5 5 5 10
2 2 2 2
Explode(5ft.), unwieldy Exp lode(5ft.), unwieldy Explode (5ft.), unwieldy Explode(10 ft.), unwieldy
4 6 7 8 9 10 10 11 11 13 14 14 15 17
250 2,060 4,240 6,100 8,600 13,100 16,750 19,200 21,900 23,10 0 53,700 71,400 73,000 122,800 220,300
90ft. 60 ft. 120ft. 90 ft. 60ft. 120ft. 100 ft. 30ft. 70ft. 60 ft. 120ft. 60 ft. 100 ft. 30ft. 120ft.
1 2 2 1 2 2 1 6 4 2 2 6 1 8 4
3 2 2 3 2 2 3 2 2 2 2 2 3 2 2
Penet rating Ana log,automat ic Automatic Pene trating Analog, automat ic Automat ic Penet rating Blast Unwie ldy Ana log,automat ic Auto matic Unwieldy Penet rating Blast Analog, automa tic
FLAME
Flame throwe r, ifrit-class Flamethrowe r, salamande ri:lass Flame throwe r, hellhoun d-class Flamethrower , firedra ke-class Flame throwe r, phoen ix-class
20petro l 20petro l 40petrol 40petro l 40petrol
LA SER
Artillery lase r, azimuth Artillerylaser , corona Artillery lase r, aphe lion Autobeam artillery,tactical Artillerylase r, perihelion Autobeam art illery,advan ced Artillerylase r, parallax Autobea martillery,elite Artillery laser , zenith PLASMA
Plasma cannon, redstar Plasma cannon , yellow star Plasma cannon, whitestar Plasma cannon, bluestar
40cha rges 100charges 100charges 100cha rges
PROJECTILE
React ioncannon, light Mach inegun,squad X-gengun,tactica l React ioncannon, tactical Machin egun,light X-gen gun,advanced Reac tioncannon, heavy Stellar cannon, light Crossbo lter, advan ced Mach inegun,medium X-gen gun,elite Crossbo lter, elite Reac tioncannon, advanced Stella r cannon, heavy Machin egun,heavy
1d10 P 1d10 P 1d12P 2d10P 2d10 P 2d12 P 3d10P 2d12 P 4d10P 3d10P 4d12 P 6d10P 6d10P 4d12 P 7d10 P
6 rounds 40rounds 80rounds 6 rounds 60rounds 100 rounds 6 rounds Wound 18she lls 12arrows 60rounds 100 rounds 30arrows 6 rounds Wound 32shells 100 rounds
TABLE 7-5:HEAVY WEAPONS (CONTINUED) lWCHiANDEDWEAPONS(CONT.) LEVELPRICE Reac tioncannon, elite 17 244,000 Cross bolter, paragon 18 327,200 Reactioncannon, paragon 20 810,000 X-gengun,paragon 20 826,000 SHOC K Shoc kcaste r, static 4,620 6 19,100 Shoc kcaste r. auro ra 10 Shoc kcaste r, storm 16 164,8 00 Shoc kcast er, tempes t 20 735,000
DAMAGERANGECRITICALCAPACITY USAGEBULKSPECIAL 8d10P trating 100ft. 6rounds 1 3 Pene 10d10P 60ft. 40arrows 8 2 Unwie ldy 12d10 P 100ft. 6 rounds 1 rating 3 Penet 100rounds 2 matic 120ft. 2 Auto 9d12P 1d12 E 2d12 E 5d12 E 7d12E
40ft. 40ft. 40ft. 40ft.
40charges 2 40charges 4 100charges 10 100cha rges 10
2 2 2 2
Explode (10 ft.),unwieldy Explode(15ft.), unwie ldy Explode (20ft.),unwieldy Explode(20ft.), unwieldy
1d10So 2d10 So 4d10So
30ft. 60ft. 60ft.
Deafen 40charges 4 Deafen 80charges 8 Deafen 100 cha rges 10
2 2 2
Blast,unwieldy Blast,unwieldy Blast,unwieldy
2 3 2
Ana log Ana log
SO NIC
Screamer, thunders trike Screamer, LFD Screamer. HFO
5 9 15
3,350 14,000 107, 500
1 B 10
280 By grenade 60ft. 9,400 By grenade 70ft. 18,200 80 ft.
UNCATEGORI ZED
NILgrenade launcher, mere NILgrenade launcher , squad IMDSmissilelaunc her
6grenades 12grenad es 1missile
TABLE 7-6:SNIPER WEAPONS Shirren-eyerifle.tactical
2
755
1d10P
70ft.
1round
Shirren-eyerifle,advanced
8
9,350
2d10 P
70ft.
4 rounds
2
Shirren-eye rifle,elite
13
54,000 4d10P
80 ft.
6 rounds
2
Shirren-eyerifle, paragon
16
147,200
6d10P
80 ft.
6rounds
Shirren-eyerifle,warpshot
20
740,800
10d10P
80 ft.
4 rounds
Analog, sniper(250ft.), unwieldy Ana log, sniper(500 ft.), unwieldy Analog, sniper(750ft.), unwieldy Ana log, sniper(1,000ft.), unwieldy Analog, sniper(1,000ft.), unwieldy
TABLE 7-7:GRENADES GRENADES Fraggrena deI Shoc kgrenade I Smokegrenade Stickybomb grenade I Flash grenadeI Incend iarygrenade I Frag grena de11 Screamer grenade I Shoc k grenade II Stickybomb grenade 11 Cryo grenade I Flashgrenade II Incend iarygrenade II Fraggrenad e111 Incend iarygrenade Ill Screa mer grenade II Cryo grenade11 Fraggrenade IV Shock grenade111 Stickybo mbgrenade 11 1 Flashgrenade111
LEVEL PRICE 35 130 40 1 170 275 2 2 375 4 700 4 725 4 650 4 675 1,22 0 6 1,350 6 6 1,040 2,56 0 B 2,800 8 8 2,720 10 5,000 10 5,750 5,380 10 10 5,410 12 10,40 0
RANGECAPACITY BULKSPECIAL Drawn L Exp lode(1d6 P.15ft.) 20ft. 20ft. Drawn lode(1d8E, 15ft.) L Exp kecloud1minute, 20ft.) Drawn L Explode(smo 20ft. 20ft. Drawn L Exp lode(entang led2d4rounds , 10ft.) 20ft. Drawn lode(blinded1d4 rounds, 5ft.) L Exp Drawn L Explode(1d6F,1d4burn,5ft.) 20ft. Drawn L Exp lode(2d6P,15ft.) 20ft. 20ft. Drawn lode(1d10So,deafened 1d4minutes , 15ft.) L Exp lode(td12E,15ft.) Drawn L Exp 20ft. 20ft. Drawn L Exp lode(entang led2d4rounds, 15ft.) 20ft. Drawn lode(1d8C,stagg ered, 10ft.) L Exp Drawn lode(blinded 1d4rounds , 10ft.) 20ft. L Exp 20 ft. Drawn L Exp lode(2d6F,1d6burn,10ft.) Drawn lode(4d6P,15ft.) 20ft. L Exp lode(3d6F,1d6burn,10ft.) Drawn L Exp 20ft. 20ft. Drawn L Exp lode(2d10 So,dea fened 1d4minutes,20ft.) 20ft. Drawn L Exp lode(2d8C,staggered , 15ft.) 20ft. Drawn lode(6d6P,15ft.) L Exp Drawn L Explode(3d12E,15ft.) 20ft. 20ft. Drawn L Exp lode(entang led2d4rounds , 20 ft.) Drawn lode(blinded 1d6rounds, 15ft.) 20ft. L Exp
TABLE 7-7:GRENADES (CONTINUED) GREN ADE S(CONT. ) Incendiary grenade IV Screamer grenade 111 111 Cryogrenade Fraggrenade V Shock grenade IV Flashgrenade IV Fraggrenade VI Incendia rygrenade V Screamer grenade IV Cryogrenade IV Frag grenade VII Incendiary grenade VI Frag grenade VIII Shock grenade V
LEVEL PRICE RANGE CAPACITYBULKSPE CIAL Drawn (Sd6F,3d6burn,15ft.) 12 9,380 20ft. L Explode 12 11,30 0 20ft. Dra wn L Explode (4d10 So.deafened 1d4minutes, 25ft.) 14 21,100 20ft. Drawn (4d8C,staggered, 20ft.) L Explode 18,750 20ft. (10d6 P.15ft.) 14 Dra wn L Explode 14 23,600 20ft. Drawn L Explode (6d12 E,15ft.) 16 53,000 20ft. Dra wn (blinded 1d8rounds, 20ft.) L Explode 44,60 0 (12d6 P.15ft.) 16 20ft. Drawn L Explode ft.) 16 44,00 0 20ft. Dra wn L Explode (10d6 F, 5d6burn.15 16 43,500 20ft. Drawn (7d10 So,deafened 1d4minutes. 30ft.) L Explode 18 108,500 20ft. Dra wn (6d8C.staggered , 20ft.) L Explode 96,900 20ft. (16d6 P.15ft.) 18 Drawn L Explode 18 108 ,800 20ft. Drawn L Explode (12d6 F.6d6burn.15 ft.) 216,000 20ft. Drawn (20d6P,15ft.) 20 L Explode 110,00 0 20ft. lode(9d12 E,15ft.) 20 Drawn L Exp
TABLE 7-8:SPECIAL WEAPONS ONE -HANDED WEAPON S
LEVEL PRICE DAMAGERANGECRITICALCAPACITYUSAGE BULKSPECIAL
UNCATEGORI ZED
Carbonedge shur iken(10) Nyfiber net
Bow
85 460
1d4P
2
1
255
1d6P
1
I
10ft.
10ft.
I
I
blee~ 1d4
60ft.
Drawn Drawn
Drawn
I~ I
Quick reload , thrown
I
1
IQuickreload
TABLE 7-9:AMMUNITION STAND ARDAMMU NITION Arrows Battery Battery, high-capacity Battery, supe r-capacity Battery, ultra-capacity Darts Flare Mini-rockets Petrol tank.standard Petrol tank.high-capacity Rounds, smallarm Rounds, longarm andsniper Rounds , heavy Scattergun shells
LE VEL
SPECI ALAMMUNITION Grenade arrowI Grenade arrow 11 Grenad earrow111 Grenade arrowIV Tactical missi le Advanced missile
LEVEL PRICE 875 6 5,450 10 32,050 15 245, 000 20 5,700 10 14,600 13
4 4 5 1 4 1 3 1
2
PRICE CH ARGE SC / ARTRID GES 50 20 60 20 330 40 390 80 445 100 20 25 5 1 10 300 60 20 280 40 40 30 75 25 90 20 55 25 CH ARGES/CARTRID GES
TABLE 7-10: SOLARIAN WEAPON CRYSTALS
BULKSPECI AL L
,~ -
L L L 1
2 L L L L
-
j
-
I
-
I
-
j
-
I
-
1
-
I
-
BULKSPECIAL Asany1st-levelgrenade Asany5th· orlower-leve l grenade Asany10th· orlower-leve l grenade Asany15th· orlower -levelgrenade Explode 6d8B& P(30ft.) 13d8B&F
TABLE 7-10: SOLARIAN WEAPON CRYSTALS (CONTINUED) SOLARIANWEAPONCRVSTALS (CONT.) LEVEL Photon crystal, least 5 W-boson crystal,least 5 Gluoncrystal, least 6 Graviton crystal, minor 8 Photon crystal, minor 8 W-boson crystal , minor 8 Gluoncrystal , minor 9 Graviton crystal,lesser 11 Photoncrystal, lesser 11 W-boson crystal,lesser 11 Gluoncrystal, lesser 12 Gravitoncrystal,standard 14 Photoncrystal,standard 14 W-bosoncrystal,standard 14 Gluoncrystal , standa rd 15 Grav itoncrystal, greater 17 Photoncrystal, greater 17 W-boson crystal, greater 17 Gluoncrystal , greate r 18 Gluon crystal, true 20 Gravitoncrystal,true 20 Photoncrystal, true 20 W-boson crystal, true 20
PRICE 2,950 3,050 3,900 9,200 9,300 9,800 11,500 24,000 25,100 26,200 30,800 69,800 71,200 81,300 94,200 251,000 246,200 274,100 330,300 916,200 727,100 729,500 806,000
WEAPON SPECIAL PROPERTIES Someweaponspossess inherent specialproperties.A weapon's special propertiesare listed in the Special column entry in its correspondingweaponstable. Detailsof these special weapon propertiesappearbelow.
Analog Thisweapondoes not use any advancedelectronics,computer systems,or electrical powersources. It is immune to abilities that target technology.Whilethis use of the word"analog"is not technicallycorrectwhen referring to technology,use of the term in this way has becomecommonthroughoutthe PactWorlds.
DAMAGE +1d3F +1d4 +1d4 +1d6 +1d6F +1d6 +1d6 +2d6 +2d6F +2d6 +2d6 +3d6 +3d6F +3d6 +3d6 +4d6 +4d6F +4d6 +4d6 +6d6 +6d6 +6d6F +6d6
CRITICAL Burn1d6 Bleed1d6 Wound Knockdown Burn1d6 Bleed2d6 Severe wound Knockdown Burn1d6 Bleed2d6 Severe wound Knockdown Burn2d6 Bleed3d6 Seve re wound Knockdown Burn3d6 Bleed4d6 Severe wound Severe wound Knockdown Burn5d6 Bleed6d6
BULK
as taking two shots, and once you no longer have enough ammunitionto attackanothertarget,you stop making attacks. For example,if you were usinga tacticalX-gengun with 27 roundsremaining,youwouldtargetthe nearest6 creaturesin the coneand use up all 27 rounds. If more than one creatureis equidistant and you don't have enoughcartridges remainingto shoot at allequidistantcreatures, determine randomlywhich one you target. You can't avoid shootingat allies in the cone, nor can you shoot any creature more than once,evenif you haveenoughcartridgesto fire more shots than you havetargets.Attacks in automaticmodetake the samepenalties as other fu11attacks.
Archaic
Blast
Thisweapondeals 5 fewerdamageunless the target is wearing noarmoror archaicarmor.Archaic weaponsare madeof primitive materialssuch as woodor commonsteel.
Thisweaponfires in a cone that extendsonly to its first range increment.Youcan't use it to attackcreaturesbeyondthat range. For each attack you make with a weapon with the blast specialproperty,rollone attack againsteach target in the cone, startingwiththose closest to you.Each attacktakes a -2 penalty in additionto other penalties,such as the penalty to all attacks duringa full attack. Roll damage onlyoncefor all targets. If you rollone or more critical hits, roll the extra critical damageonly once(orany other special effects on a critical hitthat requireyou to roll) and applyit to each creature againstwhichyou score a critical hit.Youcan't avoid shooting at allies in the cone,nor can you shootany creaturemorethan once. Attacks with blast weapons ignore concealment. A blast weapondoesn't benefit fromfeats or abilit ies that increasethe damageof a singleattack (such as the operative's trick attack]. Ammunitionfor blast weaponsis designedfor blast attacks, so youspendthe usageamount onlyoncefor eachconeof attacks.
Automatic In addition to makingrangedattacks normally,a weaponwith this special propertycan fire in fullyautomaticmode.Noaction is requiredto togglea weaponbetweenmakingnormal ranged attacks and usingautomaticmode. Whenyoumakea fullattackwitha weaponinautomaticmode, you can attack in a conewith a rangeof halfthe weapon's range increment.Thisuses allthe weapon'sremainingammunition.Roll one attack againsteach target in the cone,starting with those closestto you.Attacksmadewith a weaponin automaticmode can't score critical hits. Rolldamageonly once,and apply it to all targets struck. Each attack againstan individual creature in the cone uses up the same amount of ammunitionor charges
Block Only melee weapons can have the block special property, which representssome kind of guard or crossbar that can protect you from attacks by a foe you strike in melee.When you successfullystrike a target with a meleeattack using such a weapon,you gain a +1 enhancementbonus to your AC for 1 roundagainst melee attacks from that target.
Boost Youcancharge up a weaponwith this specialpropertyasa move action.Whenyou do, you increasethe weapon's damageby the listed amount on the next attack you makewith the weapon. Boosting expendschargesfrom the weaponequal to its usage value.This increasesthe weapon'sdamageand is multiplied on a critical hit. Boostinga weaponmorethan oncebeforefiring it doesn'thaveany extra effect, and the extra chargedissipatesif the weaponis not fired by the end of your next turn.
Bright Attackswith brightweaponsilluminatethe areawithin 20 feet of you and your target for 1 round following the attack, increasing the illumination levelby onestep,to a maximumof normallight.
Disarm When you attempt a disarmcombatmaneuverwhile wielding a weaponwith the disarmspecialproperty,you gaina +2 bonusto your attack roll.
Entangle A creaturehit by an entangle weaponbecomesentangled until it escapeswith an Acrobaticscheck (DC= 10 + weapon's item level + the attacker's Dexterity modifier) or a Strengthcheck (DC = 15 + weapon's item level+ the attacker's Dexterity modifier) . An entangledcreaturecan attempt such a checkas a move action. Some weapons(suchas stickybombgrenades)havea maximum duration for this effect.Seepage275 for information aboutthe entangledcondition.
Explode Explosives have the explode specialproperty,which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary) , and the radius of the explosion.When you attack with this type of weaponor ammunition, aim at a grid intersection.Eachcreaturewithin the blast radius takes the listed damagebut can attempt a Reflex savingthrow for half damage. If the explode special property has any special effects other than damage,they are negated with a success ful savingthrow. Someexploding weapons,such as smoke grenades,don't deal damage,so they don't include the damageand damagetype entries.
Injection Thisweaponor its ammunition canbefilled with a drug,an injury poison,or a medicinalcompound.Ona successfu l attackwith the weapon(eit her the first attack if it's a melee weaponor an attack with the relevantpiece of ammunition if it's a rangedweapon). the weaponautomatically injectsthe target with the substance .
WEAPON SPECIAL PROPERTY AND CRITICAL HITDCS Some weapons thatexplode orcause critica l hiteffects (see page 182) allowthetargettoattempt a savingthrow.TheDCofsucha saving throwis typically equal to10+ halftheweapon's itemlevel+ oneof yourability modifiers. Unless statedotherw ise, theabilitymodifier corresponds totheabilityscore you'd normally usetomake anattack withthatweapon (Dexterity fora ranged or thrownweapon, and Strength fora melee weapon). Anypenalty youwould normally take toyourweapon attackrollalsoappliestothisDC,including pena lties fromtheweapon's range increment.
Refillingthe weaponwith a new substanceacts as reloading it and is a move action. Each different injectablematerial must be bought separatelyand can be used in any weaponwith the injection specialproperty.Seepage231 for rulesand prices for drugs, medicinals. and poisons.
Line This weapon fires a projectile in a straight line that pierces through multiple creaturesor obstacles.When attacking with such a weapon, make a single attack roll and compareit to the relevantArmor Class of all creaturesand objects in a line extendingto the weapon's listed range increment.Roll damage only once.The weaponhits all targets with an AC equal to or lower than the attack roll. However , if an attack fails to damage a creatureor obstaclehit in the line (typically due to damage reductionor hardness ), the path is stoppedandthe attackdoesn't damagecreaturesfarther away. A line weapon can't damage targets beyond its listed range.If you scorea critical hit, that effect appliesonly to the first target hit in the line,and you roll the critical damageseparately. If multiple creaturesare equally close,you choosewhich one takesthe effectsof the critical hit. A line weapondoesn't benefit from featsor abilities that increase the damageof a singleattack(suchasthe operative's trick attack).
Nonletha l This weapon deals nonlethal damage.See page 252 for more informationon how nonlethal damageworks.
Operative An operativecanuse the trick attackclassfeature(seepage93) with a weaponthat has this special property. Any charactercan add her Dexterity modifierrather than her Strengthmodifier on meleeattackrolls with weaponswith this specialproperty.
Penetrating A penetratingweaponis designedto punchthroughlargeobjects' outer layers,making it easier to damagethem. A penetrating weaponignoresan amountof hardnessequalto the weapon 's level.
Powered A melee weaponwith an internal battery that must be charged to function has the poweredspecial property, which lists its
capacityand usage.Unlike with a rangedweapon,the usageis for 1 minute of operationrather than per attack, though using a poweredweaponfor lessthan 1full minutestill expends1full usage.The numberof chargesexpendedis equal to the usage x the number of minutes the weapon is used, rounded up to the nearestminute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivatesafter 1 minute. As with rangedweapons,you can rechargethe battery of a powered meleeweapon using a generator or a recharging station, or you can purchasenew batteriesfor it. If you try to attackwith a poweredweaponthat's out of charges,it functions asan improvisedweapon(seepage169).
QuickReload Youcan reloadthis weaponas part of the sameaction as fir ing it, insteadof taking a moveaction to reload.
CRITICAL HITEFFECTS If your attack roll is a natural 20 and your attack total is equal to or greaterthan your target's AC,your attack is a critical hit. A critical hit meansthat you roll your damagetwice (adding to each roll all your usualbonuses,including any additional damagefrom specialabilities)and then add the rolls togetherto determinethe damagedealt. Someweaponshave an additionalcritical effect that applies when you score a critical hit. Theseeffectsare as follows.
Arc The attack'senergy leapsto a secondcreature.This secondary target must be within 10 feet of your originaltargetand must be the creatureclosestto the original target (youchooseif multiple creaturesare equidistant).Roll the amount of damagelisted in the weapon'sarc- the secondarytarget takes this damage(not multiplied by the criticalhit), of whatevertype the weapondeals.
Reach
Bleed
Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon.SeeReachand ThreatenedSquares on page255 for more information.
The target gains the bleeding condition (seepage273).
Burn Thetarget gains the burning condition (seepage273).
Sniper
Corrode
Weaponswith the sniperspecialpropertycan be fired accurately at very long rangesif aimedproperly. If you aim the weaponas a moveactionand then fire it on the sameturn, usethe value listed with the sniperspecialpropertyas the weapon'srangeincrement. Youcan still fire a sniperweaponas normal, but it hasonly the range listed underits normalrangeentry when you do.
Thetarget takescorrodedamageequal to the amountlisted. This functionsas the burningcondition but deals acid damagerather than fire damage.
Stun Youcanset a weaponwith the stun specialpropertyto stun mode (or resetit to normalmode)asa move action. While in stun mode, all the weapon'sattacks are nonlethal. Seepage 252 for more abouthow nonlethal damageworks.
Deafen The target must succeedat a Fortitude saving throw or be deafened(seepage275)for 1d4minutes.
Injection DC+2 If the weaponis usedto deliver a poisonor drug of some kind, the saveDCof that poisonis increasedby 2 when deliveredon a critical hit.
Thrown
Knockdown
Rangedweapons that must be thrown and melee weapons that can be thrown as a rangedattack havethe thrown special property.Youapply your Strengthmodifier to damagerolls for thrown attacks.After you throw a weapon,it lands near your targetandyou must recoverit if you want to attackwith it again.
Thetarget is knockedprone(seepage277).
Severe Wound Roll twice on Table7-11:Wounding Weaponsand chooseyour desiredresult.Thetarget can still attempt any associatedsave.
Trip
Staggered
When you attempt a trip combat maneuve r while wielding a weaponwith this property,you gain a +2 bonusto your attackroll.
Thetargetmust succeedat a Fortitude saveor be staggered(see page277)for 1 round.
Unwieldy
Stunned
Weaponswith the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwisedifficult to use with repeatedattacks.You can't use an unwieldy weaponas part of a full attack (or any other action in which you couldmakemultiple attacks),you can't attackwith it more than once per round,and you can't use it to make an attack of opportunity.
Thetarget is stunned(seepage277)for 1round.
Wound Roll on Table 7-11: Wounding Weapons. The target must succeedat a savingthrow of the listed type (if any) or suffer the listed effect. If the creature lacks a specif ied location,use the generallocation.
TABLE 7-11: WOUNDING WEAPONS 020
LO CATION SAVEEFFECT HO General Bleed1d6 11-13 Eye(sensory) Ref lost eye,-2 Perception 14-15 Leg(mobi lity) Fort Severed limb,-10landspeed 16-17 Arm[manipulation)Ref Severed limb,losea hand 18-1 9 Vitalorgan Fort 1d4Condamage Brain Fort Stunned 1round 20
WEAPON DESCRIPTIONS Statistics for eachof the following weaponscan be found on its correspondingweapon table. Weaponsare generally listed in their associatedcategories,which groupweaponsthat function and deal damagesimilarly and which sometimeshave special rules that apply to all such weapons(such as laser or plasma weapons). Other groupings include grenades (see below), weaponswith the operativespecialproperty(seepage184),and other weaponswithout weaponcategories(seeUncategorized Weaponson page 189). Ammunition descriptions appear on page190.
CryoWeapons Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive modelssimply sprayedthese freezingchemicals like a flamethrower, modern models use a containment beam to deliver deadlyfrozen particlesto targets at impressiveranges. Most cryo weaponsautomaticallyreplenish their reservoirsof reactive chemicals by drawing and processing various gases from t he atmosphere,needingonly batteries to maintain their ammunition supply. One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons.
Cryopike (Advanced , Tactical) Thehaft of a cryopike is a long aluminumor carbon-steel shaft with an adj ustable rubber grip. A cryopike emits a blast of supercooledgas from its tip that acts as a freezing blade.
ZeroRifle(Avalanche-Class, Blizzard-Class, FrostbiteClass, Hailstorm-Class) Zero rifles have long, bulky barrels and tend to be very frontheavy.A heavy tank over the barrel stores the rifle's coolant supply, contributing most of its bulk.
FlameWeapons Flameweaponsdealfire damagewithout usinglasersor plasma. This flame damageusually comesvia superheatedmetal coils or gas ignition, but weapon manufacturersmay devise other methodsas well. Flameweaponsoften have the ability to set targets on fire, dealing burn damagein addition to their initial fire damagewhen they land especiallyeffective hits. Most flameweaponsrely on a reactiveblendof hydrocarbons calledpetrol for ammunition,rather than batteries.
Flame Doshko (Blaze, Ember, Inferno, SolarFlare) When activated, the blade of this doshko heats up by means of internal heatingcoils. Thedoshkodealsfire damageand can also causetraumatic injuries.
Flame Pistol A flamepistol shootsa line of ignitedpetrolfrom its barrel.
Flame Rifle A flamerifle shootsa line of ignitedpetrol from its barrel.
FlareGun, Survival A survival flare gun is used to signal dangeror call for help. Thoughnot designedfor combat,survivalflare gunscandealfire damageat closerange.
Flamethrower (Firedrake-Class, Hellhound-Class, lfritClass, Phoenix-Class , Salamander-Class) Theseportableflamethrowersconsistof a heavyrifle-like design with an oversizedpetrol tank integratedinto the weapon'sstock.
Skyfire Sword (Inferno, Tactical) Originally,theseswords were known by their manufacturing ID, BSB-1750. Their popularity with the Skyfire Legion led to their colloquial name,Skyfire swords. Ventsfor burning gasjets line one edgeof the hollow blade.When powered,magnetic fields containand ignite the gasesinto a glowing coronaof flames.
Grenades ZeroCannon (Advanced, Elite,Tactical) Zero cannons project a freezing line straight out from a generator, affecting any targets within the line. A pair of tanks in the cannon'sheavy stock contain chemical coolants that produce a violent endothermic reaction when mixed in the insulated barrel.
ZeroPistol(Avalanche-Class, Blizzard-Class, FrostbiteClass, Hailstorm-Class) Zero pistols have a weighted grip to balancetheir unusually heavy barrels.A cylindrical canister over the barrel contains and directs the coolants.
Grenadesare thrown weaponsthat detonate in an explosive radiuswhen they reachthe target. A grenade'slisting on Table 7-7: Grenadesshows its explosionradius.Some grenadeshave additional effects, such as blinded or entangled,that apply only to creatures in the explosionradiusthat fail a Reflexsave against the grenade.The DCof the saveis equal to 10 + half t he grenade'sitem level + your Dexterity modifier. Any penalty you take to your attack roll also appliesto this saveDC.
CryoGrenade (I-IV) Cryogrenadesreleasea blastof supercooledchemicalson impact, which immediatelycoalesceinto freezing particles.
Flash Grenade (I-IV) Whendetonated, aflashgrenadereleases a pulseof intenseradiance.
FragGrenade (I-VI11)
crystal, while others focus the beam through a chemical cloud or ionizedgas.
A fragmentary,or frag,grenadeexplodesin a cloudof shrapnel.
ArtilleryLaser (Aphelion, Azimuth, Corona, Parallax, Perihelion, Zenith)
Incendiary Grenade (I-VI)
Art illery lasers are heavy weapons designedto be effective againsthardenedtargets such as vehiclesand enemybunkers.
Incendiary grenadesdetonatein a spray of superhea t ed plasma.
Autobeam Artillery(Advanced, Elite,Tactical) Screamer Grenade (I-IV) When detonated, a screamer grenadereleasesa piercingshriek of sonicenergy.
Though it lacks the penetrating power of an artillery laser, an autobeam artillery delivers sustained laser fire. It uses a rotating array of lensesto preventthe intenseheat of sustained fire from melting the weapon'shousing.
Shock Grenade (1-V) A shockgrenadereleasesa pulseof electricalenergyon impact.
Autobeam Rifle(Advanced, Elite,Tactical)
Smoke Grenade
Autobeamrifles can fire in automatic mode,spraying a coneof lasersfrom the barrel.
A smokegrenadedeals no damage;instead,it releasesa cloudof densesmoke. Eachcharacter who inhales smokemust succeed at a Fortitudesavingthrow eachround(DC= 15 + 1per previous check)or spendthat round choking and coughing; he can do nothing else. A characterwho chokesfor 2 consecutiverounds takes 1d6 nonlethaldamage. (Active environmental protection from a suit of armor preventsthis effect altogether.) Regardless of the armora characterwears.smokeobscuresvision,granting concealmentto anyonewithin it.
Stickybomb Grenade (1-111)
Laser Pistol(Aphelion, Azimuth , Corona, Parallax, Perihelion, Zenith) The laser pistol is possibly the most commonsmall arm usedby explorers,guards,mercenaries . andtraders.Laserpistols are light and reliable,yet they still deala respectable amountof damage.
Laser Rifle(Aphelion, Azimuth, Corona, Parallax, Perihelion, Zenith) With its snub,squaredbarrel andinternalreinforcements,a laser rifle is sturdy and dependab le.
A stickybombgrenadedetonateswith a splashof adhesiveresin.
Laser Weapons Laser weapons emit highly focused beams of light that deal fire damage.These beams can pass through glass and other transparent physical barriers, dealing damageto such barriers as they pass through. Barriers of energy or magical force block lasers.Invisible creaturesdon't take damage from lasers, as the beams pass through them harmlessly. Fog, smoke,and other clouds provide both cover and concealment from laser attacks. Laserscan penetrate darkness,but they don't provide any illumination. Laser weaponsuse various meansto concentratebeamsof light into deadly intensity. Somefocus light through a faceted
Opera tiveWeapons Operative melee weapons are basic in design, but they are capable of dealing precisedamagewhen wielded by a trained combatant.An operativecan use the trick attack classfeature with a weaponwith the operative special property. Additionally, any character can add her Dexterity modifier rather t han her Strengthmodifierto melee attack rolls wit h t heseweapons.
Baton (Advanced , Tactical) A baton is a thin,solidmetal shaft,usuallywit h a textured rubber grip. A tactical baton can be usedto inflict precise bludgeoning blows. An advancedbaton, usedby elite mercenaryand security companies,often has an addit ional shaft , as well as a weighted end that can be poweredto connect with substantially more force than a tactical baton.
Dagger (Molecular Rift,Ultrathin, Zero-Edge) The thinness and lightness of daggers make them easy to carry or conceal. Ultrathin daggers have sharp, double-edged blades. Zero-edge daggers have blades-crafted with quantum technology-t hat are so fine, their edges blur. The bladeof a molecular rift dagger looks translucent, as if it's made of glass, and its vibrating particles allow the dagger to slice through almost any substance. Most daggersare availablewith fixed, folding, or retractableblades.
lncapacitator When this nonreflective,dark-graybaton connectswith a target. it dischargesan electrical pulsethat canstaggerits victim.
of a localizedforce field, either in a single straight beam or along a magnetizedblunted bladeor wire-like lines.When the sword is unpowered,the plasmabeamdisappears.
Knife(Survival, Tactical)
Projectile Weapons
Theselight bladescan be used for both mundanetasks and combat.A typical survivalknife hasa fixed,single-edged, carbonsteel or ceramic blade and is treatedagainst corrosion. Tactical knives havelarge, double-edgedblades,often with a section of serrated bladenear the haft, and they come in both fixed-and folding-bladedesigns;users may preferonestyle or theother, but the two areidentical in termsof price,weight,anddamagedealt.
Projectile weaponsfire solid rounds,such as bullets or rockets. While projectileweaponsare relatively antiquated,they provide serviceablefirepower at a reasonableprice to many travelers andtraders.
Peacemaker Thismoreadvancedcombatbaton,knownas a peacema ker, is a light metal rod that dischargesa pulsethat canbestrongenough to knocka target to the ground.
Plasma Weapons Superheated or electromagnetically chargedgasbecomesionized plasma,which plasmaweaponsemit in a controlledblast.Ionized plasma deals both electricity and fire damage,tearing through organic flesh and metal alike. Plasmabeamscan be projected, as from a gun, or maintained in a steadybeam with a powerful magneticfield, asthe bladeof a meleeweapon. Followers of Sarenraepopularized terms for the different intensitiesof plasmaswords basedon the heat they emit. The hottest, deadliestplasma weapon is a blue star, followed in descend ing order by white star,yellow star, red star, andfinally tacticalplasmaweapons.
AcidDartRifle(Dual, Complex, Tactical) An acid dart rifle has a nonreactivepolymer reservoirthat can be filled with whatever acid the wielder desires. Theautomatic loadingprocessfills the rifledartswith acidastheyaremovedinto the chamber.Dual aciddart rifles fire two darts simultaneously, while complexaciddart rifleshold concentrateddosesof acid.
Autotarget Rifle An automaticmodel of the basicrifle, autotargetrifles fire continuously for as longas the triggeris depressedand fresh in themagazine. roundsare available
Combat Rifle This utilitarian rifle is favored by mercenarieswho aren't lookingfor flashyweapons.
Crossbolter (Advanced, Dual,Elite,Paragon, Tactical) This weaponresembles a rifle with a crossbeamnear t he end of the barrel. A crossbolter uses mechanical power to fire arrows along the barrel. Grenadearrows canalso be fi red wit h a crossbolter.
Plasma Cannon (Blue Star, Red Star, White Star, Yellow Star) Plasma cannonsshoot large,explosive blastsof ionizedplasma. They are difficult to use and havea relatively short rangefor a heavyweapon,but their impacthasdevasta t ing effect.
Plasma Caster (Blue Star,WhiteStar) Plasma castersfling boltsof ionizedplasmaat a target.Theyhave goodrangeandareeasier to usethanplasmariflesor pistols,but they strike only a singletarget.
GyrojetPistol(Advanced, Elite,Tactical) Gyrojet pistols fire mini-rockets that can hit with a force great enoughto knock down targets. Gyrojet pistols are slightly larger than semiautomatic pistols,and they have a reinforcedbarrel.
GyrojetRifle(Advanced, Elite,Paragon, Tactical) The longarm model of a gyrojet pistol, a gyrojetrifle firesminirocketswith devastat ing force.
Plasma Ooshko (Blue Star, Red Star, White Star, Yellow Star) The plasma versionsof thesetraditional vesk weaponsuse the samepopular naming convention asother plasmaweapons.
HuntingRifle This basicrifleisusedmainly for personal defenseandhunting . Moreadvanced rifleshavemilitaryuses.
Plasma Pistol (Blue Star, Red Star ,White Star, Yellow Star) Plasma pistols fire a line of ionizedplasmaout to a relatively short range.The plasmacancontinueto burn after contact.
Plasma Rifle(Blue Star,RedStar , WhiteStar, Yellow Star) Plasma riflesfire long linesof ionizedplasmathat lancethrough objects andopponen t s in their path.
Machine Gun(Heavy, Light,Medium, Squad) The most basic and portable machine guns are known as squad guns for their popularity among mercenary groups. Light, medium,and heavy machineguns remainreliable heavy weaponsfor their automat ic fire anddamagecapability.
Magnetar Rifle(Advanced, Elite,Paragon, Tactical) Plasma Sword (BlueStar,RedStar,Tactical, WhiteStar, Yellow Star) A plasmagenerator is seatedwithin this sword'shilt. A plasmaresistantceramic housingfocusesthe beam with the assistance
Themagnetar rifle usesmagnetic fields to accelerate metallic rounds to high speeds. With few moving parts that can break down, it's a workhorse aut omatic rifl e popular among planetary explorers.
Reaction Cannon (Advanced, Elite,Heavy, Light, Paragon, Tactical) An ancient yet still popularvesk weapon,the reactioncannon usesadvancedmaterials andtechnology to redirect the recoil of a projectile backinto the projectile itself, makingit an extremely damagingheavyweapon.
Scattergun (Grapeshot, Impact, Snub,Utility,Vortex) A scattergun fires fragmentary shells in a spray from its barrel, dealing damageto all targets in range.The shortened barrel of the snub scattergun makes it easier to conceal. Grapeshot, impact, and vortex scatterguns are designed to deliver enhanceddamage.
ArcPistol(Aurora, Static,Storm) Arc pistols fire deadly,stunning blasts of electricity at ranged targets. They have a two-pronged emitter that directs the electrical blast and a bulky chamberthat holds the capacitor.
ArcRifle(Aurora, Static,Storm, Tempest) Arc rifles fire deadly electrical blasts and have a longer range than arc pistols. Like arc pistols, arc rifles can stun targets that are not killed outright by the electricity damage.
Pulsecaster Pistol A smallerversion of an arc pistol. the pulsecastersendsa low· energy blast at its target. This blast stuns the target without dealing serious damage.
Seeker Rifle(Advanced, Elite,Paragon, Tactical) Seekerriflesaresingle-shot projectile weapons. Thelinegained its namefrom korashalashuntaexplorers, who favorthe rifle for its reliability in hostileterrain.
Pulsecaster Rifle The pulsecasterrifle sendsa low-voltageblast at its target and hasa longer rangethan the handheldpulsecaster.Theblast can stun the target and deal nonlethal damage.
Semi-Auto Pistol(Advanced, Elite,Paragon, Tactical) Thesemiautomatic mechan ismof thispistoldischargesspent cartridgesand reloadsfresh ones in the barrel, provideda cartridgeremainsin the magazine.
Shirren-Eye Rifle(Advanced, Elite,Paragon, Tactical, WarpshotJ
Shock Caster (Aurora, Static,Storm, Tempest) Shock casters fire a blast of electrical energy that explodes when it impacts.creating an electricalstorm that can damage and stun anyonewith in its radius.
Shock Truncheon (Aurora, Static, Storm, Tempest)
Shirren-eyerifles are named for their compoundsights, Thesepolycarbonate batonshave a side-hand le grip and a whichresemblethe eyesof the insecti le race, but are rarely electrode-lined strikingsurfacethatdeliversanelectrical charge . manufac tured by shirrencompanies.Shirren-eyerifles are extremelyaccurateandfavoredbysnipersandsharpshooters. Solarian weaponcrystals are usedby solariansto enhancetheir StellarCannon (Heavy, Light) solar weapons. Completerules for solarian weapon crystals A stellar cannon is a portable. handheld cannon that fires appearin WeaponTypeson page170. exploding shellsfilled with denseflechettesthat shred nearby Graviton Crystal (Greater, Lesser, Minor, Standard, True) targets. Stellar cannons have a limited range, but t hey deal Graviton crystals acceleratethe impact of a weapon,dealing traumatic damageto large areas. extra damageandpotentially knock ingdowntargets.
Solarian Weapon Crystals
X-Gen Gun(Advanced, Elite,Paragon, Tactical) X·gen guns are named for their external generator-a power pack that drives the automatic feed of the weapon.They are commonon fortified basesand in largearmed encampments.
Photon Crystal (Greater, Lesser, Minor, Standard, True) Photon crystals add compressedphotonic energy to a weaponstrike,addingfire damageandthe potentialto burn the target.
Shock Weapons Shock weapons emit powerful electrical blasts that can damageand potent ially stun enemies.Rangedversions use a low-power laser to direct these weapons' electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful. followed in descending order by storm, aurora, and static shockweapons.
W-boson Crystal (Greater, Lesser, Minor, Standard, True) W-bosoncrystalsamplify the sheer amount of damage a weapondeals.
Gluon Crystal (Greater, Lesser, Minor, Standard, True) Gluon crystals create an entropic field along t he weaponthat createstraumaticwounds.
Sonic Weapons ArcEmitter(Advanced, Tactical) Arc emitters dischargea cone of elect rical energy that can damageandstun anyonewith in its area.Advancedarc emitt ers can be used at a longer rangeand are used by military forces to stun and subduegroupsof enemies.
Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed "low-frequency devices" (LFDs) and "high-frequency devices" (HFDs) based on the frequencies at which they operate and damagefoes.
Pulse Gauntlet (Banshee, HFD. LFD. Thunderstrike)
Club
When a pulse gauntlet strikes its target, it releasesa surgeof sonic energythat can knock the target down. Pulse gauntlets are made of heavy-duty nylon with reinforced pads over the items' knuckles.
A club is any sort of blunt, oblonginstrumentwith a haft suitable for gripping. Clubs can be made of stone, wood, or similar materials.Metal clubsexist as well, and they are usually hollow to keep them from beingtoo heavy.SomeFreeCaptains refer to clubs as belaying pins, though those archaic items are not requiredon starships.
Screamer (HFD, LFD, Thunderstrike) A screameris a circular metal device with two handles on the back. The front of a screamerprojects a cone of sonic energy that can damage and deafen anyone with in the weapon'sareaof effect.
Sonic Pistol(Banshee. HFD, LFD, Thunderstrike) Sonic pistolshavea stocky barrelcapped with a concaveresonatingchamberthat amplifies and directs its sonic blast. They use high-intensity soundto shakemoleculesapart.
Sonic Rifle(Banshee, HFD. LFD, Thunderstrike) A sonic rifle fires a blast that is loud enoughto deafentargets in addition to damagingthem. Sonic rifles have snub-nosed barrelsand typically incorporateU-shapedprongsto improve beamstability.
Streetsweeper (HFD, LFD . Thunderstrike) Streetsweepersare sonic weapons designed to deliver a low-intensity "punch" of sound. A streetsweeper can be overchargedto deliver a significant sonic blast that can knock down its target.
Uncategorized Weapons The following weaponsare not consideredto be a part of any other weaponcategory,and they follow the normal rules for weaponsunlessdefinedotherwise in their descriptions.
Battleglove (Cestus. Gravity, Nova, Power): Battleglovesare popular,economica l choicesfor mercenariesand guards.Thesedurable nylon-webor para-aram id gloveshold a weightedplate over the wearer'sknuckles. Youcan hold other objects or weaponsin a handwearinga glove,but you can't use the gloveto makeattackswhile doingso.
Bow Modern compound bows are made of aluminum alloys, for superior lightness and durability. The string is madeof highperformance polyethylene.Bows fire arrows as ammunition, and they can also be used with grenade arrows for more customizeddamageand effects.
Carbonedge Shuriken Thefour-armedkasathasfavorthrown weapons,sothey are the most commonusers of thesefinely edgedproject iles. Usersof thrown weaponsappreciatethe light weight and keenedgesof carbonedgeshuriken.
Curve Blade (Buzzblade. Carbon Steel. Dimensional Slice. Ultrathin) This graceful, curving blade further increases the drama inherent in swordfighting. Carbon steel blades bite deeply, causing bleeding wounds. The blade of an ultrathin curve bladelooksdelicate,but it is as hard as carbon steel and keeps a fine edge. Buzzblade curve blades vibrate when powered, tearing organic flesh and causing additional bleed damage. Dimensional slice curve bladeshave only a narrow visible blade area, surroundedby a solid aura: these are the sharpestand most dangerouscurve bladeson the market.
Devastation Blade (Apocalypse. Ruin, Wrack) The overlarge devastation blade is a two-edged sword that createsterrifying wounds. Devastationbladesare rarely subtle weapons,due to both their size and their often elaborate spikeddesigns.
Doshko (Advanced. Dimensional Blade, Molecular Rift,Tactical, Ultrathin, Zero-Edge) The tradit ional weaponof the vesk, the doshkois composedof oneto four triangular bladesarrangedin a row and attachedto a long haft. Ideal for devastatingoverhand blows and catching and parrying enemyweapons,its use is a highly respectedart form in traditionalvesk society, but it alsoseesuseby creatures of other racesas a variant axe.Traditionally,doshkosare made of steel, but in recent decadesthey have been crafted using advancedmetallurgic techniquesandevenquantum technology to improvethe stabbingedges. Ultrathin doshko blades look exceptionally delicate but hold a fine edge.Zero-edgedoshkosappearto have a blurred edge, while molecular rift doshkos have translucent blades. Dimensional blade doshkoshavea narrower visible blade,but the solid surrounding aura makesthem viciousweapons.
Dueling Sword (Buzzblade, Molecular Rift,Ripper. Tactical , Ultrathin) While dueling swords are crafted to be aesthetically pleasing andare often seenas a mark of rank or tradition, manywarriors still train with them to deadlyeffect.Thepoweredbladesof both buzzbladeand ripper duelingswords bring this dangerinto the modernera,while the molecular rift sword-thoughunpoweredusesa field of disruptedmoleculesalong its bladeto slicethrough nearly anything, and must be stored in a magneticsheath that never actually touchesthe blade.
Fangblade
Longsword, Molecular Rift
Cheaper and less elegant than a ripper dueling sword, a fangbladeis closer to an industrial chainsaw,with a toothed, motor-driven chain wrappedaroundits blade.
The molecules of this longswordhavebeenartificially agitated, creating a devastatingdisruption field along its blade. It must be stored in a magneticsheathto avoid cuts and damage from casualcontact.
Grind blade The sharp edge of a grindblade has been crafted with advanced micropitt ing technology that turns it into a destructive rasp at close to the molecular level, capable of inflicting hideousdamage.So sharp and savageis their edge that most grindblade designers don't even bother giving them a point.
Hammer (Assault, Comet, GravityWell,Meteoric) Assault hammers have heavily weighted metal heads and relatively light aluminum or polycarbonate grips. Hammer heads can be custom-made with designs or logos imprinted on the surface. Comet,gravity well, and meteoric hammers have weighted or pneumatically driven heads that deliver acceleratedblows.
Longsword, Sintered A sinteredlongswordis madeof compacted ceramics, forming a durableand finely edgedblade.
Longsword , Ultrathin The double-edged blade of an ultrathin longswordis madeof densemetal that holds its edgeand adds heft to a swing. The bladeappearsexceptionallythin and light, belying the damage it can deal.
Longsword, Zero-Edge Craftedwith quantumtechnology,the bladeof this swordseems blurry due to its exceptionallyfine edge.
Monowhip IMDSMissileLauncher IMDS (an acronym for "individual missile delivery system") missile launchers are t he most common missile launchers currently on the market. IMO$ launchers fire individual missiles as ammunition and use the damage listed for the missiles fired out of them.
Designed to deal maximumdamage, a monowhipis woven of monofilamentfibers reinforcedwith carbonparticles. Weighted at one end and spooled from a tough carbon-fiber grip, it delivers surgical-quality lacerations with minimal strength. The cuts deliveredare so clean that victims sometimes fail to notice a severedlimb until they are overwhelmed by a rush of blood loss.
Injection Glove Injection gloveswere originally designed for medicaluse, but they have been heavily altered to serve in combat as well. A flat cartridge containing an injectable substance(such as a medicinal or poison) is inserted into a slot in the pointer finger of the glove, where it connects with a retractable needle. When the pointer finger encounters resistance,the needle pops out and inj ects its contents. The needle is reset by pressing it against a hard surface (which can be done as part of reloading it).
Needler Pistol A favorite of assass ins and battlefield medicsalike, the needler pistol usesmagneticfieldsor pressurizedgasto launchdartsthat injecta substanceinto the target. Thisinjection gun can be fitted with cartridgescontaining medicine or poison.
Needler Rifle Like the needler pistol, this injection gun can be fitt ed wit h cartridges containing medicine or poison. The needler rifle fires darts much farther than its smaller counterpart.
Longsword A longsword is a straight, double-edgedblade that typically protrudesfrom a haft. Modernlongswordsare madeof stainless steel, carbonsteel, or, rarely,a custommaterial suchastitanium or bainite.
Longsword , Dimensional Slice The ultimate advancementin metallurgic technology,designed by a tech firm owned by Ulrikka Clanholdings,a dimensional slice blade looks like an elongatedstiletto surroundedby a blade-shapedaura. The aura is solid to the touch and can slice through almost any material.
NILGrenade Launcher (Mere, Squad) NIL (an acronym for "neutronic individual launcher")grenade launchers are the most common grenade launcher available on the market. NILs can be fitted with any sort of grenadeas ammunition. Grenadesare loaded individually, rather than in magazines. Youcan loaddifferent types of grenadesinto a NIL grenade launcher, and you can select which grenadeto fire as part of the action usedto makean attack.
NyfiberNet
Longsword (Microserrated, Ultraserrated)
Createdfrom specialized nylon f ibersthat contract in response to struggle, nyfiber nets are weighted alongthe edgesto more effectively entangle their targets.
Thesingle edgeof this sword looks homogeneous to the naked eye, but it is actually madeof thousandsof microscopicteeth. The teeth tear through organic matter, causing signif icant damageand bleeding.
A pike is composedof a sharpened-aluminum, stainless-steel, or carbon-steel spike atop a light metal or polycarbonatestaff.
Pike(Advanced, Elite,Tactical)
Spear (Buzzblade, Gravity, Sentinel, Tactical, Zero-Edge) Battery (High-Capacity, Super-Capacity, Ultra-Capacity) Spears come in many varieties. Buzzblade spears vibrate at high frequency. Zero-edge spears employ quantum manufacturing to honean edgeso fine that it seemsindistinct. The gravity spear uses a tiny gravity field generator to acceleratethe weaponat the momentof impact.
Staff(Battle, Carbon, Hard light,Repeller, Sentinel) Stavesare long and flexible, weighted on the end to provide extra striking power.Most stavesare madefrom aluminumor fiberglass.though someare still madefrom wood. Sentinel and repeller staves are made of conductive metal and deliver a painful, low-voltage charge that can stun opponents. The hardlight staff uses a core of unstable photonic gel to dramatically increase its mass every t ime it strikes a surface.
Starknife (Accelerated, Dimensional Slice,Lightspeed, Sintered, Tactical) Four tapered metal blades surround the central ring of a starknife, which can be thrown or used to stab opponents. Accelerated and lightspeed starknives have gas-powered jets that f ire when the starknife is wielded. Solid auras surround the blades of a dimensional slice starknife, which are manufacturedwith cutting-edge metallurgic techniques. In a sintered starknife. the metal blades are replaced with compressedceramicblades.
Batterieschargepoweredweapons.but they can also be used to power an array of items, including powered armor and technologicalitems. Batteries have a standardizedsize and weight, and items that take batteriesall havea slot into which they fit, regardlessof the item'sactual size. Weaponsthat use batteries list the highest-capacitybattery they are capableof usingas well as how many chargesfrom the battery that each shot consumes.
Darts Theselight metal shaftseachhavea pointed tip and a reservoir to hold toxins or other appropriatesubstancesthat are typically liquid or viscous. While most combatants rely on darts to delivertoxins to enemies,particularly desperateor overworked field medics sometimes employ darts to conveniently deliver antitoxins, healing serums,and other beneficial drugs across a crowded battlefield. In these cases,medics often practice to improve their aim to ensurethat this strategy is effective when employed.
Flare Usually madeof magnesium,flaresburn brightly and can deliver someheat.Youcan ignite a flare by handwithout the needfor a flaregun. A lit flareburnsfor 1hour,andit canbewieldedin melee combatasan improvisedweaponthat deals 1d2fire damage.
Grenade Arrow(I-IV) Swoop Hammer (Advanced, MachI, MachII,MachIll, Tactical) Thecombat headof a swoophammer is affixed to an elongated haft. The extra reachof the haft allows for a greater swinging arc and accelerateddamage.
The explosive tip of the arrow detonates on impact. A grenadearrow can be madeusing any handheld grenade.The miniaturized technology incorporatedinto the arrow increases its price substantially over an equivalent grenade.
Mini-Rockets Taclash (Numbing, Standard) A tactical lash, or taclash as it is commonlycalled, is a length of nylon cord reinforced with carbon fibers. Taclasheswere originally used by military organizations as a form of crowd control, and explorersand mercenariescameto appreciatethe utility of the weapon.When a numbingtaclashconnects,a low electrical shock transmits t hrough t he lash. The shock is too mild to deal damage,but it can stun the target.
Theselong,taperedshellshold combustible materialas well as a chemical propellant.
Missile (Advanced, Tactical) Missiles are heavy, snub-nosedmunitions with devastating explosive power. A missile'sdamagewhen fired from a missile launcher (such as an IMOS missile launcher) is listed in its entry in Table7-9: Ammunition on page179.
Unarmed Strike
Petrol Tank (High-Capacity, Standard)
An unarmedstrike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damagerolls.
Petrolis a highly flammableblendof hydrocarbonsthat is used in flame weapons(andpetrol is occasionallyusedby desperate adventurersas fuel or for other various utilitarian purposes).A petrol tank snapseasily into the housingof weaponsthat are specificallypetrol-powered.
Ammunition
Rounds (Heavy, Longarm andSniper, Small Arm)
Ammunit ion is sold in multiples, as listed in the individual entriesin Table 7-9: Ammunition on page179.
Casedroundsare housedin magazines,which can be fitted into the appropriateweapon.
Arrows
Scattergun Shells
Arrow shafts are made of carbon fiber-reinforcedplastic and havemetal or ceramic heads.
These cartridges are packed with small metal spheres t hat scatterwhen the cartridgeexplodes.
SPECIAL MATERIALS Someweaponscan be crafted using materialsthat haveinnate special properties.Only cartridges of ammunition and melee weaponsthat deal bludgeoning, piercing,or slashing damage can be madeout of specialmaterials. If you makea weaponout of more than one specialmaterial, you get the benefit of only the most prevalentmaterial. Eachof the special materials describedbelow has a defined game effect. Somecreatureshave damagereduction making them resistantto all but a special type of damage(suchas that dealt by evil-alignedweapons)or damagefrom weaponsof a particular material (such as cold iron). Charactersmay choose to carry several different types of weapons,dependingon the types of creaturesthey most commonlyencounter.
TABLE 7-12:SPECIAL MATERIALS TYPE
ITEM PRICE MODIFIER
Ammunition (adamantine alloy) Weapon (adamantine alloy) Ammunition (cold iron) Weapon (coldiron) Ammunition (silver) Weapon (silver)
+50credits percartridge +2,500credits +9credits percartridge
+450credits +6creditsper cartridge +300credits
Adamantine Alloy Adamantine is a starmetal, one of several valuable metals minedfrom asteroidsand planetsthroughoutthe universe. Pure adamantineis exceedingly rareandexpensive,soweaponsusing adamantineare always madeof an adamantinealloy. Weapons or ammunition fashioned from adamantine alloy overcomethe damagereduction of creatures with DR/adamant ine, such as many magicalconstructs,and have a natural ability to ignore hardness when sundering weapons or attacking objects, ignoring hardness less t han 30 (see Breaking Objects on page409). Weaponsand ammunition without metal parts can't be madefrom adamantinealloy.
ColdIron Coldiron is mined from deepundergroundand forgedat a lower temperature to preserve its delicate properties. Weaponsor ammunition fashioned from cold iron overcomethe damage reductionof creatures with DR/cold iron, such as demonsand fey. Weaponsor ammunitionwithout metal parts can't be made from cold iron.
Silver A complexprocessinvolving alchemy,magic,and metallurgy can bond silver to weaponsor ammunition so that they overcome the damage reduction of creatures with DR/silver, such as lycanthropes.The silveringprocesscan't be applied to nonmetal items,and it doesn'twork on rare metals such as adaman t ine, cold iron,or starmetals.
WEAPON FUSIONS A weapon fusion is a small, prepackagedadd-on that can be attached to any weapon to infuse it with magic. Adventurers use weaponfusions to customizetheir weaponsfor a specific
enemy or to increase a weapon's overall effectiveness. Weapon fusions are magic unless stated ot herwise. While this causes the weapons they are installed in to be considered hybrid items, in truth t he weapon and the fusion still operate separately.An ability that affects a magic item could affect the fusion installed in a weapon, but that would not prevent the weapon's core function from operating normally unless the weapon was also independentlya magic device. The hybridized fusion (see page 194) is an exception to this rule, as noted in its description. Weapons with fusions are considered magic for the purpose of overcoming damagereduction.
Install ingandTransferring Fusions A fusion can be installed in a chosen weapon when it's purchasedor at any point afterward. It's also possible,though difficult and fairly expensive,to transfer fusions from one weapon to another. Any character trained in Mysticism can transfer a fusion: this costs half as muchas it would to initially purchase the fusion, using the level of the new weapon to determine the price. Characters trained in Engineering or Mysticism can also install fusions, if necessary(for instance,if the PCsfind an unusedfusion as part of a treasurecache,or in the caseof a characterwho used Mysticism to craft a fusion: see page 235 for more about crafting items). In either case, installing or transferring a fusion takes about 10 minutes of uninterrupted tinkering.
Fusion Seals It is also possible to place a weapon fusion into a physical object, called a fusion seal, which can t hen be aff ixed to a specific weapon and even moved among different weapons. A fusion seal affects only weaponsof a given level or less,as noted in parenthesesafter the name of the fusion seal. For example,a holy fusionseal that couldbe appliedto any weapon of 10th level or lower would be written holy fusion seal (10th). Any decisionsthat must be madewhen a fusion is addedto a weaponare madewhen a fusion seal is created,and they can't be changed. A fusion seal's cost is basedon the highest-levelweaponthe fusion seal can affect , and it is equal to 110%of the price of a weaponfusion for a weaponof that level. Removinga fusion seal and transferring it to a new weapon takes only 1 minute and does not require any specific skill training, but the fusion doesn'tfunction unt il the seal hasbeen in placeon a weaponfor 24 hours. A fusion seal can't be addedto a weaponif doing so would causethe weapon'stotal level of fusions (including t he level of the fusionseal)to exceedits item level or if the weapon is not a legitimate choicefor the fusion within the fusion seal. Grenades,ammunit ion,and other consumable itemscan benefit from fusion seals,but t he fusion seal is destroyedwhen t he item is used. A fusion seal can take the form of nearly any medallion or symbol, and when affixed to a weapon, it can even alter the aesthetics of that weapon. A thundering fusion seal might cause a weapon to be etched with storm clouds, runes of weather, or possibly even symbols of a god of
storms if affixed by a worshiper of such a god. However, these alterations of appearanceare not enough to conceal a weapon'sbasic function or type (a heavy reaction cannon with a vorpal fusion seal is still clearly a heavy reaction cannon, even if its appearanceis altered to feature skulls and symbols of the Devourer). Fusion seals that alter weapons to feature a specific group's iconography are often used by organizations as a way of unifying the appearanceof their members'weaponry.
WEAPON FUSION DESCRIPTIONS Commonweaponfusionsare describedbelow.
Theanarchicfusionimbuesa weaponwith divine energyfrom a chaoticdeity.Any attackswith the weaponare chaotic-aligned. Damagefrom the weapon bypassesDR/chaoticand ignores the energy resistanceof lawful dragonsand lawful outsiders. The anarchicfusion can't be added to weaponsthat have the axiomaticfusion.
ItemLevel Eachweapon fusion has an item level, and a fusion can't be placed on a weapon that has a lower level than the fusion's item level. Onceit is attached to a weapon, a weaponfusion uses the weapon'sitem level for any of the weapon fusion's level-basedeffects.
Multiple Fusions andMultipleTargets You can place multiple fusions on the same weapon, but only if the weapon'sitem level is equal to or greater than the combinedtotal of all the fusions' item levels. A weaponcannot hold or benefit from additional fusions beyond this limit. A fusion that applies an effect to attacks applies it to all targets for spread weapons, automatic fire, explode weapons, and other effects with multiple targets.
Price The price of a weaponfusion dependson the item level of the weaponinto which it's being installed.Installing a fusion into a 7th-levelweaponcostsmorethan applyingthe samefusion into a 6th-levelweapon,for instance.You can install a fusion into a grenade,a piece of ammunition, or another consumableitem; sucha fusion costshalf the normalprice of a weaponfusion for a weaponof the samelevel.
TABLE 7-13: WEAPON FUSION PRICES WEAPON 'SITEM LE VEL
FUSIONPRIC E
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
120 360 440 680 720 1,040 1,560 2,300 2,600 3,580 4,880 6,920 9,76 0 11,700 17,800 27,000 40,500 60,300 90,000 135,000
fusion hasa chanceto immobilize A weaponwith the anchoring its targets. The weapon gains immobilization as a critical hit effect.If the weaponalreadyhasa criticalhit effect, chooseeach time whether to apply the weapon's normalcritical hit effect or the immobilizationeffect.A targetaffectedby the immobilization critical hit effect is unable to movefrom its spaceunderits own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects,to changeits position.If the target is entirely containedin a mobileobject(suchasa starshipor large vehicle),the target is immobilerelativeto its location within that object.Othercreaturesand forcescan movethe target normally.
Theaxiomaticfusion imbuesa weaponwith divine energyfrom a lawful deity. Any attacks with the weaponare lawful-aligned. Damagefrom the weaponbypassesDR/lawfuland ignoresthe energy resistanceof chaotic dragons and chaotic outsiders. The axiomaticfusion can't be addedto weaponsthat havethe anarchicfusion.
The bane fusion enhancesthe power of critical hits against certain foes.Against a designatedfoe, the bane weapongains the stunned critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit against an appropriatefoe, you can apply either the weapon's normal critical hit effect or the stunnedeffect. When you add this fusion to a weapon(or createit as a fusion seal),you must select a single creature type (aberration, animal, construct, dragon, fey, humanoid,magical beast, ooze, outsider, plant, undead,or vermin) against which it will apply. If you select humanoidor outsider,you must also select one subtype. The stunned critical hit effect applies only against creatures of the selected type (and subtype,if selected).Onceselected, the creaturetype and subtypecan't be changed.
The blastingfusion allowsa weaponto makea singleattack as a blast (seethe blast weaponspecialpropertyon page180)once per day as a full action.This attack hasa maximum rangeof 30 feet and deals half the weapon's normal damage.Only ranged weaponsthat don't havethe automatic,explode,line, or thrown weapon specialproperty can benefit from the blastingfusion. Weaponsthat don't requireattackrollsto affecttheir targetsalso can't benefitfrom the blastingfusion.
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FLAMING FUSION
The bleedingfusion weavesentropic energy into the weapon's form. The weapon gains the bleed critical hit effect (see page182).The amount of damagetaken eachround from this effect is equalto 1d6per 5 levelsof the weapon,roundeddown. If the weaponalready has a critical hit effect, when you score a critical hit, you can apply either the weapon'snormal critical hit effect or the bleedeffect.Only weaponsthat deal piercingor slashingdamagecan havethis fusion.
With the burst fusion, a weapon'senergy damagecan form a small explosion that spills onto a secondtarget. The weapon gains the arc critical hit effect (see page 182). If the weapon already has a critical hit effect, when you scorea critical hit, you can apply either the weapon'snormalcritical hit effect or the arc effect. The amount of damagedealt to the secondary target is equal to one-third the level of the weapon with the burst fusion (minimum1). Only weaponsthat deal acid, cold, electricity, fire, or sonic damagecan benefit from a burst fusion. If your weapon deals more than one type of energy damage, you select one of those types for the arc critical hit effect to apply to secondarytargets when the fusion is added.
A weapon with the ca/led fusion can be teleported to its owner's hand as a swift action. even if the weapon is in the possession of another creature. This ability has a maximum rangeof 100 feet, and effects that block teleportation prevent the return of a calledweapon.A weaponwith the calledfusion must be in your possessionfor at least 24 hoursfor this ability to function.
The corrosive fusion weaves the destructive power of acid into the weapon's form. Half the weapon's damage t ype is replaced with acid damage. You can activate or deactivat e the corrosive fusion as a swift act ion. If the weapon already deals two types of damage,replace one of them with acid (you decide which damage type is replaced each time you activate the corrosive fusion). You can add this fusion only to a weapon that does not already deal acid damage.This fusion never causesa weapon that normally targets KACto target EAC.
With the deafeningfusion, a weapon releasesa blast of lowfrequencysonicenergyon impact.Theweapongainsthe deafen critical hit effect (seepage 182). If the weapon already has a critical hit effect, when you scorea critical hit, you can apply either the weapon's normal critical hit effect or the deafen effect. Only weaponsthat deal bludgeoning,piercing, slashing, or sonic damagecan benefit from a deafeningfusion.
A weaponwith the defiant fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious,panicked,or stunned.it staysin your hand. Youalso gain a bonusto your KACagainst combatmaneuversto disarm the weaponequalto one-fifththe weapon'slevel (minimum+1).
Youcan applyt hedevastatingfusiononly to a weaponwith two or more critical hit effects. When you score a critical hit with a weapont hat has the devastatingfusion, you can selecttwo of the critical hit effects to apply to the target (evenif you are normally requiredto selectjust one critical hit effect).
A weapon with the dispellingfusion gathers spare wisps of latent magic during combat, which it can then unleash in a focused effort to dispel magic. The weapon gains dispelling as a critical hit effect in combat.This ability manifestsonly in high-stakessituations, so you must be in combat and facing a significant enemy (see page 242) for it to gain this critical hit effect. If there'sany doubt about whether you're in combat or able to accessthe critical hit effect, the GM decides.If the weaponalreadyhasa critical hit effect,whenyou scorea critical hit, you canapplyeither the weapon'snormalcritical hit effect or the dispellingeffect.A target affected by the dispelling critical hit effect is the subjectof a targeteddispelmagic,as the spell, usingthe weapon'sitem levelas the dispel check'scaster level.
The disruptivefusion imbuesa weaponwith powerful positive energydesignedto disrupt the magicalforcesthat allow undead to exist. The weaponignoresany DR and energy resistanceof undeadcreatures.Only weaponsthat deal bludgeoningdamage can benefit from this fusion.
The durable fusion uses magical runes and reinforcementsto significantly increasea weapon'stoughness.When determining a weapon'shardness,Hit Points,and savingthrows,treat its item levelas being5 higher. For moreaboutcalculatingthesevalues, seeBreakingObjectson page409.
A weaponwith the entanglingfusion gains the entangle weapon specialproperty (seepage181).Only a single attack eachday may benefitfrom this property,and you must announcebefore making an attack that it is an entangleattack. Regardless of how many targets you can hit with a single attack from your weapon,only a single target of your choiceis affected by the entangle condition. The entangleeffect ends after 1d4 rounds if the target has not already escapedit. Only weaponsthat do bludgeoning,piercing, slashing, or cold damagecan benefit from th is fusion.
The flaming fusion imbues a weapon with the fiery power of a star. Half the weapon'sdamagetype is replaced with fire damage.You can activate or deactivate the flaming fusion as a swift action. If the weaponalreadydealstwo types of damage, replaceone of them with fire (you decide which damagetype to replaceeach time you activate the flaming fusion). Youcan add this fusion only to a weapon that does not already deal fire damage. This fusion never causesa weaponthat normally targets KAC to target EAC.
The frost fusion imbuesa weaponwith the icy cold of a dead world far from its system'ssun. Half the weapon'sdamagetype is replacedwith cold damage.You can activate or deactivate the frost fusion as a swift action. If the weaponalready deals two typesof damage,replaceoneof them with cold (youdecide which damagetype to replaceeacht ime you activate t he frost fusion).Youcan add this fusiononly to a weaponthat doesnot already deal cold damage.This fusion never causesa weapon that normally targets KACto target EAC.
Attacks from a weapon with this fusion deal full damageto incorporeal creatures.They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weaponswith the ghost killer fusion can also score crit ical hits against incorporealcreatures.In addition, an incorporeal creature (though not an ethereal one) can pick up, move,or wield a ghostkiller weapon.
As a standardaction, a weaponwith the glameredfusion can be commandedto changeits appearanceto assumethe form of another object of similar size. The weapon retains all its properties(includingbulk) when disguisedbut doesnot radiate magic.Onlytrue seeingor similar magicrevealsthe true nature of a glameredweaponwhile it is in disguise. After a glamered
weaponis usedto makean attack,this fusion is suppressedfor 1 minute.
A weapon with the holy fusion becomesblessedwith divine energyfrom a good deity. Any attacks with the fused weapon are good-aligned.Damagefrom the weaponbypassesDR/good and ignoresthe energyresistanceof evil dragons,evil outsiders, and evil undead.The holy fusion cannot be addedto weapons that havethe unholyfusion.
A weapon with the hybridized fusion replaces much of its technologicalfunctions with magic counterparts.It gains the analogweaponspecial property (see page 180). and the core function of the weapon is consideredto be a hybrid of magic and technology (rather than only the fusion counting as a hybrid item).A hybridizedweaponstill consumesammunition and battery chargesnormally.
The illuminating fusion causes a weapon to gain the bright weaponspecialproperty (seepage181).Youcandeactivatethis fusion as a moveaction, in which casethe weaponacts as if it doesnot havethe bright property until it is reactivated(which alsorequiresa moveaction).
With the knockdown fusion, a weapon disrupts a target's centerof gravity. Theweapongains the knockdowncritical hit effect (seepage 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon'snormal critical hit eff ect or the knockdown effect. Only weaponsthat deal bludgeoningdamagecan benefit from this fusion.
A weaponwith the merciful fusion often humspleasantlywhen at rest and makes soft, airy musical noiseswhen it is used to make an attack. The magic of this fusion subduesthe damaging effect of the weaponit is addedto. While this fusion is active, the weapon'sregulardamagebecomesnonlethal damage.If the weapondealstwo types of damage,both of the damagetypes become nonlethal. You can activate or deactivatethe merciful fusionas a swift action.
A weaponwith the ominousfusiontrails a shadowyhazebehind it and moans a menacingdirge in battle. The weapon gains intimidation as a critical hit effect. If the weaponalready has a critical hit effect, when you scorea crit ical hit, you can apply either the weapon'snormalcritical hit effect or the intimidation effect.A target affected by the intimidation crit ical hit effect is shakenfor 1d4rounds(Fort itude savenegates).A creature t hat gains the shaken condition from a weaponwith the ominous fusion can't gain that condit ion again from the sameweapon for 24 hours.
Youcan add this fusion only to a weaponthat has the thrown weaponspecial property.A returning weaponflies through the air backto you after you makea thrown rangedattack with it. It returns to you just beforeyour next turn (andis thereforeready to use again in that turn). Catchingthe weaponwhen it comes back takesno action. If you can't catch it, or if you havemoved sincethrowing it, the weapondropsto the groundin the square from which you threw it.
The seeking fusion causesan attack from a weapon to veer toward its target. This negates any miss chance caused by the target having concealment,though it has no effect on miss chancesfrom other sources(anddoes not offset the miss chancefrom a target havingtotal concealment).
Theshockfusionweavesthe electrical energyof the universeinto the weapon'sform. Half the weapon'sdamagetype is replaced with electricitydamage.Youcan activateor deactivatethe shock fusion asa swift action.If the weaponalreadydealstwo typesof damage,replace one of them with electricity (you decide which damagetype to replaceeachtime you activate the shockfusion). Youcan add this fusion only to a weaponthat doesnot already deal electricity damage.This fusionnevercausesa weaponthat normallytarget KACto target EAC.
A weapon with the spe/lthrower fusion is able to have a single spell gem loaded into it at a time. It takes 1 minute to load a spell gem, and only gems containing a spell with a casting time of one standard action or less and a spell level no greater than one-quarter the weapon's item level can be loaded into the weapon. If you are proficient with and wielding t he weapon,as a full action you can cast the spell containedwithin the spell gem rather than make a normal attack. This allows you to use the spell gem as if you were a spellcasterwith the spell on your class'sspell list. Unlike the normal rules for using a spell gem, it does not matter if the gem'sitem level is higher than your caster level (evenif your caster level is O).However,if the spell gem's item level is highert han your baseattack bonus,onceyou've spent the full action to cast t he spell,you must succeedat an att ack roll with the weapon against an AC equal to the spell gem's level + 1 or you fail to cast the spell.This roll representsyour expertisewith the weapon,and no actualattack or ammunition is used.If you fail to cast a spell from a spell gem,the spell is expendedharmlesslyand the spell gemis destroyed.
The thundering fusion imbues a weapon with heightened frequency vibrations. Half the weapon's damage type is replacedwith sonic damage.You can activate or deactivate the thunderingfusion as a swift action. If the weaponalready dealstwo types of damage,replaceone of them with sonic(you
decide which damagetype to replaceeachtime you activatethe thunderingfusion). You can add this fusion only to a weapon that does not already deal sonic damage.This fusion never causesa weaponthat normallytarget KACto target EAC.
A weapon wit h t he trailblazer fusion managesto alter the natureof its attacks to overcomethe penaltiesof somenatural environmental effects. Its attacks ignore the cover provided by bogs and the cover creatures submerged at least chest deep in water receive from attacks made from the surface. Fire damagedealt by the weapon to underwater targets does half normal damage(rather than the normal one-quarter),and other attacks madeunderwater deal full damage(rather than the normal half damage). Additionally,rangedattack rolls with the weapondon't take a penalty due to the effectsof storms,strongand severewinds, or windstorms. It can even be used to makerangedattacks in severestorms as if they were typical stormsand in hurricaneforcewinds as if they were strongwinds. SeeBiomeson page396 for moreinformationon environments that imposeattack penalties, and see UnderwaterCombaton page405 for ruleson attackingsubmergedtargets.
Theunholy fusionimbuesa weaponwith divine energyfrom an evil deity. Any attacks with the fused weaponare evil-aligned. Damagefrom the weaponovercomesDR/evil and ignores the energyresistanceof gooddragonsandgoodoutsiders.Theunholy fusioncan't be addedto weaponsthat havethe holy fusion.
A weaponwith the venomousfusiongainsthe injectionweapon special propert y (seepage181). Only a single attack eachday may benefitfrom this property,and you must announcebefore making an attack that it is an injection attack. Regardless of how many targets you can hit with a single attack from your weapon,only a single target of your choiceis exposedto the drug, medicinal, or poison when you use the injection property in an attack. Only weapons that deal piercing or slashing damagecan benefitfrom this fusion.
With the vorpa/ fusion, a weapon can tear between the molecules of a creature.The weapongains the severewound critical hit effect (seepage 182). If the weapon already has a critical hit effect, when you scorea critical hit, you can apply either the weapon'snormal crit ical hit effect or the severe wound effect. Only a weaponthat dealsbludgeoning,piercing, or slashingdamagecan benefitfrom this fusion.
The wounding fusion causesa weapon to deal exceptionally traumat ic damage.The weapon gains the wound critical hit effect (seepage 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon'snormal critical hit effect or the woundeffect.
ARMOR
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rmor is usually the easiestand most cost-effectiveway for creatures to protect themselves.Whether you are skimming through spaceaboarda mercenaryvessel,attending a diplomatic meeting on a spacestation, or descending to a planet'ssurface to explore,armor provides you with protection againstattacks and hostile environments. Modernarmoris madeof manydifferentsubstances,including carbon fiber, ceramic, fabric, metal, and polymers. Most are constructed from a combination of materials, andsomeevenuse archaicmaterialssuch as animal hide.Creatureswear armor to protectthemselves,but also to expresstheir personalstyle. Most suits of armor consist of a helmet,gloves,boots, and a bodysuit that offers head-to-toe protection. Unless otherwise specified,the bootsincludea functionalitythat can anchor your feet to a solidsurfacein a zero-grav ity environment,allowing you to orient yourself or return to normalfooting when needed(for more aboutmovingin zero-g,seepage402).
A
READING ARMOR TABLES Eachentry on the armortablesstarting on page197describesa single suit of armor, with the followingstatistics. e Level:Thearmor's item level(seepage167). e Price:Thisis the price in creditsof the suit of armor. e EACBonus:This is the bonusyour armoraddsto your Energy Armor Class, which protects against attacks from laser weapons, plasmacannons,and the like (seepage240). e KACBonus:Thisis the bonusyour armoraddsto your Kinetic Armor Class, which protects against projectiles, most melee weapons,and other solid objects(seepage240). e MaximumDex Bonus:You normally add your Dexterity modifier to your Armor Class(for both EACand KAC), but it's limited by your armor.Yourarmor's maximum Dexterity bonus indicateshow much of your Dexterity modifier you can add to AC. Any excessDexterity doesn'traise your AC further and is simply ignoredfor this purpose. e ArmorCheckPenalty:Youtake a penalty to most Strength· and Dexterity-basedskill checks equal to this number. See Chapter5 for a morecompletelist of which skills apply. e SpeedAdjustment: While wearing the armor,your speedis adjustedby this number. e UpgradeSlots:You can improve your armor with magic and technologicalupgrades.This entry shows how many total upgradesyour armor can accommoda t e. Somearmor upgradesare largeror morecomplicatedandtake up multiple upgradeslots (seepage204.) e Bulk: This is the bulk of the item (seepage167).
WEARING ARMOR A character's class and feats determine what kinds of armor they can wear. Furt her details about wearingarmorare below.
ArmorProficiency If you are wearingarmorwith which you are not proficient,you takea-4 penaltyto bothEACandKAC(seepage240).A character
who is proficientonly with light armor can wear heavier armor effectively by selectingthe HeavyArmor Proficiencyfeat.
Donn ingArmor The time required to don or removearmor dependson its type. Light armor requires4 roundsto don or remove, while heavy armorrequires16 roundsto don or remove. Armor that is at least 8th level but lessthan 16th level takes half the normal time to don or remove.Armor of 16th level or highertakesone-quarterthe normaltime to don or remove,to a minimum of one full action. Modernsuits of armor are designedso that you can don or removearmorwithout assistance .
DonHastily Youcan hastily don armorin half the normal time, to a minimum of onefull action.Thearmor checkpenalty,maximumDexterity bonus.and armor bonus for hastily donned armor are each 1 worse than normal.
ARMOR SIZE Armor comesin different sizes for different creatures,and you might haveto adjust a suit of armorto fit you if it wasn't made for your race. A ysoki can't effectively wear armor madefor a human, and a kasatha needsto adjust armor that was made for a two-armed creature. If it's in doubt whether a creature can fit the suit. the GM decides whether the armor needsto be adjusted. Whenyou buy armornew,the purchasepriceincludes any adjustments.
Adjusting Armor If you get secondhandarmor that wasn't tailored for you, you can have it adjusted,which requiresa successfu l Engineering check(DC = 10 + 2 x the armor'slevel). Alternatively, you can spend10%of the armor's purchaseprice to haveit adjustedby a professiona l-t ypically an armorsmithor anyonewith multiple ranksin Engineering.
ENVIRONMENTAL PROTECTIONS Spacecan be an inhospitable place,with countlessdangerous worlds within it. Unless otherwise specified, all armors protect you from a rangeof hazardsto ensure that you can survive for at least a few days if you must makeemergencyrepairs to the hull of a starship,explore an alien world, or endureexposure to an environmentalbreachin a spacestation. Somearmorsdo this throughan environmenta l field (a minor forcefield specially attuned to pressure and temperature that does not reduce damagefrom attacks),while otherscan be closedwith helmets and airtight seals.Themost commonenvironmental dangersare detailedin Environmentbeginningon page394.
Activat ion andDuration A suit of armor'senvironmental protectionslast for a number of days equalto its item level.Activating or deactivat ing these environmenta l protections takes a standard action if you are wearing the suit (assumingthe armor was properly donned). If you have accessto a suit that is unattendedor worn by a
TABLE 7-14: LIGHT ARMOR EAC KAC MAXIMUM ARMOR CHECK SPEED UPGRADE ARMOR MODEL LEVEL PRICE BONUSBONUSDEXBONUS PENALTY ADJUSTMENT SLOTS BULK -1 Estex suit I 410 +O +1 +5 2 1 Second skin +1 +2 +5 250 1 L Stationwear, flight suit +1 95 +O +6 0 L Freeboote r armor I 2 750 +2 +3 +4 0 L Kasatha microcord I 460 +1 +3 +3 -1 l 2 0 Carbon skin,graphite 1,220 +3 +4 +4 -1 3 1 1 Stationwe ar, casual 1,300 3 +1 +2 +6 0 L Oefrex hide 4 2,250 +5 +5 +4 L Lashunta tempweave, basic 1,950 +4 +4 +5 4 L 0-suitI 2,980 5 +5 +6 +5 1 L t5 Este x suitII 2,70 0 +4 +5 -1 5 3 Stationwear, business 2,600 +3 +6 5 +2 0 L 4,720 Freeboote r armor 11 6 +6 +8 +5 L t4 Kasatha microcord 11 3,670 +6 +8 -1 1 1 6 t5 Stationwear, elite 4,10 0 +4 +7 6 0 L 4,120 t7 t5 Vsoki retractor suit 6 +7 2 L Abada rCorp travelsuit, silver 7 7,250 +6 +7 +7 0 L 0-su it II 7 6,900 +8 +9 t5 2 L 5,500 t5 -1 Este x suit111 7 +7 +8 4 l Kasatha microcord 111 8 9,000 +9 +1 1 +5 -1 2 1 Lashun ta tempweave, advanc ed 8,500 t9 +10 +6 8 3 L Abada rCorp travelsuit,gold 12,100 +9 9 +10 +8 0 L 0-suitIll 9 13,300 +11 +12 +6 L 3 t5 Carbonskin,whitecarbon 10 19,650 +12 +14 -1 1 3 Freeboote r armo r 111 10 16,900 +12 +13 +6 3 L -1 Kasatha microcord IV 11 23,800 +13 +15 +5 3 1 Abad arCorp travelsuit,platinu m 12 34,600 +12 +13 +8 0 L Hardl ightseries,squad 12 30,750 +15 +15 +6 4 L O·su it IV +16 +17 +6 13 45,800 4 L +16 -1 Estex suitIV +6 6 13 49,250 +15 Echelo n fashion, ready towear 14 71,30 0 +15 +16 +8 L 0 Freeboote r armorIV 14 60,600 +17 tl8 +6 4 L Carbon skin,diamond 00 -1 15 126,4 +17 +19 +7 4 Hardlightseries,elite 15 123,5 00 +18 +18 +7 4 L Swarmsui t t19 +6 4 15 95,200 +18 L 00 Shotalashu armo r 16 149,5 +19 +20 +7 5 L 0-suitV 17 244,30 0 +20 +21 +7 5 L Eche lonfashion, bespoke 17 285,000 +18 +19 +8 0 L t8 Freebooter armo rV 18 367,65 0 +20 +21 5 L 0-su it VI 19 552,000 +21 +22 +8 L 6 Carbon skin,nano tube 0 +21 +23 +8 -1 l 20 825,00 6 Hardl ightseries,specialist 0 20 928,00 +22 +22 +8 6 L
TABLE 7-15: HEAVY ARMOR ARMOR MODEL Ceremonialplate,troop Gole mforgedplatingI Lashun ta ringw ear I Hiddensoldierarmor lridishell,basic Thinp late Defiance series,squad Gole mforgedplating11 Ceremonialplate,officer
EAC KAC MAXIMUM ARMOR CHECK SPEED UPGRADE LEVEL PRICE BONUSBONUS DEXBONUS PENALTY ADJUSTMENTSLOTS BULK tl -3 -10ft. 110 +3 +2 3 3 -3 250 +2 +5 +0 -10ft. 0 3 1 415 +2 +4 t2 -2 -5 ft. 0 2 1 465 +3 +5 +2 -2 -5 ft. 2 2 -2 2 755 +3 +6 +2 -5 ft. 0 2 2 1,000 +4 +6 +2 -3 -10ft. 3 1,220 t5 t8 -4 -10ft. +l 3 3 1,610 -2 -10ft. 3 +5 +7 +2 3 2 4 2,27 5 +6 +8 +2 -2 -5ft.
TABLE 7-15: HEAVY ARMOR (CONTINUED) ARMOR MODEL LEVEL PRICE Lashunta ringwear 11 2,970 5 VeskoverplateI 3,910 6 Ceremonial plate,commander 7 7,350 Defiance series,elite 7 6,300 Golemforged plating111 5,500 7 Lashunta ringwea r 111 8 8,420 Veskoverp lateII 10,250 8 lridishell, advanced 13,100 9 Skyfire armor,pinion 14,200 9 Defiance series,specialist 10 16,950 Golemforged platingIV 11 24,800 Lashunta ringwea r IV 11 27,100 Veskoverp late111 11 23,400 Aegisseries,squad 12 45,200 lridishell, superior 12 42,250 Veskmonolith I 12 39,650 Skyfire armor,exident 13 53,600 Golemforged platingV 14 63,750 Veskoverp lateIV 14 71,850 Enginerunner 15 120,900 Lashunta ringwea rV 15 94,200 Steelbones 16 145,500 Veskmono lith11 00 16 163,4 Aegisseries,elite 17 209,000 Veskoverplate V 18 415,800 Vitrum plate 18 365,650 Voidshield armor 19 610,250 Aegisseries,specia list 20 932,000 Veskmono lith Ill 20 827,250
EAC KAC MAXIMUMARMOR CHECK SPEED UPGRADE BONUSBONUSDEX BONUS PENALTY ADJUSTMENT SLOTS BULK +8 +10 +2 -2 -5 ft. 2 +9 +11 +3 -2 -5 ft. 1 2 +10 +12 +2 -3 -10ft. 5 3 +10 +13 +2 -4 -10ft. 2 3 +10 +12 +3 -2 -5 ft. 2 2 +12 +14 -2 +3 -5ft. 2 3 +13 +15 +2 -3 -10ft. 3 3 +13 +15 +3 3 2 +14 +16 +3 -2 -5ft. 4 2 +15 +18 +2 -4 -10ft. 3 3 +15 +17 +3 -3 -10ft. 6 3 +16 +4 +18 -3 -5 ft. 4 2 +16 +18 +3 -2 -5 ft. 4 2 +17 +19 +3 -5 -10ft. 5 3 +17 +18 +4 4 2 +16 +18 +4 -2 -5 ft. 5 2 +18 +20 +4 -2 -5 ft. 5 2 +18 +20 +4 -3 -10ft. 7 3 +19 +21 +4 -2 -5 ft. 5 2 +21 +22 +4 5 2 +20 +22 +4 -2 -5ft. 5 2 +4 +21 +23 -3 -5 ft. 6 2 +22 +24 +4 -3 -5 ft. 6 2 +23 +27 +3 -5 -10ft. 6 3 +4 +24 +26 -3 -5 ft. 7 2 +23 +24 +5 4 1 +25 +26 +5 -3 -5 ft. 7 2 +25 +28 +4 -4 -10ft. 7 3 -2 +26 +27 +5 -5ft. 7 2
helplesscreature,you can turn on its environmental protection as a fullaction,but turningit off requires a Compute rs checkto hackthe system,treatingthe suit as a computerwith a tierequal to half the suit's item level(the base DCto hack a computeris equal to 13+ 4 per tier). The duration of a suit's environmentalprotectionsdoes not need to be expendedall at once, but it must be expendedin 1-hour increments.Rechargingthis duration requires access to a functioning starshipor an environmentrecharging station (publicly availablein most technologically advancedor average settlements)and takes 1 minute per day recharged.Mostof the rechargingstations that replenishdevices,such as batteriesand powercells(seepage 234), also rechargearmor'senvironmen tal protections,and using them to recharge suits is typically free of price. Allother functionson a suit of armorwith no duration remainingstillworknormally.
Breat hingandPressure All armor can facilitate self-containedbreathing, protectingyou against vacuums,smoke,and thick, thin,and toxicatmospheres (including any airborne poison or disease). Self-conta ined breathingfunctionsunderwaterand in similarliquidenvironments. Thisprotection allowsyou to breathein a corrosive atmosphere (seepage 395) to preventsuffocation,but it isn't strong enough
to preventa corrosive atmospherefromdealingacid damageto both you and your armor. A suit of armorwith an upgradethat grants acid resistance reducesany acid damagetaken from a corrosiveatmospherenormally.Anyvisionimpairment fromthe environment(suchas smokeor water) stillapplies.
Radiation Armor protects you against low levels of radiation (see page403) and grants a +4circumstancebonusto saving throws against higherlevelsof radiation.Armorof 7th level and higher grants immunity to medium radiationlevels and providesa +6 circumstance bonus to saving throws against higher levels of radiation.Noarmor's bonusesapplyto saves against radiation sickness, regardless of the level of radiation exposure that causedyou to contractit.
Temperature Armor's environmentalprotections reasonably protect you against both cold (temperatures below -20' F) and heat (air temperatures over 140' F). This prevents you from having to attempt Fortitude saving throws to avoid damage from the environment,and it preventsyou fromtakingany damagelisted for breathing in the environment.This does not protect against coldor fire damagefromother sourcesor againstenvironments
that deal damagewithout allowing a Fortitudesaving throw or breathingthe atmosphere(suchas lava)..)
ARMOR DESCRIPTIONS
lightly armoredclothing is available in daring moderndesigns, using force fields and the highest-techfibers to createany sort of outf it imaginable.Bespokeechelonfashions are often tailormadefor the ordererand meantto look unique.
Thesuits of armorlisted in the tablesaredescribedbelow.
AbadarCorp Travel Suit(Gold, Platinum, Silver) AbadarCorpexecutivespopularizedthese light armor business suits for boardroomsand diplomatic meetings.Contingentforce fields and concealedrebreathersprotect the wearer in hostile environmenta l conditions . Highergradesof travelsuits offer more protection-alongwith a designerlabel.
Aegis Series (Elite , Spec ialist,Squad) Aegis suits of heavy armor cover wearers entirely, leading to the suits' nicknameof "personaltanks." Helmet visors are narrowor nonexistent, insteadprojectingvideoand audiofeeds to the wearer.Power-ass isted limbs allow the wearer to move intuitively with the suit on.
Carbon Skin(Diamond, Graph ite, Nanotube, WhiteCarbon) Thoughthesesuitsof light armorappearto bemadeof stiff fabric, they are actuallywovenfrom carbonfibers.Higher-qual ity carbon skinsare reinforcedwith carbonallotypes,suchas white carbon or diamond,and the heightenedsheenof the fabric hints at their expensive construction.
Ceremon ial Plate(Commander , Officer, Troop) While this heavy armor of sculpted metal plates offers good protectionto the wearer,its mainpurposeis to intimidateenemies . Often used for honor guards, military exercises, or parades, ceremonia l plate is usually brightly colored or madeof shining metal,with elaborate helmets.
Enginerunner The ysoki popularizedthis seemingly lightweight but incredibly durableheavyarmor. Smallsquaresof densemetal lie between two layersof reinforcedfiber weave,giving the appearanceof a paddedflight suit but offering considerably moreprotection.
Estex Suit(I-IV) Estex is a thick, durable fabric most often usedto make f light suits and environmentalsuits. Estex suits cover the wearer from the neck down and can be modifiedwith armor upgrades as needed.Higher-qua lity estex suits grant a better level of protection and allow for more upgrades,though they are often bulkier than comparablesuits of light armor.
Freebooter Armor(1-V) Popularizedby the Free Captainsof the Diaspora, freebooter armor features an armoredjacket or breastplate,heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their careersometimes choosefreebooterarmor for the air of rakish experiencethis light armor lendsits wearer.
Golemforged Plating (1-V) An economical choice for many mercenaries, golemforged plating is one of the universe'smost popular heavy armors. Golemforgedplating consists of a close-fit ting polycarbonate suit fitted with ports andsocketsto fit mostarmor customization options.Suitsof golemforgedplat ing includeflexible bootsand glovesas well as a standardhelmetwith a clearvisor.
D-Su it (I-VI)
Hardlight Series (Elite , Special ist,Squad)
Oisembarkment suits,or d-suits,aredesignedfor spacefa rers who expectto leavetheir shipand visit a planet'ssurface. Mostd-suits are jumpsuitsor flight suitsworn under reinforcedbreeches, heavy boots,and a thick jacket. A helmetor rebreather and a utility belt with an attachedholstercomplete the outfit.
The last word in light infantry armor, hardlight series armor features an inflexible,lightweight breastplate, limb guards,and a helmet over a smooth andformfitting jumpsuit.Manufacturers often make customarmor for military organizations,but off-therack armor of differing qualities is alsoavailable to mercenaries and explorers.
Defiance Series (Elite,Specialist, Squad) The defianceseriesof heavyarmor is the workhorseof squad armor. A formedhardshelloverlaysa suit of para-aram ids,creating a bulky and solid protective outfit. Defianceseries helmets have wide,tinted visorsto allow peripheralvision.
Defrex Hide Madefrom the hide of a ferociousmammalnative to Vesk-2,this light armor is popular amongvesk but lessoften worn by other races.Tanned stretchesof the creature's thick hide are stitched together with metal wires,and the suitsare reinforcedwith metal studsor scales.
Echelon Fash ion(Bespoke , Ready to Wear) Modeled after the universe'smost cutting-edgefashions, this
Hidden Sold ierArmor Made by the kasatha, these suit s of heavy armor are so namedfor t heir slitted helmets,which revealonly the eyes.A rebreatherlets the wearer keeptheir facescompletelycovered. A ceramic breastplate, shoulder guards, bracers,and greaves protect the wearer while facilitating the graceful kasathan close-combatstyle.
lridishell(Advanced, Basic , Super ior) These gleaming metal plates lock together to form a suit of heavy armor reminiscent of an insect's shell. Although the iridishell was initially designed for shirrens, its beauty combinedand functionality makesit a popular choicefor many. Moreexpensivesuits of iridishell not only offer moreprotection
but feature elaborate designs with gold or silver trim and embeddedjewels.
Kasatha Microcord (I-IV) Thesesuits of ribbedprotectivefabric are slightly lessadvanced than comparable light armor but still provide good-quality protectionat an affordableprice.Kasatha-made microcordsuits are typically one-pieceoutfits of dark colors, sometimes with glowing trim, but other manufacturersproducesuch suits in a variety of colorsand styles.
Lashunta Ringwear (1-V) Thesebeautiful suits of heavy armor feature engravedmetal bandsthat fit aboveand below the body'smajor joints. Metal guards,woven chain sheets,and force fields stretch between the bands to form a complete set of protective gear. Tinted crystals are often addedduring the forging processto the ore usedfor ringwearto createglimmeringsuits of different hues.
Lashunta Tempweave (Advanced , Basic) Lashuntas developed tempweave light armor by threading temperature-regu lating wires through reinforced clothing. The result is a protective,flexible outfit that maintains a comfortable temperaturefor the wearer. Most tempweaveoutfits feature a fitted tunic over breeches,making them a popular choice for explorersventuring to hot or humidenvironments.
Second Skin This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a secondskin matches the wearer's skin tone, this type of light armor can be difficult to detect. A secondskin can also accept upgrades,making it popular for celebrities, diplomats,and other individuals who want protectionwithout appearing to wear armor.
Shota lashuArmor The lashuntashotalashucavalrywear this protective gearwhile riding their bondedsaurianmounts.Layersof thin,ablativeplates make for light armor that moveswith the rider while providing maximumprotection. Military merchantshavetaken to creating knock-offshotalashuarmor in more modernstyles, as someof the traditional nature themesare no longerfashionable .
Skyfire Armor(Exident, Pinion) Thesesuits of interlockingmetaland ceramicplatesare usually highly decorated. Goldtrim, exaggeratedshoulderguards,and stylized Skyfire logoson the breastplates are common.These iconic outfits are worn by the storied membersof the Skyfire Legion,though other groups and individuals have copied the Legion'sdistinctively decorated heavy armor. Skyfire armor ordinarily comes with force fields that encase the wearer's headwhen needed.
"stationwear."Stationwearrangesin style from casualwear to businesssuits and more formal garb. The usual environmental protections of armor are concealed in the design of these outfits. The gradesof armor- business,casual, elite, and flight suit- refer to the quality of the garments,not the style.
Steel bones A frameworkof metalribs coversthis suit of heavyarmor.Force fields bridge the gaps betweenthe metal ribs, which give the armorthe macabrelook of a metalskeleton.Officersof the Corpse Fleetfavorthis armorfor its unsettlingappearance, but steelbones canbe worn by anyonewho valuesan intimidating style.
Swarmsuit Inspired by Swarm technology and designed specifically for shirrens,a swarmsuit is a collection of ablativeplatesbackedwith reinforcedpaddingand linkedwith meshstraps.Thelight armor's unique arrangementmakesit perfectfor creatureswith unusual physiologies. The wearer arrangesthe straps in a comfortable formationand slidesthe ablative platesto covervulnerable areas.
Thinplate Devisedby androids,thinplate is a densepolyethylenelayerthat lookslightweightwhile providing significantprotection.This type of heavyarmoris thin enoughto beworn underlooseoutfits, but the rigid polyethylenerestricts movementand slows the wearer. Thinplate can be moldedinto a variety of styles,thougha simple breastplateplus limb guardsis the mostcommonform.
VeskMonol ith (1-111) The ultimate battle gear,pioneeredby the vesk, thesesuits of heavyarmor havea dappledpolycarbonateshell that resembles stonein texture.A monolith suit lookslike a massive articulated golem formed of stone plates. Despite its size, monolitharmor moves easily thanks to its power-ass isted joints. Sigils and personalemblemscanbe "chiseled"on the breastplateor shoulder guardsof a monolith suit to signalthe wearer's allegiance.
VeskOverplate (1-V) Theseutilitarian suits of heavyarmor reflect the brute strength of their inventors. Overplate makesno concession to comfort. Instead, each polycarbonate suit is solid, dense, and often unadorned,though the high-quality craftsmanshipof eachsuit is apparent.Overplate has a reputation for withstanding any sort of trauma,thanksto its coatingof thermoplastic resin.
VitrumPlate Madeof transparentpolyethylene,vitrum plate resembles a suit of carvedcrystal.Thoughthe materialis hardas metal, it shimmers and refracts light like glass. The difficulty of compress ing polyethylene to preserve its lightness while affording such protectionmakesthis type of heavyarmorexpensive.
Stationwear (Business , Casual, Elite,FlightSuit) Voidshie ldArmor Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalenceof this kind of light armor on Absalom Station has led to the colloquial term
Construc t ed from interlocking carbon nanotubes,voidshield armoris a matteblackandremarkablythin.Android armorsmiths were the first to develop this heavyarmor,and most suits bear
a mechanical, robotic design.Voidshield armor sets are suitable for manyupgradesandare popularamongexperiencedexplorers.
Ysoki Retractor Suit Theinnovativeysokicreatedthis reinforcedjumpsuit layeredwith energy-reflectivefoil. This light armor is undeniably noticeable, but it alsoprotectsagainstenergy attackswith the sameefficacy asit doeskineticattacks.Ysokirefractorsuit s arepopularamong all racesnow and canbe tinted in different metallic shades.
POWERED ARMOR Unlike light and heavyarmor,poweredarmor requires its own battery, and comeswith a fully chargedbattery at purchase. Poweredarmor usesthe sametype of batteries as other items, including chargedweapons,andthe batteryfor a suit of powered armorcanbe rechargedasnormalusinga generatoror recharging station(seepage234),or it can be replacedwith a new battery whenspent(seeTable7-9: Ammunitionfor battery pricing).
UsingPowered Armor Powered armor augments the wearer's Strength and has weapon mounts on which ranged weaponscan be installed. Moreabout using powered armor is below.
check penalty. Powered armor is normally designed to be operatedby any roughly humanoidcreatureof Small or Medium size-only creaturesnot matching those criteria must have the armor tailoredto fit them(seeAdjusting Armor on page196).
Maximum Dexterity Bonus You normally add your Dexterity modifier to your EAC and KAC,but it's limited by your powered armor.A suit of powered armor's maximum Dexterity bonus indicates how much of your Dexterity modifier you can add to your AC. Any excess Dexterity bonusdoesn'traiseyour ACfurther.
ArmorCheck Penalty You take a penalty to most Strength-and Dexterity-basedskill checksequal to this number.
Speed Ratherthan usingyour normalspeed,the poweredarmor hasa maximumland speedof its own. In somecases.poweredarmor hasadditional movementtypesas well.
Strength
Entering andExiting
When wearing powered armor, the armor determines your effective Strength. You use it for all Strength-basedrolls. Even if your Strength is higher,you're limited to the armor'sStrength.
Getting into or exiting a suit of poweredarmor requiresa full action. Unlessnoted otherwise, a suit of powered armor has an electronic lock preventing anyone from opening it without knowing the passcode . The passcodecan be determined with a successfu l Computerscheck(DC=15 + double the armor'slevel).
When you make an unarmed meleeattack with the powered armor,it dealsdamageequal to the armor'slisted damagevalue plus its Strengthmodifier.
Damage
Powered ArmorProficiency
Size
Characterscan gain proficiencywit h poweredarmor by taking the PoweredArmor Proficiencyfeat (seepage160) or at 5th level through the soldier's guardfighting style. Lackingproficiencyin powered armor comes with more significant drawbacksthan with other types of armor. If you are wearing poweredarmor with which you are not proficient, you take a -4 penalty to both EACand KAC,you are alwaysflat-footed and off-target, and you moveat half speed.If the armorhasa special form of movement (suchasa fly speed),you cannotuset hat movement.
A suit of poweredarmor hasthe listed size,so you maytake up more spacewhen you're wearing it. Somesuits of poweredarmorlist a reachin parenthesesafter size. Powered armor with a reach greater than 5 feet allows you to attack creatures within that rangein meleeevenif they aren't adjacentto you. Add the reachof t he poweredarmor to the reachof any weaponsyou wield using the poweredarmor.
POWERED ARMOR DESCRIPTIONS Thefollowingexplainspoweredarmor'sstatisticsentries.Specific suits of powered armorare describedon page204. Each suit of poweredarmor'sprice is listedin Table 7-16:PoweredArmor.
EAC andKAC Bonuses Theseare the bonusesthe poweredarmoraddsto your Energy Armor Class,which protectsagainstattacksfrom laserweapons and the like, and to your Kinetic Armor Class,which protects against project iles and other solid objects. The cockpit of poweredarmor is too small to fit a person wearing heavy armor. If you're wearing light armor while in poweredarmor, you gain the higher of the EACbonusesand the higher of the KACbonusesbetweenthe two suit s of armor, and you take the worse maximum Dexterity bonusand armor
Capacity andUsage Poweredarmor requiresa great deal of electricity to function, and it hasa battery capacityand usagevalue. A suit of powered armor's battery capacity indicates the number of charges its battery holds. This battery can be rechargedas normal using a generator or a recharging station (seepage 234), or it can be replaced with a new battery (see Table7-9: Ammunition). You can put a battery with a smaller chargecapacity into poweredarmor, but you can't recharge one to hold more than its maximumnumberof charges. Poweredarmor's usageindicates how long a single battery charge runs the armor. For example,a character in a battle harnesswith a fully chargedbattery canusethat poweredarmor for 20 hoursbeforeits batt ery needsto be replacedor recharged. Onceyou haveentereda suit of poweredarmor,you cantell how many battery chargesit hasremaining,if any.Youcanturn a suit of poweredarmor on or off as a standardaction, and you do not
needto useall chargesfor a suit of poweredarmor consecu t ively, but you must usethem in 1-charge increments. If you're in armor that's out of power,you are flat-footed and off-target, you don't benefitfrom the armor's Strength or damage, and you can't attack with it or causeit to move.None of its mounted weapons(seebelow)or upgrades(seeArmor Upgrades below)function, evenif they havetheir own powersources.You can't attempt any Strength-or Dexterity-basedskill checks,and the armor'smaximum Dexterity bonusis +O(orthe armor'sregular maximum Dexterity bonus,if lower).Youcanstill exit the armor.
end in specializedgrippingtools meant to lift bulky containers.A cargolifter can't use weaponsand takesa -4 penalty to all attack rolls. It cancarry 10 bulk more than normal for its Strength score without becomingencumberedor overburdened.
Weapon Slots Rangedweaponscan be installed in most powered armor. The maximum numberis equalto the poweredarmor'sweaponslots.
Upgrade Slots You can improve your poweredarmor with technologicaland magical upgrades(seebelow).This entry showshow many total upgradesyour powered armor canaccommoda te.Somelarger or more complicatedupgradestake up multiple upgradeslots.
A powered armor's listed bulk refers to its bulk when it is pickedup or carried as cargo, and it doesnot count towardyour own normal carrying capacity. When you're wearing powered armor, you use that armor's Strength to determine your carrying capacity.Counteverythingyou're wearing, everything the powered armor is holding, and any armor upgradesand weaponsmountedto the poweredarmoragainst this bulk limit.
STRENGTH 22(+6)
DAMAGE 2d6B
CAPACITV10 0 WEAPON SLOTS 3
USAGE 1/minute UPGRADE SLOTS 4
30feet(average) Huge SIZE (10-footreach) BULK 40
This massive, sleekmachine isshapedlike a personandequipped with powerful thrusters built into the feet and attachedto the back, giving it a fly speedwith averagemaneuverab ility.
JAR LSLAVER EACBONUS +18 MAX DEX BONUS t4 STRENGTH 29(+9)
KAC BONUS t 24 ARMOR CHECK PENALTY -6 SPEED 20feet SIZE Large DAMAGE 2d8B
CAPACITY 100 WEAPON SLOTS 2
USAGE 1/minute UPGRADE SLOTS 2
ARMOR MODEL Cargolifter Battle harness Spide r harness Flight frame JarIslayer
LEVEL
4 5 10 11 15
PRICE 2,150 3,450 19,500 27,100 125,500
BATTLE HARNESS EACBONUS +9 MAXDEX BONUS +2 STRENGTH 18(+4 ) CAPACITY 20 WEAPON SLOTS 1
KAC BONUS t 12 ARMOR CHECK PENALTY -4 SPEED 30feet DAMAGE 1d10B SIZE Med ium USAGE 1/ho ur UPGRADE SLOTS 1 BULK 20
The battle harnessis the basic powered armor frame used by infantry units in professional militaries.
CARGO LIFTER KACBONUS t7 ARMOR CHECK PENALTY -10 DAMAGE 1d10 B
SPEED 15feet SIZE Large
(5-footreach) USAGE 1/min ute UPGRADE SLOTS 0
BULK 34
A cargolifter consists of a simplemetal frame atop slow-moving legs or treads.Rather than having articulated hands,its arms
BULK 43
The dwarven-built jarlslayer suit is traditionally shaped like a stocky, heavily armored dwarf with articulated hands,though other raceshavecreatedsleeker, more modern-lookingversions.
SPIDER HARNESS EAC BONUS +10 MAX DEX BONUS +5
TABLE 7-16: POWERED ARMOR
CAPACITY 40 WEAPON SLOTS 0
KAC BONUS t 19 ARMOR CHECK PENALTY -5 SPEED 30feet,fly
(10-footreach)
Bulk
EACBON UStO +O MAX DEX BONUS STRENGTH 20 (t5)
FLIGHT FRAME EACBONUS+1 2 MAX DEX BONUS t3
STRENGTH 18(+4) CAPACITY 40 WEAPON SLOTS 1
KAC BONUS +13 ARMOR CHECKPENALTY -4 SPEED 25 feet, climb 25 feet DAMAGE 1d1OP SIZELarge (1O-foot reach) USAGE 1/minute UPGRADE SLOTS 2 BULK 28
This suspension harnesshas six arachnid legs. Eachleg has a gravit ic attract ion device at t he tip, allowing the armorto climb up walls and even walk acrossceilings. The armor grants the wearer a climb speed of 25 feet. A spider harness also has powered arm braces that attach to the wearer's arms, allowing the wearer to useweapons.
ARMOR UPGRADES A creaturecan personalizearmor by purchasingand installing armor upgrades, described below, which add bonuses or customized abilit ies to armor. Someindividuals keepa collection of upgradesat hand,swappingthem out as needed (requiring 10 minutes to replacethe unit and resecure all connections). Explanations of entries for upgrades'statistics follow.
Capacity For a technological armor upgrade that requires charges to function, t his entry lists the maximum size battery the upgrade can hold. The batt eries that upgrades hold can be recharged as normal using either a generator or a recharging station (see page 234). A magic armor upgrade that can be
TABLE 7-17: ARMOR UPGRADES UPGRADE Infrared senso rs Quic k-release sheath Radiat ionbuffer Tensile reinforcement Auto matedloader Jumpjets Force field,brown Backup generator Exitpod Targe tingcomputer Electrostatic field,mk1 Jetpack Load lifter Thermal capacitor, mk1 Filte redrebreather Force field,purple Phase shie ld Deflect ivereinforcement Sonic dampener Force field,black Hoste circuit Electrostatic field,mk2 Forcepock Force field,white Electrostatic field,mk3 Force field,gray Thermal capacito r, mk2 Spell reflector, mk1 Force field,green Titanshield The rmalcapacitor, mk3 Force field,red Force field,blue Force field,orange Spell reflector, mk2 Force field,prismatic
LEVEL
1 1 1 2 2 3 4 4 4 5 5 5 5 6 6 6 7 7 8 8 9 9 10 12 12 12 13 14 14 15 16 17 18 18 20
PRICE
200 325 200 150 750 1,000 1,600 2,100 1,750 2,250 3,000 3,100 2,550 3,600 4,600 4,550 4,325 7,500 7,150 10,500 9,250 13,000 13,100 20,000 35,000 40,000 36,250 47,950 80,000 75,000 120,000 180,000 280,000 400,000 360,000 1,000,000
used a certain number of times runs on magical charges; these charges are integral to the construction of the itemand can't be replenished with generators or batteries. Charges for a magic item either refresh eachday or never refresh.
Usage This entry lists how many charges are consumedwhen the armorupgradeis used. This might be per activationor a certain duration. If an armor upgradeuses a certainnumber of charges overan interval, the upgrade'sabilities can be shut offbeforethat amount of time has passed,but it still uses charges for the full interval. Forinstance,an upgradethat uses chargesat a rate of 2 per roundwouldstilluse 2 charges if activated for half a round.
Upgrade Slots Eachsuit of armor contains a certain number of upgradeslots. This represents the maximumnumber of times the armor can be modified whilestill functioning. If you install upgrades beyond
SLOTS
1
2
1
2 1 1
2 1 1
2 2 1 1
2
ARMOR TYPE Any Any Any Any Powered Light,heavy Any Any Heavy, powered Any Any Light,heavy Any Any Any Any Heavy, powered Any Any Any Ligh t, heavy Any Light,heavy Any Any Any Any Light,heavy Any Powered Any Any Any Any Light,heavy Any
BULK
L L L
L L 1
2
1
L 1 L L L
L
L 1
L 2 L L
L L
the maximum, the armor and all upgradesattached to it cease to function until you remove enough upgrades to bring the armordownto its maximum number of upgradeslots or fewer. Some upgrades use morethan one upgradeslot, as noted in the Armor Slotsentry in Table7-17: ArmorUpgrades.
MagicUpg rades Some armor upgrades are magic or a hybrid of magic and technology. Thisis indicated next to the upgrade'sname.If neither magic nor hybrid is listed after an item,it'sa technologicalitem.
ARMOR UPGRADE DESCRIPTIONS Specific armorupgrades are describedbelow.
AUTOMATED LOADER This device attaches to powered armor and consists of a small robotic arm and a storage compartment that holds up to 2 bulk of ammunitionand batteries. Youcan activate the automated
loader as a move action to reloador rechargea weaponthat's mountedto the poweredarmor (but not to replacethe batteries of t he poweredarmor itself). Abilities that let you reloadfaster than a moveactiondon't apply to an automatedloader. This upgrade can be installedonly in poweredarmor.
BACKUP GENERATOR Youcan connectchargedelectric itemssuchas batteriesto t his miniature generator to rechargethem. The electricity comes from the kinet ic energyof your movement, which generates 1 chargeevery 10 minutes of movement.No more than one item can be pluggedin at a time, and the generatordoesn'tproduce chargeswhen you're resting or otherwise stationary.
DEFLECTIVE REINFORCEMENT This upgradegivesyour armora uniquely slipperytexture. Your armorgrantsyou DR 5/- . In addition, your armor checkpenalty is reducedby 2 whenyou attemptan Acrobaticscheckto escape.
ELECTROSTATIC FIELD This field over your armorgrants you electricity resistance,and any creaturethat touchesyou or deals damageto you with a meleeweapontakeselectricity damage.The resistancegranted anddamagedealtdependon this upgrade'stype,as notedbelow. e Mk 1:Resistance5 and 1d6electricity damage. e Mk 2: Resistance10 and 2d6 electricity damage. e Mk 3: Resistance15 and 3d6 electricity damage.
EXITPOD This body harnessfits into a suit of poweredarmor or is built into the frameof heavyarmor, allowing you to exit the armor as a moveactioninsteadof asa full action. Entering the armoris no faster with an exit pod. Thiscan be installedonly in heavyarmoror poweredarmor.
Hit Points. Thechargecapacity, amountof temporaryHit Points granted, and rate of fast healing vary accordingto the force field'scolorcode.A force field hasa usageof 1chargeper round. More powerful force fields also have a fortification ability, which gives a percentagechancethat a critical hit is treated as a normal attack, dealing normal damageand not applying any critical effect. You roll your fortification percentage chancebefore the critical hit's damageis rolled. If a force field is inactive, its fortification ability does not function. A suit of armorcannotsupportmore than oneforce field upgrade.
TABLE 7-18: FORCE FIELDS TEMP FAST COLOR CAPACITY HP HEALING FORTIFICATION Brown Purple Black White Gray Green Red Blue Orange Prismatic
10 10 10 20 20 20 40 40 40 100
1 5 10 15 20 25 30 35 40 50
1 2 3 4 5 6 7
8 9
10
0% 0% 0% 0% 0% 20% 40% 60% 80% 100%
FORCEPACK (HYBRID) CAPAC ITY100 USAGE 2/round A forcepock grants you a fly speed of 60 feet (average maneuverab ility). Youcan use this for "cruising flight" at a usage of 1chargeper minute,but you areflat-footedandoff-targetwhile doing so.Changing from normalflight to cruising flight, or back,is a standard action. A forcepackcan'tlift you if you'reencumbered. This upgradecan be installedonly in light or heavyarmor.
HASTE CIRCUIT (MAGIC) FILTERED REBREATHER This upgradedrebreathersupplemen t s your armor's ability to providefresh air and filters out commontoxins and poisonous vapors. Armor with this upgrade can provide fresh air for a numberof weeksequalto its level. Youalsogain acid resistance 5 and a +2 bonusto savingthrowsagainstpoisonand disease.
FORCE FIELD You can activate or deactivate your armor's force field as a standardaction. Onceactive, the devicegenerates an invisible force field around you, including all your worn and carried items. The force field blockssolidsand liquids but not gasesor light (includinglaser beams).Youcan breathewhile the field is active,but you can't eat or drink. While a force field is active,you gain a number of temporary Hit Points dependingon the force field's power. All damage dealt to you is subtracted from the force field's temporary Hit Points first. A force field has fast healing,meaningt hat it regains temporaryHit Pointsat a fixed rate eachround at the end of your turn, up to its normal maximum.If the force field's temporary Hit Pointsare reducedto 0, it is inactive until the end of your next turn, when its fast healingrestoressomeof its
CAPACITY 10 USAGE 1/round You can activate the haste circuit as a swift action to gain the benefits of a haste spell until you spendanot her swift action to deactivateit or it runs out of charges.A hastecircuit's charges replenisheachday. Thisupgradecan be installed only in light or heavy armor.
INFRARED SENSORS Yougain darkvisionwith a rangeof 60 feet.
JETPACK CAPAC ITY40 USAGE 2/round You gain a fly speedof 30 feet (averagemaneuverab ility). You can use this for "cruising flight" at a usageof only 1 chargeper minute, but you are flat-footed and off-target while doing so. Changingfrom normal flight to cruising flight or vice versa is a standardaction.A jetpack can't lift you if you'reencumbered. Thisupgradecanbe installedonly in light or heavyarmor.
JUMP JETS CAPACITY 20 USAGE 2/action Youcan act ivate jump jets as part of a move action in order to
FORCEFIELD
AUTOMATED LOADER
fly during your movement.You can fly up to 30 feet (average maneuverabil ity) with a maximumheight of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your moveaction. Jumpjets can't lift you if you're encumbered . This upgradecan be installedonly in light or heavyarmor.
LOAD LIFTER Thisset of artificial musclesincreasesthe amountof bulk you can carry while wearing your armorby 3.
JETPACK
an area you are in or affect you in other ways; it affects only those that target you specifically. The spell is reflected on its caster,as if the caster had been the target. The type of spell reflector determines the highest level of spell it can reflect. A spellreflector'schargereplenisheseachday. This upgradecanbe installedonly in light or heavyarmor. e Mk 1: Youcan reflecta spell of 4th levelor lower. e Mk 2: Youcanreflecta spellof 6th levelor lower.
TARGETING COMPUTER PHASE SHIELD CAPACITY 40 USAGE 2 Youcanactivate this upgrade to generatea glowing,translucent blue shieldon one of your arms that helpsyou block incoming attacks.Activatingor deactivating the shield takesa moveaction. While the shieldis active, you gain a +1 enhancementbonusto EAC.Thephaseshieldinterfereswith your ability to usethe arm it's installedon, so while t he phaseshieldis active,you can hold an item in that handbut not use it or make attackswith it. This can be installedonly in heavyor poweredarmor.
QUICK-RELEASE SHEATH This articulatedcompartment can hold a one-handedweaponof no morethan light bulk. Youcan activate this upgradeasa swift action to put the item in your handas thoughyou'd drawn it.
RADIATION BUFFER This device grants a +2 bonus to your initial saving throw against radiation(seepage403) in additionto any bonusesfrom your armor'senvironmentalprotection. Thisdoesn't provide any bonusto savesagainst the secondaryeffectsof radiation.
SONIC DAMPENER This devicemuffles the incidentalsoundsyou make,and sonic attackslosepower in your vicinity.You gain sonic resistance5 and reduceyour armorcheckpenalty by1whenmakingStealth checks.
SPELL REFLECTOR (MAGIC) CAPACITY 1 USAGE 1 You can activate a spell reflector as a reaction when you're targeted by a spell. This does not affect spells that include
This targeting computerhelpsyou compensatefor poorvisibility conditions. Ignore concealmenton attacks you make. This doesn'thaveany effect against targetswith total concealment.
TENSILE REINFORCEMENT When calculating your armor's hardness and Hit Points (see page409), treat it as if its item levelwere 5 higher.
THERMAL CAPACITOR This upgrade regulates heat, protecting you from extreme temperatures.Youcan exist comfortably in condit ions between -50° and 170° F without needing to attempt Fortitude saves. In addition, the armor grants cold resistanceand fire resistance. Theamount dependson the capacitor's type, as listed below. e Mk 1: Resistance5 e Mk 2: Resistance10 e Mk 3: Resistance15
TITAN SHIELD CAPACITY 40 USAGE 10 This emitter generates a wide, unidirectional energyshieldthat protectsagainstincomingattacks.Youcanactivateor deactivate the shield as a move action. When you activate it, chooseone edgeof your space.The shield extendsalong three continuous edgesin a straight line centeredon the chosenedge. The shield providescoveragainstattacks coming from the far side of the shieldbut not against attacks originating from the sideyou'reon. If you move,you can reposition your shield, moving it to a different edgeof your space.You can also spenda moveaction to repositionthe shieldwithout leavingyour space. This upgradecanbe installedonly in powered armor.
AUGMENTATIONS
~---= ============
any explorers and mercenar ies modify their own bodies with technologica l or biological gear called augmentations.Theseare modifications to your body that give you specialabilities and bonuses.Onceinstalled,they become a part of your body and generally can't be affectedby abilities that destroy or disable objects or target technological items or creatures.As far as attacks and abilities are concerned,a cyberneticor vat-grownarm is no more(or less)vulnerablethan your original biologicallimb.
M
SYSTEM All augmentationshavea systementry indicatingthe part of the body into which it must be installed. Youcan't havemore than oneaugmentationon the same part of your body. In somecases,suchas with augmentationsinstalled in limbs,you can install an augmentationinto a single general type of bodypart,suchas any singleoneof your feet or hands. In these cases,the augmentation lists the acceptable body parts into which the augmentation can be installed. You can install a single augmentationon each limb of which you havemultiples. For example,if you'rea kasatha,you could install a separateaugmentation on eachof your four hands,as longas eachof thoseaugmentationsrequiresonly a singlehand. If an augmentationrequires multiple limbs tor installationsuch as climbing suckers,which require all feet, or a speed suspens ion, which requires all legs-the augmentation's systems entry indicatesthat requirement.Theaugmentation'sdescription will also indicate whether a limb-basedupgraderequires the replacemen t of a limb or the augmentation of an existing limb. In the case of augmentationsthat specifically replace a lost limb,suchas a polyhandor a prosthetic limb, you cannotattach suchan augmenta t ion to an existing limb, due to the way these upgradesare manufactured. CommonSystems: Although exceptions do exist, most augmentationsrequire installat ion into one of the following body systems: arm (or all arms),brain, ears,eyes,foot (or all feet), hand (or all hands),heart, leg (or all legs),lungs, spinal column,skin, and throat.
IMPLANTATION Getting an augmentation installed requires the services of a professional cybernetic surgeon or someonewith ranks in Medicine equal to the level of the augmentation.A session wit h a cybernetic surgeonusually takes 1 hour per level of the augmentation. The price of such implantation proceduresis includedin the priceslisted for eachaugmentation.
REMOVING AUGMENTATIONS You might want to have an augmentation removed, usually because you want to install a different one in the same system of your body. This removal usually occurs during
=iiiiiiiiiiiiiia surgery to install new cybernetics. Biotech usually kills off the old augmentationwhile it's integrating with your body, allowing you to purge the dead biotech naturally. Because augmentationsare coded to your body, it's not possible to resell an old augmentation, nor can you reimplant one into a different person. The price of a new augmentation includes the price and time to removethe old augmentation.
ACTIVATION Most augmentationswork continuously. Those requiringsome degreeof controlare pluggedinto your nervoussystem,and you can turn them on or off as a standardactionunlessotherwise noted.For example,you couldactivateor deactivatecybernetics in your eyesto observedifferent visual phenomena.
CYBERNETICS Cybernetic augmentations usemachinesand circuitry integrated with the fleshandboneof the recipient.Inmostcases,cybernetics must be installedinto the body by a trained surgeon- a process that takes1 hour per level of the augmentationand the price of which is covered in the price of the cybernetic.Cyberneticsare more than just machineimplants:they are complex meldings of technologyand the living host'sown organs.This allows them to be hardenedagainstassaults that affect other technologies in ways robotsand other entirely technologicalcreaturescan't. Cybernetics are not subjectto any effect or attack that targets technologyunlessit specifiesthat it affectscybernetics.
il,1;MMl4HHH,iM; ... __s_~.~-~-rt_M__ PRICE3,850 LEVEL 6 This implantplugsdirectly into your heart and can be triggered to overclock the performance of your heart and circulatory system.When you run, charge,or take a move action to move, you can spend1 Resolve Point to increaseyour speed(in the relevantmodeof movement)by 20 feet for that action.Thisextra movementis treatedasan enhancementbonus. Alternatively,you canspend1Resolve Pointasa reactionwhen you attempt a Reflexsaving throw to gain a +1 enhancement bonusto your roll.
CYBERNETIC ARM
SYSTEM Spinal column
MODEL LEVEL PRICE Single 24,750 11 70,150 14 Dual Madeof ultralight materials, this fully cybernetic arm fusesto your spinal column, exoskeleton,or equivalent body structure and functions as a full arm. You can hold an additional hand's worth of equipment. This lets you have more items at the ready,but it doesn't increasethe number of attacks you can make in combat.Youmust havea Strengthscoreof 12 to usea cyberneticarm effectively.
TABLE 7-19: CYBERNETICS NAME Hideaway limb,standard Prosthetic limb,standard Respirat ioncompounder Voca l modula tor Datajack, standard Darkvision capac itors,standard Prosthe ticlimb , storage Retinal reflectors Speed suspens ion,minima I Datajack, high -density Der mal plating,mk1 Hideaway limb,quickdraw Wide-spectrum ocular implant Card iacaccele rator Derma l plating,mk2 Darkvision capac itors,advanced Datajack, accele rated Speed suspens ion,standa rd Derma l plating,mk3 Cybernetic arm, single Derma l plating,mk4 Speed susp ension,comple te Darkvision capac itors,Iong-range Cyberne ticarm, dual Derma l plating,mk 5 Polyhand Derma l plating,mk6 Derma l plating,mk7
LEVEL
1 2
3 3 3
~
Dual cyberneticarms consist of a pair of arms, one on each side of your body, and let you hold two additional hands'worth of equipment. You need a Strength score of 14 to use dual cybernetic arms effectively.
IIJ!l;j(VJ ~1uUCtiitd4i fI];E 11111111 .....1..
s. ~TE -es· M-·
MODEL
LEVEL
PRICE
Standard 3 1,750 9,000 Advanced 8 Long-range 48,950 13 Thesereplacementeyesallow you to seein total darkness,giving you darkvisionwith a rangeof 60 feet.They operateby sending out low-poweredultraviolet lasers that are then detected by receptors within the capacitors.When your capacitorsare in operation, their lasers can be detected by creaturesthat have darkvision capacitors or can otherwise seeultraviolet light. Advanceddarkvision capacitorshavethe benefitsof a widespectrumocular implant (seepage 211).Long-rangedarkvision capacitors function like advanced capacitors but provide a darkvision rangeof 120 feet. SYSTEM Brain
DATAJACK MODEL
LEVEL
Standard High-density
2 5
Accelerated
8
4 5 5 5 5 6 7 8 8 8 9 11 12 12 13 14 14 14 16 19
PRICE 625 2,600 8,525
PRICE 150 100 250 125 625 1,750 1,450 1,350 1,900 2,600 3,025 3,050 2,B25 3,850 6,950 9,000 8,525 8,800 17,975 24,750 48,850 32,900 48,950 70,150 105, 000 71,000 163,50 0 542,000
SYSTEM Armorleg Armandhand, orlegandfoot Lungs Throat Brain Eyes Armandhand, orlegandfoot Eyes Alllegs Brain Skin Armorleg Eyes Heart Skin Eyes Brain Alllegs Skin Spinal column Skin Alllegs Eyes Spinal column Skin Hand Skin Skin
This cybernetic includes a programmable data port that allows you to accessdifferent types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connectedby an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to accessdata on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don't allow data accessor require you to do some rewiring to connect with a datajack (usually an Engineeringcheck). Advanced datajacks make it easier to process and send information through the datajack.With a high-density datajack, you gain a +1 circumstance bonus to Computerchecks when accessinga system via your datajack.An accelerateddatajack instead providesa +2 bonus. SYSTEM Skin
DERMAL PLATING MODEL Mkl Mk2 Mk3 Mk4 Mk5 Mk6 Mk7
LEVEL
PRICE
5 7 9 12 14 16 19
3,025 6,950 17,975 48,850 105,000 163,500 542,000
DR
2 3 4 5 6
Youline your skin with hardenedcomposite plates that deflect physicalattacks.Yougain an amount of damagereductionthat dependson the model of your dermal plating. If you havenatural damage reductionequalto or greater than your dermal plating, adding dermal plating increasesthe value of your natural DR by 1. If you have natural DR of a value less than your dermal plating,the valueof DRfrom your dermal plating increasesby 1.
HIDEAWAY LIMB
Arm SYSTEM
or leg
MODEL LEVEL PRICE Standard 150 5 Quickdraw 3,050 This compartment is hidden inside one of your limbs. You can concealitems insideand protect them with a simple passcode. The compartment can hold items of negligible bulk and items of light bulk that are either relatively small or can be folded or contracted to fit. A hideawayin a leg (in a human)can hold more than one in an arm, and the creature's sizealsoadjuststhe capacity. The GMdecideswhat can fit. When the compartmentis closed,the seamin your flesh is difficult to detect.Yougaina +2 bonusto Sleight of Hand checks to concealitemsin a hideawaylimb. Thoughthis compartmentcan usually foil a simplepat down, mostsecuritycheckpointsinclude a scanthat can detect such devices. Retrievingan item from a hideawaylimb is a moveactioninsteadof a standard action. This type of augmentationis for Smalland Mediumcreatures only. Hideawaylimbsfor creatureslarger than Mediumtypically cost morebut can hold itemsof greatersizeor bulk. If you have a quickdraw hideaway limb, the compartment is integrated with a specific weapon. This allows you to draw the weaponas a swift act ion or as part of making an attack or full attack (similar to using t he Quick Draw feat).A quickdraw hideawaylimb works only if the limb is one you can normally aim and att ack with, typically an arm. You can't, for example, put a quickdraw hideawaylimb in your leg and havethe weapon spring into your hand. You can havea mountinstalledin a quickdraw limb t hat holds the weapon in place while you shoot.You still can't use your handfor other purposes,but you gaina +2 bonusto KACagainst disarm attempts. The mount can't hold a weaponthat requires morethanonehandto operate.Youcan'thideotherobjectsinside a quickdraw hideawaylimb-there's roomfor only the weapon. Nothing stored in a hideawaylimb is consideredpart of the cybernetic, and the stored item does not gain the cybernet ic's immunity to attacks affecting technologicaldevices.
POLVHAND
SYSTEM
Hand
PRICE71,000 LEVEL 14 Youreplaceyour entire handwith a handmadeof reprogramma ble microscopicadamantine prisms.With either a mental command or a programmableinterface built into the hand, you can reconfigure your hand into the shapeof varioustools.The hand can contain programming for nine different tools, in addition to a configuration for a normal hand for your species.As a move action,you canswitch the setting,causingthe adaman t ine pieces to realign into the shapeof the chosentool. The tool has all the flexibility of the normal tool (or of a hand,if set to that).
Programming a new tool into the polyhand takes10 minutes, and you must chooseeither to fill an empty slot or to replace a programmed tool. The tool replicated must be 8th level or lower. The polyhand can replicate the moving parts of a tool, but you must supplyany fuel or batteriesneededfor the tool to function.The tool cannotproducesubstances,and sinceit's not very conductive(important so as to avoid shocking the user), it can't serveas a power conduit or data transmissionline. The GM hasfinal say in decidingwhich tools you can duplicate.The tools within engineering kits and similar kits can be duplicated, subject to the restrictions above. You can't replace the hand setting basedon your biology, which is required for the polyhand to function properly. You can add a hand correspondingto another species in any slot that isn't reserved; for instance,a human could program her polyhand to replicatea shirren hand. This can't duplicate features of a unique individual, such as thumbprints. You can install a polyhandinto a prosthetic limb that replacesan arm as if the prosthetic were a natural arm. The adamantine construction makes the polyhand extremely durable (see page 408 in Chapter 11 for more information about adamantine). This doesn't change the amount of unarmed strike damage, no matter the form your polyhand is in. The polyhand can't maintain structural integrity if extended too far, so it can't assumea form more than one and a half feet long in any dimension. Consequently, it can't extend your reach.
1Q;u;1w;u11@:. Arm
and i,a5n~:~~g
and foot
I
MODEL LEVEL PRICE Standard 100 Storage 1,450 3 This prosthesis replacesa missinglimb. It restoresfunctionality, but it is no more durable t han and doesn'totherwise function differently thana normal limb for your species.A prosthetic limb can replaceone you've lost, or you can havea limb removedin order to replaceit wit h a prosthetic. A storage prosthetic limb has a built-in concealedstorage compartment, which functions as a hideawaylimb (seeabove).
1;jiiQ@jjUJ~Hl@ijHmj1Jj; •-• s•~•s•~ii5•M-• PRICE250 LEVEL 1 A respiration compounde r consists of a seriesof modules that attach to your lungs,letting you survive longerwithout having to breathe. Treat your Constitution score as though it were doubled for the purposeof how long you can hold your breath. You also gain a +4 bonus to Constitution checks to continue holding your breath. This doesn't protect you from other dangers of an airlessenvironment. The compounder also filters your air, granting a +2 bonusto saving throws againstinhaledpoisonsor other airbornetoxins.
RETINAL REFLECTORS
SYSTEM Eyes
PRICE 1.350 LEVEL 3 Thesesheets of reflective material can be implanted behind the retina, grant ing you low-light vision and a +1 enhancemen t bonusto vision-basedPerception checks.
SYSTEM
SPEED SUSPENSION
All legs
MODEL LEVEL PRICE 4 Minimal 1,900 Standard 8 8,800 Complete 12 32,900 Youincreaseyour land speedby replacing joints and tendons in your legs with high-performancecybernetics.A minimal speedsuspension replacesonly a few parts, increasingyour land speedby 10 feet. A standardsuspension is more invasive andincreasesyour land speedby 20 feet. Replacingall your leg joints andtendonswith a completespeedsuspensionincreases your land speedby 30 feet. Youcan install a speedsuspension into prosthetic legs.Extra speedfrom these augmentationsis treatedasan enhancementbonus. SYSTEM
VOCAL MODULATOR
Throat
PRICE1 25 LEVEL1 A vocal modulatorincludesa seriesof miniatureactuatorsbuilt specifically to reshapeyour voice box, along with miniature hyper-resonantchambers that dynamically close or open. This allows you to changethe pitch, timbre, and tone of your voice.Youcan more easily imitate accentsor pronouncealien languages . When using Disguiseto changeyour appearance, you gain a +2 circumstancebonusif the changein your voice also helps your disguise(at the GM's discretion). SYSTEM
Eyes
LEVELS PRICE2,825 Thesecyberneticspheresreplaceyoureyesentirely.Yougainlowlight vision,as well as the ability to seeinfraredand ultraviolet light. Theseenhancements grant you a +2 bonusto vision-based Percept ion checksand allow you to notice somethings people who can seeonly the red-violetlight spectrum can't, including the lasersfrom darkvisioncapacitors(seepage209). This doesn't grant you darkvision, but in darkness you can see significant sourcesof heatdueto your infraredvision.
BIOTECH Functioning similarly to cybernetics, biotech items include modifications to your DNA combined with implants of biologicalorigin that integrate into your physiology. Biotech mostly operatesby the samerules as cyberneticsand usesthe sameimplantation slots.
TABLE 7-20:BIOTECH NAME Gillsheath Dragon gland, wyrmling Veno mspur Wildwise Adaptive biochains Climbing suckers Tympanalcluster Skinof thechameleon Dragon gland, standard Dragon gland, wyrm
755 625 500 Varies
1,200 2,150 4,050 19,125 181,50 0
SYSTEM Lungs Throat Hand Throat Varies Allfeet Ears Skin Throat Throat
SYSTEM
varies
PRICEVaries LEVEL 3 Youcan duplicate the effects of cybernetics with biotech by using adaptive biochains-microscopiccells that can reform themselves into replacementsfor technologywithin the body of a living host. This replicatesthe effects of any cybernetic augmentation,but it costsan additional10%due to the price of the biochains.Adaptive biochainscan also be used to replace any existing cybernetic with a biotech version of the same device;doing so has the sameprice and time as introducinga new adaptivebiochain.
CLIMBING SUCKERS
SYSTEM
All feet
PRICE1,200 LEVEL3 The solesof your feet becomecoveredin fleshy slats you can open and close, providing you a climb speedof 20 feet (see page259).Youdon'tneedto attemptAthleticschecksto traverse a vertical or horizontal surface(even upsidedown).You don't benefit from climbing suckersunlessyou'rebarefootor wearing customclothing,and you can not be wearing more than light armor.Climbingsuckersintegrateinto your natural feet and do not require you to replaceyour feet and legs. Climbingsuckers canbeinstalled into the feetof prosthetic legs.
DRAGON GLAND
SYSTEM
Throat
MODEL LEVEL PRICE 2 Wyrmling 755 Standard 10 19,125 Wyrm 181,500 16 You implant an arcanicusgland modified to function for a creatureof your raceat the backof your throat.Youcantr igger this glandas a standardactionto expela breathweaponin a 15foot cone as an extraordinaryability. Choosethe damagetype when the organ is biocrafted, picking from the following list: acid, cold,electricity, or fire. Youare not harmedby using your own breathweapon.Onceyou'veusedyour breathweapon,you can't use it again until you've restedfor 10 minutes to regain StaminaPoints,though you can spend1 ResolvePoint at any point to rechargeit immediately. A wyrmling dragon gland deals 3d6 damage,a standard glanddeals9d6 damage,anda wyrm glanddeals 18d6damage. Targets in the areacanattempta Reflexsave(DC=10+ half your level + your Constitution modifier)to takeonly half damage.
GILL SHEATH
LEVEL PRICE 1 95
2 2 2 3 3 4 6 10 16
ADAPTIVE BIOCHAINS
SYSTEM
Lungs
PRICE95 LEVEL1 An external lining striated with oxygen-filteringnodulescoats the outsideof your lungs.If you breathein water, it filters into the lining,where the nodulesextract the oxygenand depositit into your lungs.This lets you breatheunderwater or in the air. Youstill exhalenormally. SYSTEM Skin
1llillllltil~lill 1HIIIIIIIIIIIII ~1:i1~1 PRICE4,O5O LEVEL6 This biotech modification replaces pigmentationcells in your skin. You can alter your skin to mimic the terrain or lighting
conditions aroundyou, giving you a +3 circumstancebonus to Stealthchecks.You must be wearing custom clothing and no morethan light armorto benefitfrom this biotech.
TYMPANAL CLUSTER
SYSTEM
Ears
PRICE2,150 LEVEL 4 A tympanal cluster consistsof multiple small membranesof various sizesthat can detecta wide rangeof sounds.Theygive you a +2 circumstance bonusto hearing-basedPerception checks.
VENOM SPUR
SYSTEM
Hand
PRICE625 LEVEL2 Youimplant a retractable stingerandvenomsacinto your hand. Youcan extendthis stinger as a swift actionbut only while you aren't holding anything in that hand. Attacks with your stinger deal 1d6 piercingdamageand automaticallyinject venom into the target.An affectedcreaturecan attempt a Fortitude saving throw (DC=10 + half your level + your Constitution modifier)to resist the effects of your venom.On a failed save,the creature takes 2d6 damage immediately and must attempt a new Fortitudesavingthrow at the start of its turn eachroundto end the effect. Eachtime it fails this save,it takesan additional 2d6 damage.Effectssuch as removeaffliction and antitoxin affect this venomas though it were a poison. Onceused,the venomsac doesn't refill until the next time you rest to regain Stamina Points.While it's empty, you can still attack with the stinger but can't envenomateyour target.
WILDWISE
SYSTEM
Throat
PRICE500 LEVEL 2 The soft purple fungus called wildwise attaches itself to your vocal cords and extends fine fi laments into portions of your brain. It allows you to communicatein a general sensewith animals and with magical beasts with an Intelligencescore of 1 or 2. You can attempt Diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple conceptssuch as "danger," "food,"or "that way."
PERSONAL UPGRADES Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for other augmentations. Put more simply, buying a personal upgrade is the easiest way to increase your ability scores. Personalupgradesmay be cybernetics, biotechupgrades,mystical crystals, nanite enhancements,or various other forms of enhancement,and each permanently grants you additional ability scorepoints. Using any of these sorts of items counts asa personalupgrade.
You can gain a total of three personalupgrades,regardless of the source.Eachpersonalupgradeitem has a modelnumber: mk 1, mk 2, or mk 3. A mk 1 personalupgradegrants you +2 points to a single ability score, a mk 2 personal upgrade grants +4 points to a single ability score,and a mk 3 personal upgradegrants you +6 points to a single ability score.Eachof your personalupgradesmust be a different model number(for example,you cannothavethreemk 1 upgrades,but you canhave a mk 1,a mk 2, and a mk 3). Youcan boostan existing personal upgradeby payingthe differencein price betweenthe current model andthe next highermodel.Forexample,if you havea mk 1 synaptic accelerator granting you +2 points of Strength, you could increasethat to a mk 2 synaptic acceleratorgrantingyou a total +4 pointsof Strengthby paying5,100credits (thedifference in price between the mk 1 and mk 2 models). Be sure to keep track of what upgradesyou haveappliedto whichability scores. Below are three typical examples of personal upgrades: one each for purely technological upgrades,purely magical upgrades,and hybrid upgrades. These distinctions have no rulesdifferences,but somesocietiesmayview them differently.
TABLE 7-21:PERSONAL UPGRADES MODEL Mkl Mk2 Mk3
LEVEL PRICE ABILITY 3 7 14
1,400 6,500 75,000
+2 +4 +6
ABILITY CRYSTAL (MAGIC) This crystal formed a mystical connectionto the memoriesof heroeslong ago. Any character can spend1 hour communing with the crystal to gain additional ability points. This countsas a personalupgradeof the appropriate model number.Oncea character hasusedthe crystal, its magicis forever spent.
SYNAPTIC ACCELERATORS (TECHNOLOGY) Theseimplants supercha rge the synaptic connectionsin your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This countsas a personalupgrade of the appropriatemodel number.It takes an hour to install a synaptic accelerator,and oncea characterhas benefited from its technology,it is foreverspent.
SYNERGIZING SYMBIOTE (HYBRID) Thesetiny, biovat-grown,tadpole-like creatures form symbioticrelationshipswith otheranimals by attaching to their bodiesand instinctively maximizing efficiency in the hosts' biological systems, losing their own independenceand functionallybecoming a neworgan.Synergizing symbiotesgrant additional ability points. This countsas a personalupgradeof the appropriate model number.It takes an hour to implant a synergizing symbiote, and oncea characterhas benefitedfrom it, it is foreverspent.
COMPUTERS
'
omputerscontrol mostof the moderntoolsandconveniences in the Starfinder universe, from simple door locks to advancedovermindscontrollingall incomingand outgoing traffic from a spacedock.Almost anything can be found hiding inside their mainframes,from the plansfor wondrousnewtechnologica l marvels to someof the darkest corporate secretsimaginable.That said.most computersconsist of simple informationand control systems.Gaining accessto computersin orderto reachtheir files and control modules is a commonoccurrencein the game-and even sometimesrequired. The following rules are designedto give GMsthe tools necessaryto design computersystemsthat are both interesting andchallenging.
C
BASICS Eachcomputersystem is madeup of various simple statistics that tell the GM how the computer functions.what it knows, what it controls, and what it can do to defend itself. This information is presentedin the following terms.
Tier Thecomputer's tier indicatesitsoveralltechnolog icalsophistication. from 1 to 10. A tier-1computermight be something as simple as a commondatapad, a door lock. or a lighting controller. whereas a tier-10computerrepresentsthe systemsmanaging the engine coreof a spacestationor the mainframeof an AspisConsortium intersystemoffice. Notethat the workstationof a tier-10computer mainframemight itself be only a tier-3 computer,but it cannot in any way accessor controlthe full mainframe,evenif hacked; it can interfacewith only the componentsto which it has been grantedaccess . Thus,accessto the mainframeitself andfeatures it controls requireshacking its tier-10defenses. Thetier of a computer determines its baseprice and the base DCto hackinto its system usinga Computerscheck. Both of these are modifiedby the modulesand countermeasuresinstalled on a system(seeModulesand Countermeasuresbelow).The baseDC to hacka computer is equalto 13+ 4 per tier.
UserInterface A computer'scontrol module is the input device and display designedto allow you to enter commandsinto and receive data from the computer. In the Pact Worlds, most user interfaces include a keyboard,view screen,microphone,and speakers, to allow typed, spoken,or gesture-basedcommandsto be given to the computerand to deliver graphic or audio data from t he computer. Thesekinds of user interfaces come free with any system, anda computer canhaveas many asten userinterfaces per point of bulk the computer has(thoughnormallyonly public systems or computers usedby largecompaniesdo this). It is also possible for a user interface to exist only as a broadcastdevice (suchas a communit), or evento haveanot her smallercomputer act asa userinterface(using a control module). Youcanset a computer to uset his kind of userinterfacefor free when you buy it, thoughyou must pay for the addit ional device separately, or you can install (or remove) user interfacesusing
the disable or manipulatemodule task of the Computersskill to alter a user interface. Suchadditionaluser interfacesdo not count againstthe total modulesa computercan have. Youcan usea hackingkit to accessa computerwithout using a user interface,but this requiresyou to havephysicalcontact with the computeror to makecontact through an infosphere or similar network that is linked to the computers.
Size Computerscan be extremelysmall, but miniaturizing suchunits without sacrificingcomputational power or durability increases a computer's price. At base,a computerhas a bulk equal to its tier squared.Computerswith light bulk or negligiblebulk can be worn easily on the wrist or clippedto communicationsdevices and usedwithout having to hold them in a hand. Any computer with a bulk of 1 or more must be held or set on a sturdy surface to be used.Computers with a bulk of 25 or moreare not designed for portability, and normally they are permanen t ly mountedto furniture or a vehicle or starship. You can reducethe size of a computerwith the miniaturizat ion upgrade(seepage216).
Access andAuthorizat ion Computers are designedfor users to quickly and easily gain access to their files and functions. A computer may have unsecuredaccess,which allows anyone able to interact with its user interface to perform basic functions. In such cases it usually has secured root access,so more crucial features remain available to only a select few. A computer can have unsecuredroot access,but this is normally only t he casefor a newly-purchasedcomputer, and the first owner is expectedto establish secureroot accessas soonas possible.
Access Accessmeansyou are able to use all the basicfunctions of the computer, which generallyincludesretrieval of any information not stored in a securedata module (seepage 215),the ability to send and receive messagesfrom other devicesor systems
connectedto the computer (which may include access to a planetaryinfosphere),and control of any minor functions(such as door controls, entertainment systems,light switches, and other commonhousehold devices)controlled by the computer. In most cases,it is obvious at a glancewhether a computer's user interfacehas unsecuredaccessor whether it is necessary to attempt a Computerscheckto hackthe system.
RootAccess Rootaccessis a moreadvancedform of accessthat allows you to use all of a computer'sfunctionsand modules,bypassor set conditionsfor its countermeasures, and look at, copy, add to, and delete any of its secureddata. With root access,you can also grant a specific individual with accessthe ability to use a specificmoduleor countermeasureyou control that would not normally be available to the baseaccesslevel. You can gain root access only when a computer is first purchased,when it is granted by anothercreaturethat already has root access.or when you make a successfulComputers check to hack the system and beat the computer'snormal DC by 20 or more. Normally, root accessapplies to a computer as a whole, but modulesbehind a firewall can have their own separateroot accesspermissions.
Secured Computers Most systemsattempt to balanceaccessand security with a two-step verification process to confirm authorized access. entailing both a physical security key (which might be nearly any tangible object, such as a keycard. palm print. or even another computer)and a password(often a fairly long string of charactersentered through a keyboard, but also potentially a voiceprint or song, a telepathic command, or a riddle easily understoodif you know the context). Characterswho are authorized, have the security object, and know the passwordcan accessa computerand use it for its intendedpurposewithout needingto hack into it. Both a security key and a passwordcan limit a character'saccessto only somemodulesor tiers of a computerand don't allow the userto accessotherfunctions.If you attemptto hacka computer, you gain a significantadvantageif you acquireits security key or password,each giving you a +5 bonusto Computerschecks to hack.However , the accessgrantedby suchsecuritymeasures caneasilybe revokedby someonewho alreadyhasaccessto the computerif that individual knowsyou havesomehowobtaineda securitykey or learneda password.Similarly,if you useeither a security key or passwordto gain a bonusto a Computerscheck and then fail that checkby 5 or more,the systemautomatically locksaccessagainstfurther attemptsfrom the specificsecurity credentialused,whichno longergrantsits bonusto futurechecks.
Bas ic Functions Computers are good at storing data, making calculations, manipulatingandsorting information,performingrotetasks,and combining thesetasks (often in the form of appsor programs). A computermaybe set up to performany of t hesefunctionsin a generalway,and it's impossibleto defineeverythinga computer can possiblydo. In general,computerscan be treated as tools
that streamlinetasks that would otherwisedemandsignificant bookkeeping,computation,sorting, tracking,or viewing,aslong asthe neededdata canbe input. Suchtasksare normallypart of a computer'sbasic functions (thoughthe data they needmight well be kept behinda firewall, in a securedata module,or both), and ultimately it is up to a GM to determine a computer'stotal capacityfor performingsuch basicfunctions. A basic function can also control a simple device such as a fire-suppressionsystem, remote door. or a video cameraanythingwith simple on and off functions.New basicfunctions of this type can be addedwith a successful DC10 Computers check, though the GM has final say on what an appropriate basic function is for a computer.Anything more complexthat would normallyrequirea creature to operatemust be controlled through a control module(seepage215).
Modu les Modulesdefinewhat a computeris capableof doing beyondits basic functions. Computerscan have any number of modules. Thesetypically fall into one of four categories: control, secure data, spell chips, and upgrades. Control modulescan operate a device or object that is in someway linked to the computer, such as a video cameraor even a connectedrobot. A secure data module contains a vast amount of information, from technical blueprints to financial ledgersor perhaps personal correspondence. Spellchips are specialmagicitems that allow a computer to generate spell effects. Finally, upgrades are simply improvementsto the computersystemthat increasethe difficulty of hackingthe computer.expandits reach,or makeit faster and easierto use. For more information about common computermodules,see Moduleson page215.
Countermeasures Countermeasures arespecific actionsthat occurif someonetries to hack into a computer system.Somespring into action only if someoneattempts and fails a Computerscheck to hack the system,while others activatewheneveranyonetries to access the machine in any way. The most basic countermeasures simply removeaccessfrom a user or specific user interface, whereas more advancedcountermeasuresmight alert robot sentries or even emit a lethal shock.A computer can have a maximum number of countermeasuresequal to its t ier. For more details about common computer countermeasures,see Countermeasures beginning on page216.
TABLE 7-22:COMPUTER TIERS TIER 1 2 3 4 5 6 7 8 9 10
PRICE 50 250 1,250 5,000 10,000 20,000 40,000 80,000 160,000 320,000
DCTOHACK 17 21 25 29 33 37 41 45 49 53
TABLE 7-23:MODULE , UPGRADE, AND COUNTERMEASURE PRICING FEATURE PRICE MODULES Control, comp lex 10% ofcontrolleddevice Secure data,average 10credits Secure data,large Varies Secure data,spec ific 1credit Spellchip 110%ofcomponent spellgem UPGRADES Artificialpersonality 10% of computer's baseprice Hardened 50%of computer's baseprice Miniaturization 10% ofcomputer 's baseprice Range I (100feet) 5 credits Range II (1mile) 50credits Range Ill (planetwide) 100 credits 1 Security Varies 10% of computer 's baseprice Self-charging COUNTERMEASURES Alarm 10credits 50%of computer's baseprice +10%of Fakeshell priceofcontrolanddata modules 500credits Feedback Firewall ___ 20%of computer's baseprice Lockout ___ 100 credits 2 Shock grid Varies Wipe 10credits 1 SeeTable7-24:Security Modules for moredetails. 2 See Tab le7-25:ShockGridsfor moredetails.
MODULES Computerscan haveany numberof modulesinstalled.Modules can be partitioned off from other parts of a computerif placed behind firewall countermeasures,which increasestheir security. A computercan have multiple modulesof the sametype, but the bonuses they grant to a systemgenerallydo not stack with themselves.For example,a systemcouldhavethreecopiesof t he security I module (whicheachgrant a +1 bonusto the DC),but they do not stack to increasethe DCto breakinto the computer. Note that modules are a combination of both hardwareand software, and as such they typically cannot be physically removedwithoutdamagingthe systemor renderingit inoperable. With the right amountof skill and time,a modulecanbe disabled or manipulated,but this typically cannotbe doneduring combat. Seethe Computersskill on page137for more information. Module pricing is provided on Table 7-23: Module, Upgrade, and Countermeasure Pricing.
Control The control module allows the computer to operate a complexdevice, to which it must be in someway connected. (Simpler devices can be controlled as part of a computer's basic functions.)Somecountermeasuresmight make use of a computer'scontrol moduleswhen activated.Gainingcontrol of a computer allows the user to activate the devicesin any way allowed by the control module.The price of a control module dependson the complexityof the object being controlled.The control module for a more complex device,suchas a spy drone,
starship,vehicle,or weaponturret, costs 10%of the device to be controlled. When controlling a basic device that essentially has an on/off switch, the computer simply gains access to that switch and can activate or deactivate the connecteddevice as instructed. When in charge of a device that can already operateautonomously (suchas a robot or another computer). the controlling computercan give orders to that device. When operatinga devicethat requiresa skill checkor attack roll (such asa computer hookedto a med-bedor weapon).the controlling computer can either allow a creature with authorizedaccessto attempt a skill check or attack roll, or attempt the skill check or attack roll itself. When making its own check, the computer is assumedto havean attack bonusequalto its tier, proficiency with any weapon it controls, and a total skill bonus equal to 2-1/2 x its t ier. Such controlled objects are normally mounted to a specific location (suchas a controlled longarm placedin a turret with line of sight to the computer'sterminal), in which case the mount and related componentsare included in the control unit price. A computer can also control another computer. In this case, hackingonecomputerallows youto attemptto hackany computer it controls,but this doesnot automaticallygiveyouaccessto those other computers . It's commonfor a lower-tier computerto be set up to control a higher-tier computer, suchas when a clerk's desk computeris linked to a companymainframe.In thesecases,the lower-tier computercanonly sendspecific.authorizedcommands to the higher-tier computer, thoughit canstill be usedasan access point in an attemptto hackthe higher-tier computer.
Secure Data Thismodulecontainssecureddatarelativeto a specifictopic,andis almostneveravailablewithout rootaccessor anactionby someone with root accessto grant anotheruser the ability to accessthe securedata module.Sincea securedata moduleservesto store information too important or sensitive to let fall into the handsof your averagehacker,it is frequentlyalsokept behinda firewall. Securedata might consist of a few simple documentsor a vast Iibrary of technical specifications . The only requirementis that the data be limitedto one generaltopic (suchas a ship'sdesign, correspondence amongmembers of a group,localmapsandcharts, etc.);additional topicsrequire additionaldata modules.The price of the moduledependson the topic'ssize.A data module suitable for a specificsmalltopic (suchasa videolog, a financial ledger,or a building schema tic) costs1credit. A datamodulefor an average topic (such as engineeringspecificat ions for a gun, a company's employeedatabase,or a large array of maps)costs 10 credits. Modulesfor large topics(suchas the plansfor a starship, a space station'soperationslog,or a company'smasterrecords)costat least 100credits and mightcostasmuchas 1,000 credits.In addition to storingdatathat might be valuableon its own (suchasplansfor a military invasion),a datamodule allowsa characterwith accessto it to take 20 whenattemptinga skill check to recallknowledgeon a topic related to the datamodule's contents.
SpellChips It is possible to create spell gems(see page 224) in the form
of chips that can be slotted into a computer system. A user capable of utilizing an equivalent spell gem with accessto the computerin which such spell chips are installed can cast the related spells whenevercontrolling the computerand gains a +2circumstancebonusto any skill checkinvolving thesespells. Spell chips cost 110%of a spell gem (page224) with the same spells.Whena spell is expendedfrom a spell chip, the chip itself is not destroyed,and the spellscan be reloadedinto the spell chip for 90%of the normalprice of a new spell chip.
Upgrades These modules improve the overall effectiveness,security, and computer system. A computer system can haveany numberof thesemodules, but their effectsgenerally do not stack. For a better effect, a more expensive module must be purchased and installed on the computer.
Artificial Personality An artificial personality isa program designed to allow a computer to hold conversations in plain languagewith both usersand creaturesthat lack access.Suchcomputersareoftengivena nameandarecapableof parsing expressions, slang,social cues,tone of voice,and similar elementsbeyonda literal understandingof spoken or written words.They can respondappropriately through algorithmsand lists of billions of known phrasesand expressions,developed by programmersover centuriesto allow for extremelynaturalsoundingconversations. Suchcomputerscan evendisplay what appearto be emotions and insights. However,unlike androids, computers with art ificial personalities have not attained true consciousness. The ability of an artificial personality to hold a conversation,learn namesand habits, and even give advice is basedpurelyon its complexcodeand extensivelexicons. The primary advantage of an artificial personality is that an authorizedusercanoperatethe computer by givingsimplespoken or typed commands in plain languageand receive information from the computerthe same way.Onstarshipstraveling far from civilizedsystemsfor monthsor yearsat a time,some ownersalso appreciate hearinga friendly voice and havingsomeoneto talk to, despite knowingthat the "someone"isn't an actualconscious being.Artificial personalitiesare sophisticatedenoughthat the computercan attempt Bluff, Diplomacy, Intimidate,and Sense Motivechecks with a total bonusequal to 2 x its tier.Thisupgrade costs10%of the basepriceof the computer.
Hardened The computer and its systems are encasedin armored and energy-resistant shells. The computer's hardnessincreasesby 10, and it gains a +8 bonus to saving throws against energy attacks and effects that specifically target computers or electronicsystems.This upgrade costs 50% of the baseprice of the computer.
Miniaturization Treat your computeras 1 tier lower when calculatingits bulk, to a minimum of tier -1. A tier-0 computerhas light bulk, and a computer of tier -1 has negligible bulk. You can buy this upgrademultiple times.Eachtime it costs10%of the baseprice of the computer.
necessari ly extendto otherdevices.A computerthat controlsa communit can use that communit to sendand receive messagesbut cannot use it to control devices. The range upgrade provides a secure,remoteconnectionto a devicewhich allows it to be controlledfrom a distance. Without this upgrade,a computermust be physicallyconnectedto the devicesit controls with its control modules.RangeI allows the computerto controla devicewirelesslywithin 100 feet, and costs 5 credits (this includes the adjustmentsto both the computerand the connecteddevice).Extendingthis rangeto 1mile (RangeI) costs 50 credits,while increasingit to planetwide (Range11 1)costs100 credits (requiring an infosphereconnectionfor boththe computeranddevice).
Security This bolsters the overall security of the computer, increasing the DC of the Computers check to hack the computer and gain accessto its modules. This upgradecomesin multiple ranks, each stronger and more secure than the last. Refer to Table 7-24: Security Modules to determine the DC increase and the price (in percentageof the baseprice of the computer). A computer cannotbenefit from more than one securit y upgrade.
TABLE 7-24:SECURITY MODULES RANK Secur ity I Security II Security 111 Security IV
DCINCREASE PRICE +1 25%of computer's baseprice 50%ofcomputer 's baseprice +2 75%ofcomputer'sbaseprice +3 100% ofcomputer 's baseprice +4
Self-Charging While most computers can operate for up to 24 hours on internal batteries, t his upgrademakesit so t hat t he computer can funct ion for up to 1 week on its internal power alone. Multi ple purchasesof this upgrade each extend t he time by 1 additional week. This upgrade costs 10% of the base price of the computer.
COUNTERMEASURES Countermeasures form a computer system's last defense against hackers try ing to compromiseit. Countermeasures are specifically designed to activate when an unauthorized
user attempts unsuccessfullyto accessthe system,usually by entering an incorrect passwordor by failing to bypassother security precautions. Someactivate the moment a user tries to get into the system and deactivateonly once the correct passwordhasbeenentered.In either case,a computercan have a numberof countermeasures equalto its tier. Pricesfor countermeasures are listed on Table 7-23: Module, Upgrade,and Countermeasure Pricing.
Alarm Oneof simplest countermeasures, this programsendsan alert to a specificindividual or station if someoneattemptsto breach the system.If the computerhas a control moduleconnectedto an actual alarm,this countermeasurecan trigger that alarm. If the computercontrols a robot. trap, or weapon,an alarm can alsoactivate them.Thealarm countermeasurecosts10 credits.
entirely inaccessible. Generally, this does not mean that the system is powered down, and other modules and countermeasures canstill take automatedactions.Lockoutslast a specifiedperiodof time, typically 10 minutes,1 hour,or 1 day, but any timeframecanbespecified.A lockoutcannotbedisabled, evenby a userwith the correct passwordsand credentials.It is possible to bypassa lockout by accessing physical components of the computer,requiring a successfu l Engineering checkwith the sameDCas the checkto hackthe computer. A standardlockoutactivatesif thereare threefailed attempts to accessor hack the computerwithin 24 hoursand costs 100 credits. A lockout can be set to allow a different number of failed attempts beforeactivating or to last a different amount of time. If the computer has an alarm, it can be set to inform a specific terminal or communication devicewhen each failed attempt occursand when the lockout is activated.
Fake Shell
Shock Grid
This particularly cunning countermeasurecreates an entirely fake network and system directory for anyone accessingthe system that fails to bypass this countermeasure.The phony network has clonedcontrol modulesand data modulesto make it appearto be the actual system, but the control modulesdo not actually work and the data modules contain garbagefiles. A charactercan uncoverthis rusewith a successfulComputers checkwith a DCequal to the system'sDC+ 5. Youautomatically get a newcheckeachminutewith a cumulative +2 circumstance bonusuntil you discoverthe ruse.Thefakeshell countermeasure costs 50% of the base price of the computer plus 10% of the price of its control and data modules.
The computer and its surrounding environmentare protected by a grid of conductive material that transmits a shock to anyonewho fails to accessthe system.This has two settings: one meant to stun and one meant to kill. Normally, the stun setting happensfirst, with a warning about lethal force should the intruder make another attempt. The stun setting forces all creatures within 10 feet of the terminal to succeedat a Fortitude saving throw or be stunned for 1 round. The lethal setting affects nearby creatureslike the stun setting but also deals electricity damageto all creatures within 10 feet of the computer,allowing a Reflex save for half damage.The save DC,damagedealt, and price all dependupon the rank of the shockgrid, as indicatedon Table 7-25: ShockGrids. Eachrank added counts as one countermeasurewhen determining the total number of countermeasuresa system can have. Only computersfixed permanently to a floor or similar surface can haveshock grids.
Feedback Thiscountermeasure unleashesinsidiousvirus softwareinto any systemthat tries to hack it, causingdamageto that systemand its programming. If you fail a checkto hackthe computer by 5 or more, any deviceusedin the attempt to breakinto the systemis infected and becomesunreliable, resulting in a -5 penalty to all skill checksinvolving the infected equipment.You can remove a virus from an infected system if you succeedat a Computers checkwith the sameDCas hackingthe computerthat has the feedback countermeasure.At the GM's discretion, feedback virusescan have other effects instead, such as granting a +5 circumstancebonusto anyoneattempting to hack the infected system.A feedbackcountermeasure costs500 credits.
TABLE 7-25:SHOCK GRIDS RANK
DC
20
22 24 27
30
DAMAGE
8d6 10d6 12d6 14d6 16d6
PRICE
500 2,000 5,000 20,000 50,000
Firewall
Wipe
This countermeasuredoes nothing to the intruder but instead partitions off modulesbehind an additional layer of security. Accessing the hidden modules requires another successful Computerscheck,usually with a DCequal to the original DC+2.A computercanhavemultiple firewalls to blockoff multiplemodules, but no onemodule canbe protectedby morethana single firewall. A firewall costs20%of the basepriceof the computer.
Thesystemdeletesspecifieddatawhen an unauthorizedbreach is detected.This usually causesa number of data modulesto be deleted from the system. Unless the owner is incredibly paranoid, this countermeasureis usually set to trigger only after two or morefailed attempts to enter t he system (soas to prevent accidentaldeletion due to a failed passwordattempt). Wipes don't definitively remove data, however, unless the physical module containing the data is destroyed.Information deletedthrough a wipe can be recoveredwith 8 hoursof work anda successfulComputerscheck(DC: 10 + the DCto hackthe computer). A wipe countermeasurecosts10 credits.
Lockout A lockout countermeasure freezes a system if a user repeatedlyfails attempts to accessit, causing it to become
TECHNOLOGICAL ~---= ================ echnologyis everywherein Starfinder,and includesany number of devicesuseful to adventurers,such as those presentedon Table7-26: Technological Items.Unlessotherwise indicated, activating or deactivating an item is a standard action. Items that can be activated to modify an action you're taking last for the duration of that action (suchas those that modify skill checks),in which caseactivating the item is part of that action. Unlessotherwisespecified,technologica l items usea battery and are subjectto specialabilitiesthat work againstitemsusing batteries,charges,or technology.If an item doesn'tspecify a usage,it needsvery litt le power and has an internal battery designedto function for decadesor even centuries without recharging. Items with a specified usage use a battery that comes fully charged when purchased.Such batteries can be rechargedas normal using generatorsor recharging stations (seeProfessionalServiceson page234),or they can be replaced (seeTable7-9: Ammunitionfor battery prices). • Name: An item's nameis its colloquial title,a particularbrand name,or its scientific name. • Model: Some items come in multiple versions, each with varying effectiveness.Theseitems list multiple models,with a price and level entry for each. • Price: This is the price in credits to purchaseor craft the item. The prices listed for each item representcommon, massproducedversions of each item. Brand-nameitems typically cost twice as much,while more luxuriousversionscan cost three times as muchor more. • Level: The level of the item is the minimumlevel you haveto be to craft the item, as well as a roughapproximationof the item's effectivenesscomparedto your characterlevel. • Hands:If an item is handheld,this entry indicates how many handsyou must have free to utilize the item properly and gain its benefits.Most itemscan becarriedin one handwhile you're not using them unlessthey're especially unwieldy or heavy,as decidedby the GM. • Bulk:Theitem'sbulk (seepage167)appears here. • Capacity:This lists the maximumcapacity for an item that requires chargesto function. An item that holds electrical chargescan be replenishedwith a battery (seepage190). • Usage:Thisentry lists how manychargesareconsumedwhen the item is used. Thismight beper activation, or it might cover a certain duration.If an item usesa certain amountof charges over an interval, it useschargesfor the full interval evenif the item is shut off before that amount of time has passed. For instance,an item that useschargesat a rate of 2 per minute would still use 2 chargesif activatedfor only 30 seconds. Of course, there's a vast array of technological devices available in most settlements-well beyond the number that could possiblybe presentedin any real-world book.In general, any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for vehicles you own, timer, watch, and so on) can be purchasedwith GM approval, costs 5 credits and has light bulk.
T
ITEMS ==-
TECHNOLOGICAL ITEM DESCRIPTIONS Technologicalitems found on Table 7-26 are describedbelow. Whereitems are groupedinto a category,that categoryand the itemsthat fall into it are listed in a singleentry.
Cable Line(Adamant ineAlloy,Titanium Alloy) Industrial-strengthcablingis typically wovenfrom hundredsof cordsof high-durability plastic that are often coatedin metalfor addedstrength,usually adamantineor titanium alloy.
Comm Unit A personal comm unit is pocket-sizeddevice that combines a minor portable computer(treat as a tier-0 computerwith no upgrades or modules)and a cellular communication device, allowing wirelesscommunicationwith other communits in both audio-and text-basedformatsat planetaryrange(seepage272). A personalcomm unit also includesa calculator, a flashlight (increasesthe light level onestep in a 15-footcone),and several entertainmentoptions (includinggamesand accessto any local infospheres). Youcan upgradea personalcommunit to function as someother devices(suchas full computersand scanners)by spendingcreditsequalto 110%of the additional device'sprice. Comm units that function at system-wide and unlimited rangesaren't as portable:they includebuilt-in generators that provide the necessaryamountof power. Short-term use of these units canbe purchasedin mostmajor settlements(seepage234). Seepage430 for more aboutPactWorldscommunications.
Detonator This conical deviceprimesand detonatesexplosives (including grenades)with a push of a button. Programminga detonator to a specific packageof explosives takes 1 minute, after which the detonator can be tr iggered in one of several ways. The detonatorcan be set to ignite its payload with the simple press of a button (no action), a four-digit commandcode (a move action),or a complexinput method,suchas scanningyour retina or thumbprint (a full action).Youchooset he triggering method when setting the detonator. A detonatordetonatesits payload only if it is within 500 feet, but some detonators can make use of signal-boosting technologiesat the risk of becoming vulnerable to countermeasureslike signal jammers and other effects. Explosiveshave the sameprice, effect, and weight as grenades(seepage183). If you successfullyset an explosive on a stationaryobjectwith a detonatorusing the Engineering skill, the explosive'sdamageignoreshalf of the object'shardness.
FireExtinguisher As a standardaction, you candeploy a fire extinguisherto end a burn effect on any one creature or object of Medium or smaller size. Extinguishing a Largecreature or object takes 2 rounds, and the number of rounds required doubles with each size categorybeyondLarge.A fire extinguishercan function for 20 rounds(which need not be consecutive) and can be recharged for 10%of the purchaseprice.
TABLE 7-26:TECHNOLOGICAL ITEMS NAME /MOOEL
LEVEL
PRICE
HANDS
BULK
CAPACITY
USAGE
CABLE LINES
Cab le line,titaniu malloy Cab le line,adamant inealloy COMM UNITS Personal System-wide Unlimited
2
l
5/10ft. 500/10ft.
L/10ft. L/20 ft.
1
7
L
6
4,000 32,000
20 40
12
80
1/hour
LOCKS
Simple Average Good Superior
1
3 6 14
100 1,000 3,600 60,000
2 2 2 2
L L L L
MEDICAL GEAR
Medkit, basic Medpatch Medkit, advanced Sprayflesh Medical lab
1
5 5 7
100 50 2,700 440 7,000
1 L 1 L 50
PORTABLE LIGHTS
Beacon Flashlight Lantern Spotlight
25 1 1 25
2
1 L
1
L 1
2
RESTRAINTS
Binders Manacles
1
5
4
350
ll
1/hour 1/hour 1/hour 1/hour
toTHER
Signaljammer Detonator Fireextinguisher Too l kit Grappler Holoskin Too l kit.engineering spec ialty Lasermicrophone Spydrone Motiondetecto r X-rayvisor Regeneration table
l squared Varies Leve x 1DO 1 150 15 1 20 700 500
445 2,725 4,550 6,000 15,000 45,000
Grapp ler A grappler is a high-techanchoringdevicethat can be attached to a cable line as a moveaction.The cable line can instead be threaded through the grappler, which takes 1 minute but adds the cableline'shardnessand HPto the hardnessand HP of the grappler(andvice versa).A grapplerhas clamps that can slide fromits base alonga cable lineattached to it, allowingit to be climbedas easilyas a knottedrope (seeAthleticson page136). You can attach a grappler through which a cable line is threaded to an immobile object that's at least 5 feet in width with a ranged attack against AC5. If the grappler is fired at a moving object or a smallerobject,you must hit that object's KAC+ 8 to attach the grappler to the object.Afterit's attached, the grappler remains anchored until either you give a release commandas a move action, the grappleris pried free with an
2
2
L
12
L
5
L L L L L L L L L
20
1/10minute 1/use 1/round
20 20
1/minute 1/10 minute
10
1/minute 1/minute 1/hour 1/round
20 10 40
20
Athleticscheckequalto the attack roll you madeto attach it, or the grappler is destroyed.If a cable line attachedto or threaded through a grappler is destroyed but the grappler itself was not damaged,the cable line is destroyed, but the grappler is unharmed.In this case, the grappler loses the excess hardness and HPthat a threadedcable line added to it. You can also target a creature with the grappler. This is resolved as a grapple combat maneuver, but a creature struck with the grappler can still use its hands, and its movement is only restricted to remain within range of the length of the grappler's cable. In addition to the normal rules for escaping a grapple, the target can pry itself loose with a successful Athletics check (DCequal to your attack roll to grapple the target). Or, it can perform a sunder combat maneuver (see page 246) against the grappler. Even if the combat maneuver
doesn't destroy the attached cable, the creature escapes the grapple. A grappler can bethrown asa grenadeor set over the muzzle of a rangedweaponthat targets KAC,in which caseit has half the normal range incrementof the weapon, and you use any weaponproficiencyand bonusesto attack you have with that weapon.A grappler can be reused.
Holoskin This holographic projector is generally mounted to a belt or arm strap. It can be programmedusing the Disguiseskill to project a different appearance.When you use a holoskin, you can disguisemajorfeatures, race,or creaturetype without the DC of your Disguise check increasing,except against Perception checks that involve physical examination.
Laser Microphone This handheld sensor allows you to hear through normally sound-impervious materials at great range. It grants you sense through (hearing),but only through materials that are 1 inch thick or thinner, and each Perception checkattempted using it takes a full action, during which you are flat-footed.
Lock (Ave rage, Good, Simp le,Super ior) Locks are extremely advanced reusable devices, able to secureany fastening or closure by bonding with it s surface and then holding fast. Locks usually open with a code, security chip, or voice command. Successful Engineering checkscan disablelocks. Locks come in four levelsof qualitysimple, average,good,and superior-which determine the DC of Engineering checks to open them without the proper key or code. A lock takes two hands to secure or open with a securit y chip. For more information on locks, including the Engineering DCsto open them, see the Engineering skill on page 141.
Med icalGear (Advanced Med kit, Basic Medkit, Med icalLab,Medpatch , Sprayflesh) Medical gear allows you to attempt Medicine checks and determines the DC of Medicine checksto treat deadlywounds. Seethe Medicineskill on page143 for more information.
Advanced Medkit The advanced medkit adds more-advanced and specialized tools to diagnose and treat ailments. The advancedmedkit can be used in t he same way as a basic medkit , but t he DC to treat deadly wounds is only 20, and you gain a +2 insight bonus to Medicine checks to treat drugs, diseases, and poisons. Addit ionally, you can use an advancedmedkit to set up a temporary one-patient medical lab, though this requires 10 minutes. You can then provide long-term care to a single patient using t he temporary medical lab, with a DC 30 Medicinecheck.
Basic Medkit The basicmedkit hassprayantiseptic,bandages,and handheld instruments designedto examine, explore,and treat common ailments. The basic medkit allows you to attempt DC 25 Medicine checksto treat deadlywounds.
Medical Lab A full medical lab containsbeds,diagnosticequipmen t , sensors, and tools,and evena small surgical theater.A medicallab is not generallyportableunlessinstalledin a starship or vehicleof Huge or larger size. It allowsyou to treat up to three patientsat once, and you can use the treat deadly woundstask of the Medicineskill twice per day on each patient. It otherwise functions as an advancedmedical kit.
Medpatch A medpatch is a simple, all-in-one, disposable medical device designed to be slapped onto a wound or area of concern (suchas a clearly diseasedor poisonedsection of the body)with little skill required.A medpatchallows you to attempt a Medicine check untrained with a +10 circumstance bonus, but only for the first aid, long-term stability, treat disease,and treat drugs or poisontasks.
Sprayflesh Sprayfleshis an advancedbiotech medical devicethat sprays neutral biomassinto a wound or area of concern (such as a clearly diseasedor poisonedsection of the body).If you have ranks in Medicine, a doseof sprayflesh allows you to attempt a checkto treat deadly wounds on a creaturethat has already received its limit of treat deadly wound benefits for the day. If you succeedat a DC25 Medicine check,the next time such a creature rests for 10 minutes and spendsa Resolve Point to regain Stamina Points,it can instead gain the benefit of your Medicine checkto treat deadly wounds. If you are not trained in Medicine, a doseof sprayfleshacts as a medpatch.
Motion Detect or This handheld scanneris capableof detecting sweepingkinetic moves, such as the locomotion of creatures and vehicles. Motion detectorshaveblindsense(vibration) out to 30 feet, but you must take a moveactioneachroundto use the sensor.
Portab leLight(Beacon , Flashl ight,Lantern, Spotlig ht) A portable light, sometimes called an electric torch, is one of severaldifferent devices that use batt eries to create light sources. A portable light increasesthe light level by one step in an area determinedby its model,as follows: flashlight (20foot cone),lantern (10-foot radius),beacon(50-foot radius),and spotli ght (100-foot cone).
Regeneration Table A regeneration table is a medical bed that uses the most advancedmedical technology known in the Pact Worlds to
restore a creature's body to full function from nearly any mishap or injury, including death. It does this with quantumlockednanites held in a suspendedstate from which they can becomenearly any form of matter, including stem cells for biological creatures or mechanicalcomponentsfor artificial creatures like androids or Akiton's anacites. The table both readsthe creature'sown genetic code(or equivalentdata) and usessupercomputingpredictive algorithms to determine what damageor affliction is present. then attempts to restore the subjectto perfecthealth basedon that information. A living creatureusinga regenerationtable is affectedas if a 6th-level mysticcure spell as well as the removeaffliction and restorationspells were cast on it. A dead creature is affected as if roisedeod were cast on it. A regenerationtable has an effective casterlevel of 20th. As a result of its needto perfectly attuneitself to onecreature suffering one exact set of ailmentsand the expenditureof its quantum state particles, a regenerationtable functions only onceand is then inert and useless.
Restraints (Binders, Manacles) Binders are simple, single-use,resin-cord restraints that can be placed only on helpless, pinned, or willing creatures (a standard action). A pair of binders immobilizes two limbs of your choice. A creature can escapebinders with a successful Acrobatics check (DC= 20 + 1-1/2 x your level). Manacles are reusable wrist restraints made of hardened metal or ceramics and keyedto openwith a security chip, code, or voice command(determinedwhen they are manufactured). Manaclescan be placed only on helpless,pinned, or willing creatures(a standardaction). Manaclespreventtwo arms from holdingor using any object.A creaturecanescapemanacleswith a successfu l DC30 Acrobatics check.
Signa l Jammer This handheld device, originally designed by the Stewards for military uses, is used by corporations and criminals alike. Signaljammersareavailableat anyitem levelfrom 1to 20 andcan be purchasedfor a priceequal to 100credits x the square of the item level of the jammer.When activated, a signal jammerinterrupts broadcastsignals within 4 miles. If attachedto a largerbroadcast ing station (such asthosefoundaboarda starship),the rangeincreasesto 12miles. A signal jammerblocksall communicat ion devicesfrom sending and receiving broadcasts.Each signal jammer is designed to affect one specific broadcastingmedium (such as radio or wireless).Youcan attempt a Computersor Engineeringcheckto bypassa signal jammer'seffectsor to determinethe location of the jammer.The DCto bypassa signaljammeris 15 + the signal jammer'slevel,and attempting this checktakes1 minute.
SpyDrone A spy drone is a Tiny remote drone designed specifically to
makeobservationsat a distance.This acts as the fl ight drone of a 1st-levelmechanic(andyou control it as if you were a 1stlevel mechanic,using its remote control or a computer with an added module to control the spy drone), except it cannot makeany attacks and it has no weaponmounts, no feats, and no ability to add drone mods. Its skill unit is always Stealth. It cannot speak,but it doesunderstandone language(chosen by you at the time of purchase)and allows you to attempt Perceptionchecks using your own bonus when you directly control it (as the master control ability of a mechanicdrone). A drone can be upgradedwith any one of the following technologicalitemsby paying125%of the item'sprice:flashlight, grappler,lantern,laser microphone,motiondetector,scanner,or X-rayvisor.Thepriceof buyingandinstallingoneupgradeincludes the priceof replacingan old upgradeon a drone,if applicable.
ToolKit A tool kit is a set of specialized tools and devices not worth purchasingindividually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks. The types of tool kits are: disguisekit (required for Disguise checks to change appearance),engineering kit (Engineering checks without one take a -2 penalty), hacking kit (required for most Computerchecks;seepage137 for more information), navigator's tools (grants a +4 bonus to Survival checks when orienteering), professional'stools (providesa +4 bonusto Profession checks for one profession). rider's kit (provides a +4 bonus to Survival checks to ride creatures). and trapsmith's tools (provides a +4 bonus to Engineering or Mysticism checks to arm or disarmtraps).
Too l Kit,Engineer ing Specialty kits each provide a +2 circumstance bonus to a specific use of the Engineering skill. Using an armorcrafter kit gives you a +2 bonus to repair, resize, or upgrade armor. A weaponsmithingkit gives you a +2 bonus to repair weapons.
X-RayVisor This sensor is worn as an adjustableviewer resting over the eyes, like goggles or thick glasses.It sends out X-rays and interprets the informationgatheredasan imageit imposesover your normal vision.This grants sensethrough (vision), though it is blockedby materialsone-fifth as denseas thosethat block normalsensethrough (2 feet of wood or plastic, 1foot of stone, 2 inchesof commonmetal,or 1 inch of lead or any starmetal) and limits you to black-and-whitevision while in use.Youdon't gain the benefit of any other specialvisual senses(suchas lowlight vision) while the visor is active, and you can't attempt sight-basedPerception checks beyond 60 feet. Activating or deactivating the sensoris a moveaction.
MAGIC
ITEMS
.,
hile plenty of technologyin Starfinder incorporates magicalelements, someitemsoperate solely through eldrit ch principlesand thus follow different rules. This section covers magicitems not addressedunder another rulessystem(suchas weaponfusionsor augmentations). Magic itemsare often dividedinto held.worn,andconsumab le items. Held items (suchas orbs and rods)must be heldin a handor similar appendage andactivatedmanuallylike a weapon. Worn magic items are things like rings, cloaks, amulets,and gloves.Just as your armor has a limited number of upgrade slots,you canonly wear up to two magic itemsat onceand have both function normally-beyondthat, the magical fields start to interferewith eachother. Youcan't wear morethan one of the sametype of item (two cloaks,two hats,etc.) exceptfor rings. If you put on an additional worn magic item beyondthesefirst two. it doesnot functionuntil you haveno more than two total magic items worn. This limitation applies specifically to worn magicitems,and doesnot apply to armor upgrades,held items, weaponfusions,augmentations,magic armor,consumables, or other formsof magic,all of which functionnormally. Lastly, consumables are magic items like serums or spell ampoules that create an immediate and temporary effect when ingested.
W
CHARGES In a few rare cases.magic items require charges. However. such charged magic items function different ly than charged technologicalitems, whose batteries must be recharged or replaced.A magicitem's chargesareinherentto the construction of the item and can't be replenishedwith generators or batteries. Chargesfor a magic item either refresh eachday or neverrefresh,depending on the item.
TABLE 7-27:MAGIC ITEMS ITEM
LEVEL PRICE BUL K
AEON STONES
Clearspindle Iridescent spind le Dark bluerhomboid Pearly whitespindle RING OFRESISTANCE Mk1 Mk2 Mk3 Mk4 Mk5 SPELL AMPOULE 0 1st 2nd 3rd SPELL GEM 0 1st
11
245 740 18,000 25,000
2 6 10 14 18
735 4,200 18,100 70,000 361,500
2 3 6
10
200 300 700 3,000
L L L L
1 2
50 140
L L
2
10
ITEM (CONTINUED ) 2nd 3rd 4th 5th 6th TIARA OFTRANSLOCATION Mk1 Mk2 Mk3 Mk4 OTHER
Charge cloa k Ring of whispers Amulet ofcamouflage Ring ofsustenance Staffofmystic healing Glove ofstoring Rod of cancellation Shadow orb Ring ofcosmic alignment
LEVEL 5 8 11 14 17
PRICE BULK 450 L 1,400 L 3,700 L 10,600 L 36,650 L
14 16 18 20
11,750 185,000 410,000 875,000
L L L L
200 300 1,400 2,925 3,700 4,600 2,100 2,850 25,000
L
1 3 5 5 6 9 10 11
1 3 5 5 9
75 50 350 475 425 1,950
L L L L L L
1
L L L
SERUMS
Serum ofappearance change Serum of healing, mk1 Serum ofsexshift Serum ofenhancement (alltypes) Serum ofhealing, mk2 Serum ofhealing, mk3
MAGIC ITEM DESCRIPTIONS The magic items from Table7-27: Magic Items are described below.Serums aregroupedtogether at the endof this section.
Aeon Stones Aeonstonesare magicgemstonesthat orbit your head (or the nearest equivalent of a head,for species that lack heads)and grant you a constant magic effect. They do not count toward yourworn magicitem limit , andthere'snolimit to the numberyou canhaveorbiting you. Theyare mostcommonin the Azlanti Star Empire,which also has unique ways of using such stones,but the most common types of aeonstonescan be found in magic shopsin many major settlements.Aeanstonesare categorized by their shapeand color, with all stonesof the sameshapeand color having t he samemagicabilit ies. Placing an aeonstonein orbit aroundyour headis a standard action,and removingit is a moveaction.An aeonstonemust be in orbit for you to benefit from its abilities.Thestoneorbits at a distanceof 3 inches to 3 feet, as you prefer, but always outside any armor or helmet you wear.An orbiting aeonstone has an Armor Classequal to 12 + your character level, and it can be attackeddirectly or even grappled(a success ful grapplecheck plucks t hestoneout of its orbit andinto the attacker'shand). Most aeon stones (includingall those presented here) are capable of glowing with a bright light. As a standard action, you canactivate or deactivate the illuminationof anaeonstone, which glows brightly enoughto increasethe light levelin your squareby onestep (seeVisionand li ght on page261).
Each aeon stone also has at least one other power that comesinto effect when in orbit around you, detailed in the individual descriptions below. ClearSpindle : This aeon stone sustains you by negatingthe needfor food or water. DarkBlueRhomboid: Thisaeonstonegrantsyou a +2 insight bonusto PerceptionandSenseMotive ski11checks. Iridescent Spindle: Thisaeonstonesustains you by negatingthe needto breathe. Pearly White Spindle: This aeon stone increasesyour caster level by 1. This affects only calculations that directly refer to your caster level, such as caster level checksand spells with a duration of 1 round/level. It doesnot affect your spells known or spellsper day. If you do not normally havea caster level, this does not give you any ability to know or cast spells.
Amulet ofCamouflage This modest amulet projectsa simple pattern over your outer layersof armor,clothing,and equipment.which helpsyou blend into the background . When in an environmentwith a maximum distanceat which Perception checks can be attempted,rolls to seeat what rangeothercreaturescanattempt Perception checks againstyou are rolled twice, and the lower result applies. See Chapter11 for more information on the Perceptionrangesof differentenvironments. Theamulet'smagicisn't powerfulenough to make you invisible or grant a bonusto Stealthchecks. Youcan activateor deactivate this camouflageas a standardaction.
Charge Cloak A chargecloak can power devices that depend on electrical charges as if it were a batt ery. The cloak produces4 charges eachday,but t hey must beusedasa single unit. Thusyou could power a singleattack from a yellow star plasmasword, which hasa usageof 4, but you could alsomakeonly a singleattack with a sub zero pistol, which has a usageof 1. The item must be onewhich useschargesor a battery, rather than petrol, rockets,rounds,or other formsof ammunition or power. Youmust be wearing or touching the item to be charged. Youcannot use this item to rechargea batt ery or item; it can only be usedto directly power an item for a singleusage.
Glove ofStoring This simple glove is surprisingly smooth to the touch. While holding an item no larger than 2 bulk in the hand wearing it, you can commanda glove of storing to shrink the held item to microscopicsize and negligible bulk, and merge it with the palm of the glove. Returning the item to its original scalerequires a mere snap of the fingerswearing the glove.You can store or retrieve an item within a gloveof storing as a swift or moveaction. A glove of storing can store only one item at a time, and if the glove'seffect is suppressedor dispelled,any stored item immediately returns to its original size.
RingofCosmic Alignment This majestic ring is forged from twin bands of mithral and adamantine. If you have the stellar mode class feature, wheneveryou start a turn of combatattunedto a stellar mode and chooseto becomeunatt uned,you can immediatelygain 1 attunement point for the stellar mode that opposesthe modeyou beganyour turn in. For instance,if you began the turn in photon mode and chooseto becomeunattuned,you can use the ring to gain 1 graviton attunementpoint. Using this ability is a swift action.
RingofResistance This ring grants you magic protection against attacks and effects to which you are particularly vulnerable. You gain an enhancementbonus to saving throws with your lowest base savingthrow bonus. If two or three of your basesaving throw bonusesare tied for lowest value, you select which category gainsthis bonuswhen you first put on the ring, and t his choice does not changeunless a different basesaving throw bonus later becomesyour lowest bonus. The bonusis determinedby the model of the ring of resistance.
TABLE 7-28:RING OFRESISTANCE RING
Mkl Mk2 Mk3 Mk4 Mk5
BONU S +1 +2 +3 +4
+5
RingofSustenance This ring providesyou with life-sustainingnourishment, negating the needfor food or drink while the ring is worn. Additionally, the ring's magicrefreshesyour body and mind while worn, so you needonly 2 hours of sleepeachday to gain the benefitsof 8 hours of rest. If you cast spells,you canpreparespellsafter only 2 hours, but you still can't prepare spellsmorethan once per day.The ring must be worn for a full week before its magictakeseffect,and if removedyou mustwearit for another week to reattune it to you.
RingofWhispers This simple gold band helps you hear when specific namesare spoken. The ring can be attuned to recognizeup to five proper namesknown to you, suchas specificpeople, places,or things. The ring cannotbe attunedto wordsthat are not usedas proper names. Attuning a ring of whispers to a new name takes 10 minutes, and if the new name exceedsthe five-namelimit, the oldest attuned nameceasesto be attuned. The ring grants you a +5 insight bonus to hearing-based Perception checks and sense through (hearing), but both abilit ies apply only to allow you to hear one of the att uned names being spoken. This allows you to potent ially hear a namebeing spokena room away or even through soundproof glass,but not any other soundsor conversations.
RodofCancellation This devicepulseswith strange powers that drain items of all magicalproperties.Whenyou toucha hybrid or magic item with a rod of cancellation,the item must succeedat a Will saving throw (DC= 10 + half your level+ your Charismabonus)or lose all magicabilities,becoming a mundaneitem of its type. If the toucheditem is beingheld or worn by a character,the item can use its bearer'sWill save bonus in place of its own, if better. Upondraining an item, the rod itself becomesnonmagical and cannotbe usedagain. Draineditems can be restoredonly with wish or miracle.
Shadow Orb Whileyou hold this smallorb of black glass,it puts forth tendrils of darknessthat capture nearby light. The light level within a 20-foot radiusof you decreasesby onestep. lasers fired at you are benttowardthe orb.Thisgiveslaserattacks against you a +1 circumstancebonusto hit, but also grantsyou fire resistance5 againstlaserattacks.
SpellAmpoules Spell ampoules are injectable magic.where the essenceof a magicspell hasbeencondensedinto a liquid form and preparedfor injection into a creature. Known colloquially as "spell amps,"these heady, ready-to-usemagic injections can be used only once. A spell amp duplicates the effect of a beneficia l spell (a spell with "harmless" in its SavingThrow or Spell Resistance entry), excludingdivination spells or spells that create some link between the caster and the target. In addition, the spell must be 3rd level or lower, have a casting t ime of 1 minute or less,and target one or more creatures (but not spells that target just the spellcaster).If a spell targets both creatures and objects, it only affectscreatures when usedas a spell amp.If a spellrequiresexpendinga Resolve Point to cast,it alsorequires the user to spenda Resolve Point when used as a spell amp (if you choosenot to spenda Resolve Point or don't haveany Resolve Points remaining, t he spellamp has no effect). A spell ampalwayshasan item levelequalto t hreetimesthe level of the spell it duplicates(treat as a 2nd-level item for spell amps with 0-level spells), and a caster level equal to its item level. Creating a spell ampoulehas the samerequirements as creatinga spell gem(seebelow). You can only use a spell ampoule on yourself or a willing or unconsciouscreature. Injecting yourself or a willing creature wit h a spell ampouleis a standard action, while injecting an unconsciouscreatureis a full action. Spell ampstake effect as if the spell had beencast uponthe creature injected.Whenyou are injected with a spell amp, you get to make any decisions about the spell's effect as if you were the caster of t he spellyou are both the effective target and the casterof the effect.
SpellGem Consisting of one or more lattices of carefully arranged lines
of rare metal and bits of precious stone in a silicon casing, each lattice in a spell gem is encodedwith magical writings equivalent to the casting of a single, specific spell. Holding a spell gem in your hand unlocks litt le-usedportions of your mind, granting you t he ability to temporarily cast the spell encodedwithin the gem without using up your daily spell slots. You must hold the spell gem in your hand throughout the spell's casting time and must spend at least a standard action using the spell gem, even if the spell's casting t ime is shorter. Eachspell stored within a spell gem can be cast only once. after which the magic encodedwithin the spell gem's lattice is forever expended. Only spellcastersare capable of using spell gems-if you aren'ta spellcaster.you'reunableto makeuseof the knowledge that the gemunlocks. Youdon't needto know the spellwithin a spellgemto useit, but the spell must be on your class'sspell list (or haveotherwisebeenaddedto your spell list) and you must havea high enoughkey ability scoreto cast it. If the spell gem's item level is higher than your caster level, once you've spent the full casting time of the spell. you must succeedat a casterlevelcheck with a DC equal to the spell gem'sitem level+ 1or you fail to cast the spell.If you fail to cast a spell from a spell gem, the spellremainswithin the gemand you canattempt to use it again. To craft a spell gem, you have to know the spell you're encoding into the gem. If a spell requires expensivematerials as part of its casting (such as raise dead), you must provide t hose while craft ing t he gem, and the gem'sprice is increasedby the price of the components. You can create larger, compound spell gems with multiple spells in multiple lattices, with a price equal to the total price of all spells stored within it. Such spell gems can be used to cast only one spell at a t ime.
Staffof MysticHealing Available in a variety of shapesand sizes, a staff of mystic healing usually takes the form of an archaic shepherd'scrook, carved with pre-Gaprunes of origin denoting prosperity and long life. If you have the healing touch class feature, you can use that ability one additional time per day while holding t he staff. Youcannot usemorethan onestaff of mystichealingeach day to gain morethan one additional use of healing touch,and a staff of mystichealingworks only onceper day.
TiaraofTranslocation This shimmering circlet is crafted from rare metals and seems to bend and distort light around it, creating an eerie halo of light around your brow. Onceper day, a tiara of translocation allowsyou to teleport yourself and up to 5 additional creatures, functioning as a teleport spell. Unlike the spell. t he range at which you can use this item varies basedupon its model,as described below. You cannot use a tiara of translocation to travel between the planes, and it refuses to function at all while in the Drift.
TABLE 7-29:TIARA OFTRANSLOCATION TYPE
Mkl Mk2 Mk3 Mk4
TELEPORTATION Anypointwithin200miles Anypointwithin 2,000miles Anypointwithinthesame starsystem Anypointwithin thesame galaxy
SERUMS Serums are vials of magic liquid that you can imbibe as a standard action or carefully tr ickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serumswith larger volumes,these are no more effective than standardserums).and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum'sactual item level,all serumvials havetheir hardness and Hit Points calculatedas if they were 1st-level items.
Sensate Thecreaturegainsa+1insight bonusto LifeScienceandMysticism checksand canattempt checkswith both skills untrained.
Serum ofAppearance Change Upon drinking this elixir, your coloration and the general form of your features instantly and permanently changes. Within the range that is normal for your race and sex, you can select any skin tone, hair and eye color, and alter the nature of such things as the shapeor your nose or chin, the length of your fingers, broadnessof your frame, and so on. You are still recognizable as yourself unless you attempt a Disguisecheck to alter your features enough to concealyour identity (comparing the result of this Disguisecheck to any effort to determineif you are the samepersonas your original appearance).In no casecan you take on the exact appearance of anot her creature (even with a Disguisecheck;the level of control is not that fine).
Serum of Enhancement This vial of performance-enhancing serum unlocks or enhances aspects of your body and mind. Imbibing this serum grants a living creature bonusesbasedupon the type of serum imbibed, as described below. The effects of a serum of enhancementlast 1 hour.
Sneak The creaturegains a +2 insight bonus to Sleight of Hand and Stealthchecksandcanattemptcheckswith both skills untrained.
Warrior The creaturegains a +2 insight bonusto Intimidate and Sense Motive checks,and whenever it successfullydemoralizesan opponent.it increasesthe numberof roundsthat the opponent is shakenby 1.
Serum of Healing This vial of medical serumquickly sets bonesand repairs other physicaldamage.It restores Hit Points when administeredto a living creature.
TABLE 7-30:SERUM OFHEALING TYPE
Mkl Mk2 Mk3
HEALING 1d8Hit Point s 3d8HitPoints 6d8HitPoints
Commando
Serum ofSexShift
The creature gains a +2 insight bonus to Acrobatics and Athletics checks, and it gains temporary Hit Points equal to half its level. If lost, these temporary Hit Points cannot be restored, and they do not stack with any other sourceof temporary Hit Points.
Mass production has renderedthis once-rare serum easy and inexpensive to obtain amongthe Pact Worlds. Upon drinking this elixir, your biology instantly transformsto take on a set of sexual characteristics of your choice, changing both your appearanceand physiology accordingly. You have some mild control over the details of this change, but you retain a strong "family resemblance"to your former appearance. The elixir's magic functions instantaneously and cannot be dispelled.Your new anatomy is as healthy and functional as your previousbody's, potentially allowing you to conceive, carry, or bear children (dependingon your species'biology). Drinkinga secondelixir of sex shift either reverts you backto a formerform or allows you to adoptother sexual characteristics, as you choose.The elixir has no effect if you are unwilling, and the presenceof certain sex-specificbiological processes,such as gestation, may prevent this serumfrom taking effect.
Diplomat The creaturegains a +2 insight bonusto Bluff and Diplomacy checks.Creatures with an Intelligenceof 3 or greater also gain the ability to comprehend,speak, and understand one language that it hasheardin the last 10 minutes.
Scientist Thecreaturegainsa +2 insight bonusto Computers,Engineering, and Physical Sciencechecksand can attempt checks with all threeskills untrained.
Digital Harrow Deck ybrid equipmentmakesuse of both technology and magic; though not necessarily in equal measure, both forces are crucial to the item's function. Effects that modify or otherwise apply to magic or technological items also work when applied to hybrid items.
H
Charges In some cases, hybrid items mayrequirecharges.However, such charged hybrid items typically function in a different way from charged technological items, whose batteries must be recharged or replaced. A hybrid item's chargesare inherent to the construction of the item and can't be replenishedwith generators or batteries. Chargesfor a hybrid item either refresheachday or neverrefresh, dependingon the item.
Wearing Hybrid Items Hybrid itemsyou wear on your body countas magic itemswhenyou aredetermining how manyyou canuse at once(seepage222).Youcanwear only up to two total hybrid or magicitems at a time for them to both function normally. Likefor magic items,you cannot wear morethanoneof the sametype of hybrid item exceptfor rings.For instance,you couId not wearboth a mind/inkcircletand a tiara of translocation. Youcannot wear a magicitem and hybrid item of the sametype at the sametime.
TABLE 7-31: HYBRID ITEMS ITEM Starstone compass Mind/ink circlet, mk1 Efficient bandalier Psychic booster Digital harrow deck Mnemonic editor, mk1 Null-space chamber, mk1 Mind/ink circlet, mk2 Null-space chamber, mk2 Mnemonic editor, mk2 Null·space chamber, mk3 Mind/ink circlet, mk3 Mnemonic editor, mk3 Null-spa cechamber, mk4 Mnemonic editor, mk4
LEVEL PRICE BULK 1 L 3 1,600 2 L 2,000 4 L 4 2,000 L 3,500 5 L
5 5 8 9 10 13 14 15 17 20
500 3,050 11,000 12,250 3,000 50,000 78,000 20,000 250,000 125,00 0
HYBRID ITEM DESCRIPTIONS The hybrid items from Table 7-31are describedbelow.
10 L L L 10 L L 10 L 10
A digital harrow deck is a modernization of an archaic means of fortune-telling whose roots trace back to vanished Golarion. Once per day,you can activate the deckasa full action.It projectshologramsof 54 cards,which buzzaroundyou.To begin the reading, you ask a question aloud to the harrow deck, causingall of the cardsto cometogetheras a deck;then, the deck uses hundreds of advanced pseudomysticalcalculations to deal a three-by-threearray of cards for you, which it then usesto vocallyinterpretthe circumstances surrounding your question. Thisworks asthe auguryspell,with a spell levelequalto the deck's item level. Additionally,a mystic who hasa digitalharrow deck and who also knows augurycan ignorethe spell'srequirementthat a ResolvePoint be spent to cast it. A mysticcan do this a numberof times per day equalto his Wisdombonus. A technomancercandesignatea digitalharrow deck as her spell cache.If she does,the deck'sAl integrateswith her own consciousness, providing herwith a+1bonusto hercasterlevelfor divination spells and effects. Additionally, she can spend 1 Resolve Point as a swift action when she castsa technomance r spell to draw uponthe algorithms that allow the deck to function,addinga +1 insight bonusto the spell'ssaveDC.
EfficientBandolier This bandolier fits over any Mediumcreature and containsfive compartments,eachcorrespond ing to a specifictype of weapon: melee weapons,small arms, longarms, heavy weapons,and explosives. Each compartment contains an extradimensional spacedesignedto houseup to 1 bulk of ammunition or batteries (for this purpose,10 batteries or pieces of ammunition with no bulk count as having light bulk). The bandolierdoes not accumulatebulk evenasits compartmentsare filled. Eachefficient bandolierincludes an advancedAl capableof controllingthe bandolier's robotic componen t s to suit your needs. As a swift action,you cancommandan efficientbandolierto draw up to 1 bulk worth of batteriesor ammunition,placingthe items directly into oneof your hands.
Mnemo nic Editor A mnemoniceditor consists of a complexseries of brain implant injectors, digital harrow deck autoreaders,illusion runes, and virtual-reality programs,all controlled by an enchanted analysis computer and attachedto a mobilesurgical bed. The network of magicand technologyis capableof removingexperiencesfrom a patient strappedto the bed over the course of a single 24-hour session.Skills and knowledgecan be excised,lessonsunlearned and musclememoryaltered. Memoriesare not lost entirely; the patient still recallswhat it did during its life, whom it met, and how it felt about the moments it experienced,but the impact of
those experiencesis subtly altered.The device then createsa new set of experiences-clearlyartificial but no lesseffective-by leavingimpressionsand implantingnew knacks,musclememory, reflexes,and skills. If you usea mnemoniceditor,you can undo2 characterlevels' worth of decisionsaboutwhichclasslevelsyou took,which feats you selected,how you applied any level-based increases to ability scores,how you assignednew skill ranks,andso on. All decisions you madeas a resultof advancingover the previous2 character levels you gainedare undone. You then make new selections, including new classlevels,feats,skills, and the like,as if you had regained the 2 missing characterlevels.Go through the normal processof advancingyourcharacterthrougheachof these2 levels. Each mnemoniceditor works only once-the strain on its technologyand the consequences of rewriting your past to even this smalldegreecauseit to breakdown into valuelessjunk after a singlesession.Additionally,the alterationsmadeto you render it moredifficult for suchextraordinary proceduresto be effective in the future. A mk 1mnemoniceditor cannotbe usedon you if you havealreadybenefited from one in the past. However,it is possibleto usea moreadvancedmk 2 model that functionsin the samemanner,even if you havealreadyused a mk 1 mnemonic editor. Of course,you can only benefit from a mk 2 mnemonic editor once.There exist even more advancedmk 3 and mk 4 models,and eachcan be usedon you onceevenafter you have used a lower-levelmnemoniceditor, but they are so expensive that they are usuallyproducedonly uponrequest.
Mindl inkCirclet Although items with powers similar to those of the mind/ink circlet haveexisted in the Pact Worlds for thousandsof years, the technologicalcomponentsof the this useful item were an innovation that made its powers readily available. The effects of a mind/inkcirclet dependupon its model,as describedbelow. • Mk 1: Youcan telepathically communicatewith any creatures within 30 feet with which you sharea language. Thisfunctions like a shirren'slimited telepathyracial trait. • Mk 2: Youcan telepathically communicatewith any creatures within 100 feetwith whichyou sharea language. Thisotherwise functionslike a shirren'slimited telepathyracial trait. • Mk 3: Youcan telepathically communicatewith any creatures within 100 feet that are capableof understanding language, including languagesyou do not understand.This otherwise functionslike a shirren'slimitedtelepathyracialtrait.
Null-Space Chamber A nu/I-spacechamberis a circular device often designed to be strappedto an arm or backpack.Whenyou pressa button on the side,the devicecreatesa circular extradimensiona l rift to a pocket space,the sizeof whichis determinedby the nu/I-space chamber's model.Youcan closeit by pressingthe buttonagain, causingthe entranceto the spaceto disappear . Anything storedwithin the spaceremains,however,traveling with the item. Thenu/I-space chambercanbe openedand closedonly from the outside. The only air within the pocket spaceis that which enters when you open the entrance.The devicedoes not accumulate bulk evenas its pocketspaceis filled. Eachnu/I-spacechamber
REWORKING YOUR CHARACTER AGMhasthefinaldecision onwhether ornotyoumayrework your character, changing decisions youpreviously made, andwhether you arerequired tousea mnemonic editor todoso.AGMcandecide that mnemonic editors arenotavailable andcannot becrafted, created, or accessed through anymeans. AGMmightalsoletaplayertochange a featorclasslevelif theplayerandGMagree it makes sense todo so,without resorting tosuchadevice. Themnemonic editor prov ides anin-world explanation formechanical changes made toacharacter. Forexample, it givesa character whostartedasan envoybut decided tostudythewaysofmysticism (and wasseen cas t ingspells) aplausible waytosuddenly losethatspellcast ingability if theplayer decides thatmulticast ingasanenvoy/mystic isn'tasfunasexpected.
is associatedwith its own particular extradimensiona l space. Each null-spacechamber can carry a set amount of bulk, after which it can no longer be closed (even if it has room left for more material).Spellsand items that contain or create extradimensionalspaces,suchas other null-spacechambers,do not function within a nu/I-spacechamber'spocketdimension. A readouton a nu/I-spacechamberautomatically catalogs all items within it, and if the chamberis open.you can call up any such item and haveit placedin your handas a full action. • Mk1: Youcancloseup to 25 bulk in this device'spocketspace. a 3-foot cube. It can hold enoughair for one Mediumcreature or two Smallcreaturesfor 10 minutes. • Mk 2: Youcancloseup to 50 bulk in this device'spocketspace, a 6-foot cube.It can hold enoughair for one Mediumcreature or two Smallcreaturesfor 2 hours. • Mk 3: You can close up to 100 bulk in this device'spocket space,a 9-foot cube. It can hold enoughair for one Medium creatureor two Small creaturesfor 2 days. • Mk 4: You can close up to 200 bulk in this device'spocket space,a 12-foot cube.It can hold enoughair for one Medium creatureor two Small creaturesfor 1 week.
Psychic Booster Thiscirclet,originallydesignedby lashuntas,fits overthe wearer's brow andwrapsaroundthe wearer'santennae(if any).A psychic booster augmentsthe power of your inherent psychicabilities. If you havetelepathy,the rangeof your telepathydoubles.(For instance,if you havelimited telepathyout to a rangeof 30 feet, the rangeincreasesfrom 30 feet to 60 feet.)
Starstone Compass This small,clockwork navigationaldevicehonesin on mystical signals emitted by the Starstonerestingat the heart of Absalom Station, calculating the compass'sprecise distance from and directionrelative to the enigmaticfont. While you are in the Pact Worlds system,this device lets you automatically know which directionAbsalomStationis in relation to your current location, and it grants you a +2 insight bonus to Piloting checkswhen astrogatingthroughoutthe PactWorldssystem.
VEHICLES
SAMPLE VEHICLES "
ehiclesrangefrom simplepersona l transportsto massive airshipsandseavessels.Therulesfor vehiclesandvehicle chasesare found in Chapter8, starting on page278. Starships arehandled differently from vehicles-seeChapter9 for moreon starships. Statistics for specificvehiclesaredetailedbelow. A vehiclestat block containsthe following entries. e NameandLevel:Theselist the vehicle'snameand item level. e Price: This entry lists the vehicle's price in credit s. The availability of somevehiclesmight be restricted,anda player must ask the GM what is availablefor purchase. e SizeandVehicleType:This entry lists the vehicle'ssizeand whether the vehicle is built for land, water, atmospheric flight, or a combination thereof,followedby its dimensions. e Speed:The speedentry first lists the vehicle'sdrive speed, followed by its full speed,and concludeswith its speedin miles per hour for overlandmovementover the terrain type for which the vehiclewasdesigned . If the speedentry doesn't list a movementtype, the vehicle can move only on the ground. If the speedentry lists only swim, the vehiclemust move underwater, and if the speedentry lists only fly, the vehiclemustfly (thoughmostflying vehiclescanalsomoveon the ground). Somevehicleshavehoverspeeds,which means they canmoveoverlandandover water but not underwater. e EACandKAC:Theseentries indicatethe EnergyArmor Class and KineticArmorClassfor the vehicle. e Cover:This entry indicates the type of cover the vehicle gives its pilot and passengers.This might vary based on circumstances-apassenge r hanging out of a windowto fire a weapondoesn't get the full benefitof the vehicle'scover. e HP: This entry lists the vehicle's Hit Points. If the vehicle is reducedto or belowthe numberof HP listed in parentheses, it's broken.While broken,the vehicle takes a -2 penaltyto its ACand collision DC, its Piloting modifier decreasesby 2, and its full speedandmph speedare halved.If a vehicleis reduced to O HP,it's wrecked.A wreckedvehicle can't be piloted,and it might be difficult or impossibleto repair. If the vehicle is in water when it is wrecked,it sinks; if it is flying, it falls. e Hardness :Asanobject, a vehiclehashardness(seepage409}. Any damagea vehicletakesis reducedby its hardness. e Attack:This entry indicates an att ack the vehicle has, the damageit deals, andthe DCto avoid it (if any).Most vehicles haveonly collision attacks,which deal bludgeoningdamage. (SeeVehicleCollision Damageon page229 and the ram and the run overactionon page279 for moreon collisions.) e Modifiers : The vehicleimposesthesemodifiers on the attack rolls andlistedskill checksof its pilotandpassengers . The attack roll penalty worsensat full speed,as indicated in parentheses. e Systems : Thevehicle'sspecial systems, such as autocontrol (seepage280),autopilot (seepage280),or communits (see page218),are listed here,if it hasany. e Passengers : If thevehiclecancarryextra passengers, thisentry lists howmanythevehiclecanholdin addition to thepilot. e SpecialAbilities:Any abilit ies unique to the vehicle are describedin full at the endof the stat block.
V
Thesevehiclesarefound in the PactWorldsandnearby systems.
PRICE425 Medium landvehicle (5ft.wide,5 ft. long.2 ft.high) Speed15ft..full250ft..28mph EAC10;KAC11;Covernone HP6 (5):Hardness 5 Attack(Collision) 2d4(OC 9) Modifiers-1Piloting,-2attack(-3atfull speed) Systems unstable engine
SPECIAL ABILITIES UnstableEngine(Ex)Once thejunkcyclebecomes broken , itsengine explodesin1d4rounds (eve n if it'sbeenwrecked), dealing3d6fire damage to anyone ridingthevehicleand 1d6firedamage toanyone OC8 half). within10 feet(Reflex
PRICE700 Large landvehicle (5ft.wide,10ft. long,3 ft. high) Speed20ft.,full200ft.,22mph EAC10:KAC12;Covernone HP7(3):Hardness 5 Attack(Collision) 2d4(OC 8) Modifiers+2Piloting,-1attack(-3atfullspeed) Passengers 1
Largelandvehic le(5ft.wide,10ft. long,4 ft. high) Speed15ft., full350ft.,40mph EAC12;KAC14;Coverpartialcover HP14(7);Hardness 5 Attack(Collision) 4d4(OC10) Modifiers+OPiloting,-2attack(-4atfull speed) Passengers 3
PRICE1,500 Largewatervehicle(5ft. wide,10ft. long,3ft. high) Speed20ft., full 200ft.,22mph(swim) EAC12;KAC14;Covertotalcover HP10(5);Hardness 5 Attack(Collision) 4d4(OC10) Modifiers+2Piloting , -1attack(-3atfullspeed) Passengers 1
PRICE2,210 Largelandvehic le(10ft.wide, 10ft. long,4 ft.high) Speed20ft., full 500ft.,55mph EAC14;KAC15;Coverimproved cover HP24(12):Hardness 5 Attack(Collision) 5d4(OC11) Modifiers+OPiloting,-2attack(-4atfull speed) Systems autocontrol,planetary comm unit;Passengers 3
TABLE 7-32:VEHICLE DAMAGE AND SIZE PRICE6,195 Largelandandairvehicle (10ft. wide,10ft. long,5ft. high) Speed25ft., full650ft., 75mph(groundandfly) EAC17;KAC19;Coverimprove dcover HP 50 (25);Hardness 7 Attack(Collision) 5d6(DC13) Attack(Front) auto disabler(3d8electricity, ammo 2) Modifiers+2Piloti ng,-2attack(-4atfullspeed) Systems autopi lot(Pilot ing+13),planetarycom munit;Passengers 1plus 2prisoners SPECIALABILITIES Autodisabler (Ex)Thepolicecruise r'sautodisab lerisprogrammed to damage onlyvehicles . Onacriticalhit with theautod isabler , thetarget vehicle malfunctions for1d4rounds . During thistime,theaffected vehicle's pilotcan'tspend morethanonemove actionper roundon controllingthevehicle.
ITEM LEVEL 1/4 1/3 1/2 1 2 3 4
5 6 7 8 9 10 11 12
13
Huge landvehicle (10ft.wide,20 ft. long,7ft. high) Speed10ft.,full450ft., 50 mph EAC13;KAC16;Covertotalcover HP90(45);Hardness 8 Attack(Collision) 7d8(DC12) Modifiers-4 Piloting, -3attack(-6atfullspeed) Systems autopi lot (Piloting+13), planetary comm unit; Passengers 7
PRICE13,150 Huge water vehicle (10ft.wide,20ft. long,7ft. high) Speed10ft.,full450 ft., 50mph(swim) EAC13;KAC16;Covertotalcover HP90(45);Hardness 10 Attack(Collision) 7d8(DC12) Modifiers-4Piloting, -3attack(-6atfullspeed) System sautopilot(Piloting+ 13),planetary comm unit;Passengers 7
PRICE14,850 Largelandandwatervehicle(10ft.wide,10ft. long,4 ft. high) Speed30ft.,full 550ft.,65mph(hover ) EAC17;KAC20;Covercover HP80 (40);Hardnes s4 Attack(Collision) SdlO (DC17) Modifier s +3Piloting,-2attack (-4at full speed) Systemsautocontrol, planetary comm unit;Passengers 3
VEHICLE COLLISION DAMAGE A vehicle'scollision damageand the DCto avoid it are based on its item level and modified by its size(if other than Large), as shownin Table 7-32 below. Some systemscan increase this damage.If the vehicle'ssizereducesits collision damage to Odice,it dealsOdamageon a collision.
14 15 16 17 18 19 20
VEHICLE SIZE Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
DAMAGE
DC
2d4B 2d4B 3d4B 4d4B Sd4B Sd4B Sd6B SdBB 6d8B 6d10B 7d10B BdlOB 9d10B 10d1 0B 11d10 B 12d10B 14d10 B 15d10 B 17d10B 18d1 0B 20d10B 23d10 B 25d10 B
7 8 9 10 11 12
DAMAGE
13 13 14 15 16 16 17 18 19 19 20 21 22 22 23 24 25
DCMODIFIER
-4dice -3dice -2 dice -1die
+8 +6 +4 +2
+1die +2dice +3dice
-2
-4 -6
OTHER
PURCHASES
~---==============
eyond weapons, armor, and crucial technological, magical, and hybrid equipment, explorers and adventurers need food, clothing, survival supplies, and other basicgear. Characterscanalso spendtheir hard-earnedcredits on lodging, services, and transportation. The equipment and services in this section are not consideredtechnological or magicalunlessthey specify otherwise.
8
==--
Clothi ng (Env ironme ntal,Everyday, Formal, Profess ional, Travel) Clothingis massproducedthroughoutthe PactWorlds,and the residentsof the systemare neverwanting for clothes.Clothing is often worn both under and over armor,and its benefitsapply in nearly all situations. Clothing comes in several varieties basedupon its intendedpurpose.as describedbelow.
PERSONAL ITEMS
Environmental
Thefollowing personalitemsare readily available in mostplaces that sell gear. Prices for each item listed below are found in Table7-33: PersonalItems.
Eachenvironmentaloutfit is designedwith a specificclimatein mind, and wearing such an outfit in an extremeenvironmental condition it is tailored for grants a benefit as follows: cold climates (+2 circumstancebonus to Fortitude saves against environmental cold dangers).dust storms(reducedamagefrom dust storms with windstorm-magn itude winds by 1), extreme gravity (reduce damagefrom extreme gravity environments by 1). heat climates(+2 circumstancebonusto Fortitude saves againstenvironmentalheatdangers).radiation (+1circumstance bonus to saving throws against radiation effects), and zero gravity (+2 circumstance bonus to Acrobatics or Athletics checksto stop movementor climb along handholds in zero-g). SeeChapter11for moreinformationon environmental dangers. Thebenefitof an environmentaloutfit canbeaddedto another type of clothing (includinga different environmentaloutfit) by doublingandaddingtogetherthe priceof both typesof clothing.
Backpack (Consumer, Industrial) Backpackshave numerouspocketsfor storing items that you might need while adventuring and include industrial-strength straps for attaching additional items for easy access. Padded bands strap across the wearer's chest and waist to evenly distribute the backpack'sweight, and it can carry roughly 2 bulk of items. When fitted properly and worn, the bulk of the backpackitself does not count against your bulk carried (thoughit doesif you carry it in your hands).but the bulk of any itemswith in it does.
Consumer When wearing a properly fitted consumerbackpack,you treat your Strengthscoreas 1 higher for the purposeof determining your carrying capacity.
Industrial When wearing a properly fitted industrial backpack,you treat your St rengthscoreas 2 higher for the purposeof determining your carrying capacity. This doesnot stack with the effect of a consumer backpack.
Bond ingEpoxy Bonding epoxyis a two-part adhesive plastic kept in a handheld dispenserthat automatically mixes the componentsas they are dispensed . A single dispensercan be used five times. The dispenserscannot be reloaded,and a new dispensermust be purchasedif additionalepoxyis desired. As a full action you can coat up to a 1-square-footareawith the epoxy.Anything held against the area bonds to it over 1d4 roundsas the epoxy dries. This requiresa full action each round to maintain contact betweenthe objects,and anything resisting (suchas a creature)must be pinnedor helpless to be held in placeduring this drying period.Dispensedepoxythat is not usedwithin 1 minute hardensand losesits ability to bond objects together. Pulling apart objects bonded together wit h this epoxy requires a successfulDC 20 Strengthcheck. If the objects are carefully fitted together (requiring 1 minute and a successful DC 20 Engineering check),the Strength DC to separatethem increasesto 25.
Everyday Clothesdesignedfor everyday wear comein a dazzling array of colors and styles,manyof which are tailoredto specificcultures or planets.Most characters choosetheir everydaywear based on their personalpreferences.
Formal Formal wear is designedfor a specific socialfunction, suchas a weddingor funeral,and commonly differs from planet to planet and even from culture to culture. Lacking the proper formal wear at a social event can causeyou to take a penalty of up to -4 to Bluff, Diplomacy,and Disguisechecksat the function, as determined by the GM.
Professional Eachset of professionalwearis tailoredto the tasksof a specific Professionskill and accommodatesthe needs of its wearer while also conveyingan air of expertiseand professionalism. Yougain a+ 1 circumstancebonusto Profession checksto earn a living while wearing an appropriateprofessional outfit.
Travel A travel outfit offers additional comfort and support during overland travel. You add 2 miles per 8-hour day of overland movement while wearing a traveling outfit. You also gain a +1 circumstancebonus to Constitution checksto avoid taking nonlethal damageresulting from a forced march.SeeOverland Movementon page258 for moredetails.
GearClamp
Mob ileHote lier
A gear clamp is designed to place a piece of equipmentinto an easily accessibleposition. This is often on a belt or the exterior of a suit of armor, but it can also place equipmentin convenient locationswhen you are lurking in a tree or working in a zero-g environment. Affixing a gear clamp in place is a full action, but any object easily and conveniently held in one hand can be addedto or removedfrom a gear clamp as easily as drawing or sheathinga weapon. Gearclampsare designed to havea trick release,with thousandsof modelseachusing a uniquecombinationof clicks, spins, tugs, and twists to release attachedgear. If you are not familiar with a specificclampstrick (by readingthe instructions when you buy the clamp,havingit demonstrated,or owningit and periodicallytesting its function), addingor removing equipmenttakes a full action.A successful DC25 Strengthcheckis requiredto separatematerial attached by a clamp.
Tents known as mobile hoteliers are advancedand include systemsthat provide their occupantsthe sameenvironmental protections as armor (see page 196) while active. A mobile hotelier requiresa 20-chargebattery to providethis protection, uses1charge every 8 hours,and is considered a technological item for effects and abilities that target or disabletechnology. Evenif this protection is removed,the tent can still be usedas a mass-producedtent.
HygieneKit This kit contains all of the tools and products needed to practicegoodgroomingand hygiene.Kits designedfor specific racesincludesupplies (suchas scale-careproducts for vesk or antennaegrooming for lashuntasor shirrens)that are of less use to other creatures.
TABLE 7-33:PERSONAL ITEMS ITEM BACKPACK Consu mer Industrial
_J_
CLOTHING Environmenta l Everyday Formal Profess ional Travel
LEVEL
J
PRICE 3 25 10 1 5 5 10
TENT Mass produced Mobilehotelier
2 50
OTHER
Space Suit Although this high-tech suit offers litt le protection against attack. it doesprovide all the sameenvironmentalprotections as a suit of armor (see page 196). Unlike armor, a spacesuit is not designedfor the rigors of combat. Wheneveryou take damage while wearing a space suit. you must succeed at a Reflexsaving throw (DC equal to the damagedealt) or t he spacesuit's life systems suffer catastrophicfailure, gainingthe broken condition and losing all environmentalprotections in 1d6 hours unless the suit is repaired. If you fail such a saving throw while the suit already has the brokencondit ion, you lose all environmental protect ions in 1d6 minutes unlessthe suit is repaired.You can't wear a spacesuit while also wearing any type of armor,evenif t hat armor is broken.
Tent(MassProduced, Mobile Hotelier) Tents are designed t o protect their occupants from the ravages of the elements. A standard tent has an occupancy of two people. You can double t he occupancy of a tent by doubling its price,triple it by tripling its price,andso on.
MassProduced A mass-producedtent is insulated, sturdy, and capable of ventilating to prevent overheating or stuffiness without sacrificing protection. It allows characters within to treat extreme cold weather as severe cold weather, treat severe cold weather as typical cold weather, and ignorethe effects of typical cold weather. It adjusts the severity of hot weat her in a similar fashion.See page400 for more information on cold dangers and page402 for more informat ion on heat dangers. A mass-producedtent does not protect against smoke,catching on fire, lava,radiation, or other environmental hazards.
BULK
Bonding epoxy Gea r clamp Hygiene kit Space suit
400 100
3
J L L 1
25
DRUGS, MEDICINALS, ANDPOISONS The drugs, medicinals,and poisons appear by category on Table 7-34: Drugs, Medicinals, and Poisons and are detailed below.The table includespricing for individual types of these items, and they all have negligible bulk. The rules for how drugs and poisons can aff ect a character can be found in Afflictions (seepage414).
Drugs Though numerous pharmaceuticals and similar substances can be referred to as drugs, this entry refers specifically to narcotics that are not typically used for medicinal purposes. Drugsare normally weaponized by loading a single dose into a weapon with the injection weapon property, such as an inj ection glove or needler pistol. Drugscan also be slipped into the food or drink of a target, normally requiring both that a character succeedat a DC 20 Sleight of Hand check and that the imbiber fail a separateDC 20 Perception check to notice the changein the druggedfood or drink. For more information about drugs, including stat blocks for specific drugs and details about addict ion and their ot her eff ects, see Afflictions on page414.
Medic inals Though numerous pharmaceu t icals and similar substances can be referred to as medicinals, this ent ry refers specifically to substancesprimarily used to treat ailments and which lack
addictiveproperties.However, manymedicinalscanalsobe used to help incapacitate a target or capture one largely unharmed. Medicinals can be deliveredin the sameway as drugs,including via a successfu l attack with a weaponwith the injectionweapon special property. The three most common categories of medicinals are describedbelow. Regardlessof a medicinal's effects, its price is tied to its tier, as shown on Table7-34: Drugs, Medicinals, and Poisons.
Analgesic An analgesic deadenssensory input and is used by medical professiona ls to reducesensations of pain. If you take or are injectedwith an analgesic,you areflat-footedfor 1 roundper tier of the medicinal.Youalso gain a bonus(equal to the analgesic's tier) to saving throwsagainstpain effectsfor 10 minutesper tier of the medicinal.
Antitoxin An antitoxin is a broad-spectrummedicinal designedto weaken all poisonsin your system. When you take or are injectedwith an antitoxin, you gain a bonus(equalto 3 + the medicinal's tier) to saving throws against poisonfor a number of hours equal to its tier.
Sedative Numerous mild sedatives commonly available for purchase have legitimate medical uses,but they are also popular among some bounty hunters to help capture their quarries alive. If you take or are injected with a sedative,you take nonlethal damage.A tier 1 sedat ive deals 1d4 nonlethal damage,a t ier 2 sedative deals 2d4 nonlethal damage, a t ier 3 sedative deals 4d4 nonlethal damage,and a tier 4 sedativedeals 8d4 nonlethal damage. When suffering from an emotion or fear effect that allows a savingthrow to negateit, you can take or be injected with a sedative t hat permit s you to immediately attempt a new saving throw with a bonus equal to the sedative'st ier to end t he effect, as long as it's not a permanent or instantaneouseffect.
Poisons Poisons are normally weaponized by loading a single dose into a weaponwith t he injection special property, such as an inj ecti on gloveor needler pistol. It's also possible to add a dose of poison to a melee weapon that deals piercing or slashing damage,t hough this takes a standard act ion and requires the poison to be in a vial that's already in hand. For more information on poisons,including t heir effects and how they work, seeAfflictions on page414.
SUBSTANCE MEDICINALS Tierl Tier2 Tier3 Tier4 POISONS Id moss Insan ity mist Bluewhinnis Greenlotusextract Ungoldust Blacklotusextract 0eathblade
LEVEL
PRICE
1 5 10 15
150 3,000 15,000 23,500
2 4 8 8 9 20 20
175 4,000 1,400 1,500 12,500 140,000 132,500
DOSE
TRADE GOODS Thetrade goodsfound on Table7-35: TradeGoodsare described below.Tradegoodscannormally besold for theirfull value.subject to the GM'sdiscretion.Theseare givenonly ascommonbaselines, most applicableto the Pact Worlds,as regionalvariancescan havea significantimpacton the valueof tradegoods.
FineArt Fine art can be nearly anything, though as trade goodsthose items with a set, singular, physical existence (paintings, sculpture, and so on) are more easily bought and sold than performanceart (though,for example.the solecopyof a famous veskplay couldbe valuableuntil broadlydisseminated).Fine art can be of nearly any price or bulk, as determinedby the GM.
Gems Gems are valued for their scarcity, their beauty, and, in some cases,t heir ut ility for some forms of magic rituals and technology. The value of a gemstoneis determined by many factors, including size, rarity, clarity, cut, polish, and potential cultural influences. Gems considered of low quality are usually priced at 5-45 credits. Gemsrated as semipreciousare generally priced at 50-95 credits. Gemsrated as preciousare generallypriced at 150-450 credit s, and those rated as jewels are generally priced at 1,000-4,500 credit s. Gems rated as grand jewels are priced no lower than 5,000 credit s, and the rarest and most valued can be worth hundredsof thousands or even millions of credits.
Grain Grainis a common stapleand can be consideredrepresenta t ive of a wide rangeof basicfoods. Of course,grain pricesvary wildly, but the price givenhere is a baseline for a typical grain, packaged andshippedin bulk amounts.
TABLE 7-34: DRUGS, MEDICINALS ,AND POISONSTexti les SUBSTANCE
LEVEL
PRICE
DRUGS Hyper leaf 0reamshiver Transdi mensionalpesh Megaop iate
1 5 10 12
95 2,500 14,000 22,000
DOSE
Commontextiles includegoodlinen and most synthetic fabrics. Finetextiles areof higherquality,with morevisualappeal,higher durability,or both. Varioussilks, satins,and similar cloths are typical fine textiles, though more exotic materialsexist in this category.Truly luxuriousfabrics,includingmarramasand samite, caneasilycost muchmorethan eventhe bestfine fabrics.
UPB A universal polymer base, or UPB, is the basis for most technologyin the PactWorlds, the Veskarium,and many other systems. Each UPB is a tiny multifunction component,not much larger than a grain of rice, capableof being configured to act as a brace,capacitor,circuit, diode, fastener, insulator, lens, modulator, pipe, resistor, and dozensof other constituent parts. UPBscanevenbe spunout into fabric, broken down into componentchemicals, reconstituted into new chemicals, or supplementedwith basematerials (suchasdirt or sand)to form massivebracesor walls. Theright combinationof hundredsor even thousandsof UPBscan create everything from a comm unit to a laser weaponto poweredarmor. In their raw form, UPBshave a bulk of 1 per 1,000 UPBs,though when aligned and configured they can easily take up less bulk, and when configuredfor a specific purposethat calls for a minimumsize and bracing (possibly combining them with inert materials), they canhavea higher bulk. UPBs are so ubiquitous that they are usable as currency in many major settlements and trade hubs. While credsticks are a more convenient and secureway to carry value, UPBs have the advantageof direct utility and untraceability. They are a popular way to pay smugglersand criminals, but they are also useful for trade missions to systems with UPB technology that don't use credits as currency. The value of the Pact Worlds' credit is based on the economicutility of a single UPB.
TABLE 7-35:TRADE GOODS ITEM
PRICE
BULK
Fineart Gem Grain Text iles. common Textiles, fine UPB(lO00 )
Varies Varies 1 1
Varies
100 1000
An intoxicant's potency can be minor or superior. A minor intoxicant might be beer or wine, which takes a few servingsto causeany physiological effects.A superior intoxicantis usually a strongspirit, suchaswhiskey,that canstart producingeffects after a single serving.Unlike drugs,intoxicantsare usually not addictive,although a GM might rule that a PC who partakes of too much of an intoxicant on a regular basis might begin to suffer the effects of an addictive drug (as describedin Afflictionson page417).
Meal(Poor , Common, Good) A meal is usually purchasedclose to the time it is consumed, often at a restaurantor from a street vendor. Most such meals are mass produced in the Pact Worlds, and it is relatively cheapand easyto get food in just about any remotely civilized area. Poor-quality meals are either nutritious but bland, or tasty but unhealthy. Common-quality mealsare both tasty and nourishing.Goodmealsare gourmet in taste and offer higherquality nutrition.
R2E These self-contained"Ready-toEat" pouchescontain a day's worth of nourishing entreesand side dishes, plus a portable snack or dessert.EachR2E also includesdisposableutensils, a single-use flameless ration heater, and an accessorypack containing breath freshener, a disposable cup, a napkin, seasonings,and drink powder.Each R2E hasa shelf life of one century,andthe pouchis madeof a durable, easy-sea l material.
TABLE 7-36:FOOD ANDDRINKS ITEM
PRICE
BULK
INTOXICANT L L
FOOD ANDDRINK The food and drinks found on Table 7-36: Food and Drinks are describedbelow. A surprisingly wide range of creatures, including all the Starfinder core races,cansurviveon the same basic nutritional ingredients . In the Pact Worlds,most food is massproduced;even most restaurantmeals are preparedfrom precutandpremeasuredingredients.
FieldRations A field ration is prepackagedfoodthat caneasilysustain you but lacksflavor and visual appeal.Fieldrationsgenerally consist of chewy,brownish blocksof processednutrients,which contain enoughmoisture to providea day's wort h of water intake.While it is possible to survive for weeks on nothing but field rations,it's not a pleasan t experience.
Intoxicant (Minor , Superior) Table 7-36: Food and Drinks shows the price and bulk of a singleserving of an intoxicating beverageor inhaledsubstance, which in the Pact Worlds is most often alcohol or tobacco.
Minor Super ior
10+
L L
MEAL Poor Common Good
1 3 5
L
1/wee k
1/week L
L L
OTHER Fieldration
R2E
1
SERVICES The following services are typical for a variety of worlds, especiallynearpointsof interestand notabletradesettlements.
Lodgings Lodging prices are given per night, but paying for longer periods in advancecan reducethis price. In general.you can find accommodat ions at half to one-quarter the listed price if you book in advanceand pay for t hem in 3O-dayblocks. Most lodgings are designedfor Medium or Small creatures able to survive in t he local environment; prices for unusually large tenantsor those in needof specialatmosphereor gravit y conditions run up to 10 t imes as much. Most lodgings have free accessto unsecuredsect ions of the local infosphereand basicentertainment options.
Efficiency An efficiency is a small living quarters designedfor one or two people, normally no bigger than 250-300 square feet. Beds fold down from the walls and may servedoubleduty as sofas. A restroomand showerare common,as is a minimal kitchen.
If a spell requiresan expenditureof credits,addthat priceto the priceof having a professionalspellcastercastit. If a spellrequires an expenditure of ResolvePointsto be cast.increasethe priceof having it performedby a professional spellcasterby 50%;most professional spellcasterswiII only castonesuchspelleachday.
Sleep Pod
Recharging Stations
A sleep pod has an area not much bigger than that of a bed, and is available as a stand-alone pod in a public area or as the smallest room or apartment available in a hotel or living complex. Frequently, 3-5 sleep pods are stacked atop each other in each section, and a hallway may have hundreds of such units. Showers and restroom facilities are often communal,and no allowanceis madefor cooking or cleaning.
Most settlementsof any significantsize havepublic recharging stations for batteries and power cells. To recharge the full capacity of a spentbatteryor powercell takes1roundper charge and costs half the price of the battery or cell. Youcan recharge a partially depletedbattery or cell, but the price for doing so is the sameas if it were fully spent.At the GM'sdiscretion, some larger starshipsmight haveonboardrechargingstations.These might offer rechargingat low or no cost,but they typically take 1 minute per chargeto rechargea battery or powercell.
Suite A suite forms a complete set of living quarters with multiple rooms, including a kitchen and full bathroom, plus laundry facilities either within the suite or availablenearby.
Professional Services Theseservicesassumean individual or smallgroupis hired legally in free-marketconditions. Efforts to hire criminals,mercenaries, or businesses fall underthe purview of the GM,thoughunskilled laborerscanbe hired relatively cheaply(seeTable7-38).
Communications Thosewithout accessto a starship'scommssystem can send and receive messagesat system-wide or unlimited range (see page 272) by paying an individual or business.System-wide communicationscost 5 creditsper minute,and unlimited-range communicationscost 10credits per minute.
Professional Freelancer Entertainers,experts,porters,and t radesfolkoften lack time or interest in taking jobs outside of their normal work. Thosewho do are freelancers,who build a circle of regular clients and get paid directly by those to whom they provide services. The price of hiring a freelanceris basedon the typical total bonus she has in a specific relevant skill (often Profession), representingher skill level. However,the GM can determinea specific freelanceractually has a bonus much higher or lower than the normfor someoneat her pay rate. Evenprofessional freelancerswon't generally take work that placesthem in serious danger,and those few who do are likely to insist on pay rates two to 10 times higher than those listed.
Transportation Travelpricesassumetransport at a typical, second-class, basic level of accommodationand assistance - for example, being assignedto common guest quarters on a starship (with six passengersper room),havingan assignedseat on a grav-train, waiting a few minutesfor a nearbyrobo-taxito pick you up, and so on. More private and luxurioustravel optionsnormallyexist, costing anywherefrom two to 10 times as much.Starshipsin particularoften havegoodand luxuriousquartersthat offer better accommodations (seethe guestquartersexpansion bay optionon page299 for moredetails on the amenitiesof eachtypical level of starship accommodations). Truly exceptionaloptionsexist for the ultrarich,whichcancost1,000timesasmuchascommontravel. Cheaperoptions are often also available,such as steerage transportation in a convertedcargohold, or standing-room-on ly carsfor grav-train rides.Thesenormally cost half to one-quarter the listedprice,thoughat the GM'sdiscretionevencheaperoptions (possibly thoseillegally ignoringvarioussafetylaws)could exist. It is sometimespossible to procurelong-distancepassageat reducedpricesor evenfor free by providing a desired servicefor the transportprovider. Taking on commonjobs suchas a guard, gunner, cook, entertainer, or porter can sometimesfacilitate travel on a tight budget.The pricesgiven alsoassumea Medium or Smallcreaturewith no needfor specialaccommoda tions or environmental conditions different from those of the vessel used.Unusually large creatures or those that require different atmospheres,gravity levels, or light levels than the vessel transportingthem caneasily seethe pricedouble,triple,or more depending on the inconvenience and risks involved.
Spellcasting
Grav-Train
Professional spellcastersare commononly in major settlements and often requireadvanceappointmentsand insist on security measureswhen dealingwith new clients.Many are associated with a church,guild,or major corporation,andthey mayonly work for groupsand individualsassociatedwith suchorganizations. It's generallynot possible to convince a professionalspellcasterto travel to an unsecuredlocationto cast spells,and any who do agreeto it will insist on much higherpaymentrates (anywhere from 10 to 100 timesthe normalprice).
A grav-train is a hovering, multisection mass transport that runs a specific ground route, generally over a metalor ceramic rail. It is the cheapestway to move overland, but it requires significant infrastructure to operate and only runs to set locationson a (sometimesunreliable) schedule.
Robo-Taxi This simple form of urban transport is generallysimilar to an urbancruiser but is assumednot to havethe expenseof a driver.
In mostmajor cities,dispatchcan senda robo-taxiwithin a few minutesof a requestto the companyby infosphereor communit.
SeaVessel Planets with large bodies of water often developextensive commerceand transit networks by ship, hovership, and even submarine.This transport is slower than travel by plane, but cheaperper mile (and considered more relaxing by many travelers). Someplanets have rigid lighter-than-air vesselsas well, such as dirigibles,which tend to havesimilar accommodations, pricing,and speeds.
Starship Travelersbetween planets almost exclusivelyuse starships, mostoften thosewith Drift drives(thoughorbital shuttlesand short-rangetransportstraveling betweenmoonsor asteroids closeto oneanothertypically do not use Drift engines).
Suborbital Flight For quick trips from point to point on a planet, the fastest option is generally a suborbital flight. The price assumesa single seat and a smallcommonareafor storage:larger seats or evensmall cabinscost five to 10 timesas much.
TABLE 7-37:LODGINGS LODGING
PRICE
Efficiency Sleep pod Suite,1-2 beds Suite,3-4 beds
3 pernight 1pernight 5 pernightperbed 10 pernightperbed
TABLE 7-38:PROFESSIONAL SERVICES SERVICE
PRICE
Communicat ions Professiona l freelancer Spellcasting, 0-level spell Spellcast ing,1st-levelspell Spellcasting, 2nd-levelspell Spellcasting, 3rd-levelspell Spellcasting, 4th-levelspell Spellcast ing,5th-levelspell Spellcasting, 6th-level spell Unsk illed labor
5 or10perminute Skillbonus • 2 perday 20 100 350 1,000 3,000 9,000 30,000 4 perdayor1perhour
TABLE 7-39:RECHARGING STATIONS
TABLE 7-40:TRANSPORTATION METHOD
PRICE
Grav-train passage Robo-taxi passage Seavessel passage Starsh ip passage, common Starship passage , good Starsh ip passage , luxurious Suborbital flight
1per100miles 1per10miles 1per50miles 50perdayof travel 300 per dayof travel 1,000perdayof travel 1per25miles
CRAFTING EQUIPMENT ANDMAGIC ITEMS Ratherthan buying mass-produced, mass-marketedequipment. characters with the right skillscanconstructtheirownequipment. This takestime, and due to the economiesof scaleenjoyedby multisystemcorporationsandshopswith dedicatedconstruction machinesanddrones,it doesnot saveyou any money.However, it allowsyouto acquireexactly what youneed,aslongasyoucan meetthe constructionrequirements. A player character can create all the items presentedin this chapteras long as he hasthe skills, materials. tools. and time neededto construct it. He must havea numberof ranks in the appropriate skill equal to the item level of the item to be created. For weapons,armor, vehicles. and technological equipment. the appropriate skill is Engineering.For magic fusions and magic items. the appropriateskill is Mysticism. For hybrid items. you must have the required ranks in both Engineering and Mysticism. For drugs, medicinals, and poisons. the skill can be either Life Science or Physical Science.For any food or drink. the appropriate skill is Life Science. For computers. you can use either Computersor Engineering, and you can construct a computer with a tier equal to half your ranks in the skill. For items that are not considered any of these categories (such as most clothes, tents, and so on) either Engineeringor Mysticism can be used. At a GM's discretion, an appropriate Profession skill can be used for a narrower range of items. For example,a character with Profession (weaponsmith)might be able to maketechnological, hybrid, and magicweaponsand weapon fusions, but no other items. Crafting items requiresyou to have accessto tools and a workshopor similar space.Most starships havean appropriate areaset aside,and suchspacecan be rentedat the sameprice as lodgings in major cities (with the size of the lodgingbeing equivalent to the sizeof the workshop,which limits the sizeof items t hat can be constructedand how manypeople can work on a single item at one time). Creatingan item normally has a basetimeof 4 hours.If your number of ranksin the appropriate skill to craft an item exceedsthat item'slevel by 5 or more,you can craft that item in half the baset ime. If your ranksexceed the item level by 10 or more,you can createthe item in onequarter the basetime. Objectslarger than a Mediumcreature take twice as longto craft for eachsizecategorylarger. To createan item, you must have UPBswith a total value equal to the price of the item to be created.At the GM's discretion, you can scavengesimilar items for parts, allowing 10%of the scavengeditem's value to count toward the UPBs needed.Evenmagicand hybrid items are created using UPBs, as the Mysticismskill is usedto form the materials into runes and specific implemen t s for rituals utilized in the creationof magicdevices. Custom-builtequipmenthas a few advantagesover massproduceditems.If you havea skill t hat allows you to repairan item you crafted, you can do so in half the normaltime. When determiningthe hardness.Hit Points,and savingthrows of an item you havecrafted,treat its item levelas if it were 2 higher. (Formoreaboutcalculatingthesevalues,seeBreakingObjects on page409.)
rom high-leveldescriptionsof how tactical combatworks in Starfinderand robust breakdownsof tactical actions to in-depth explanationsof key tactical conceptsand special abilities, this chapter contains everything you need to know about tactical play in Starfinder.
F
HOW COMBAT WORKS Combatin Starfinderis cyclical. After initial steps that begina battle, every characteracts in turn through a regular cycle of roundsuntil the combat ends. Regardlessof how it plays out, combatfollows this sequence. 1. DeterminingAwareness : The GM establishes whether any combatantis surprised when combat breaksout. PCs and NPCsusually attempt Perceptionchecks to determine whether they are awarethat a fight hasstarted. 2. DeterminingInitiative Order: The GM and players roll initiative checksfor those characters able to act. In combat, characters will act in order of t heir initiative checkresultsalso knownas their initiative counts-from highestto lowest. This order is called the initiat ive order. 3. SurpriseRound: If some but not all of the characters are surprised, combat begins wit h a surprise round, during which only characters who aren't surprised can act and their choiceof actions is limited (seeSurprise below). After the surprise round, if any, the GM and players roll initiative checks for any charactersthat have not yet done so. The GM inserts these characters into the initiative order based on their initiative counts. 4. FirstNormalCombatRound:All charactersact accordingto initiative order.The full suite of options is available to the combatantswhen they act, includingmoving and attacking. 5. Continuing Combat : After all the charactershave had a turn, the next normal combat round begins and characters again act in t he initiative order determined for this combat.Step 5 then repeatsuntil the combat ends. If a new character enters combat,she rolls an initiative checkto determineher initiative count, and the GM inserts her into the established initiative order.
Beginning andEnding Combat The GM determines when combat begins, often by telling playersto roll initiative checks. As long as there are enemies to fight or threats for which it is important to determinewho acts
in what order, the charactersare consideredto be in combat. When the GM has decided there are no imminent, known threats left. the combat ends and initiative no longer dictates when characters can act. When the only creaturesremaining on one side are so insignificant that they pose no real threat to charactersfrom the opposingside,such as foes with a CR4 or more below the averagelevelof the PCs,the GM can decide whether the characters are still in combat. See Significant Enemieson page242 for moreon how to gaugethis.
Initiative When a combatantenters battle, she rolls an initiative check to determine when she'll act in each combat round relative to the other characters. An initiative check is a d20 roll to which a character adds her Dexterity modifier plus any other modifiers from feats, spells, and other effects. The result of a character's initiative check is referred to as her initiative count. The GM determines a combat's initiative order by organizing the characters' initiative counts in descending order. During combat, characters act in initiative order, from highest initiative count to lowest initiat ive count;their relat ive order typically remains the same throughout the combat. If two or more combatants have the same initiative count, the order in which they act is determined by their total initiative modifiers (the character with the highest modifier acts first). If t here is still a tie, the t ied charactersshould each roll a d20, and whoever rolls highest goes first. This final method of determining which character's initiative order is earlier is often referred to as "rolling off." However,if the GM allows it, characterswhose initiative results are a t ie might decideamongthemselveswhich characteracts first basedon strategiesor other tactical factors. A characterrolls to determine her initiat ive count only once in each combat. Even if a character can't take actions-for example, if she'sis under the effect of a hold person spell or is otherwiseparalyzed-the character retains her initiative count for the durat ion of the encounter.The except ion is when a character takes an action that results in her initiative changing (seethe Readyan Action and Delayon page249). Any characters who enter combat after it has already begunroll initiative checkswhen they first enter combat. The GM then inserts them into the init iative order basedon their initiative counts.
Combat Round Each combat round represents 6 seconds in the game wor ld, and th ere are 10 rounds in 1 minute of combat. A round normally allows each character involved in a combat situa ti on to act. Each t ime a character acts in a round's normal order, it's called her turn. Each combat round's activity begins wi th t he character wi th the highest initi ative count and then proceeds to the remaining characters in order of thei r init iative. When a character's turn comes up in the initiat ive order, that character performs his
WHO ISSURPRISED? Asurprise roundoccurs if some butnotallcharacters involved ina combatareunaware ofopponents abouttoattack . Sometimes allthe combatants ona sideareaware oftheiropponents, sometimes none are,andsometi mesonly a feware.Sometimes several comllatants oneachsideareaware whiletherestaresurpr ised.Whenyoucan sneak upandcatchyourenemies bysurprise, youenjoya powerful advantage. It'sonewaystea lthycharacters caneven theoddswhen facing foeswithsuperior combat allilities.
entir e round's worth of actions. For some exceptions, see Other Actions on page 249; for example, delaying can change the order in which you take your turn. Regardless, in a normal
relevant checks. Surprised combatants take penalties unti l t hey
combat round on her turn, a character can perform either a full
have acted in combat.
action or a handful of shorter act ions (see Actions in Combat
If some but not all of the combatants are aware of their
on page 244 fo r more detai ls about t he actions characters
opponents when combat breaks out, a surprise round takes
can take).
place before normal combat rounds begin. In order of the
When the rules refer to a "full round," they usually mean a
characters' initiat ive results (highest to lowest; see Initiative
span of t ime fr om a particu lar initiat ive count in one round to
below), combatants who started the battle aware of their
the same init iative count in the next round. Effects that last a certa in number of rounds end just before the same initiative
opponents can each take either a standard or move action
count on which t hey began. Thus, if a spell wi th a durat ion of
actions during the surprise round.
1 round is cast on initiat ive count 14, it ends just before initiative
during the surprise round. Characters can also take swift If no characters or all characters are aware of t heir opponents,
count 14 on the following round.
no surprise round occurs, and combat proceeds as normal.
Surprise
surprised at the start of bat tle have t he flat-footed condit ion
SurprisedCombatants : During combat, combatants who are
276). As a result, they take a -2 penalty to th eir
When a combat starts, if a character is not aware of her
(see page
opponents, she is surprised. The GM determines whether each
Armor Class. Once a character has become aware and acted,
character is aware by calling for Perception checks or other
she is no longer flat -footed due to being surp rised.
COMBAT
~----------
BASICS
his sectionpresentsthe key terms andcalculationsneeded to adjudicatethe mostbasic elementsof combat:attacking anddefending.Fora full breakdownof all actionscharacterscan take in combat,seeActionsin Combaton page244.
T
WHO CAN I ATTACK? Combatnormallytakesplaceon a battlemapwith a grid of 1-inch squares,eachrepresent ing a 5-foot-by-5-footarea,with miniature figures represent ing characters and monsters. Most player charactersand many monstersoccupy a single 5-foot square, thoughsomebiggercreatures occupymultiple squares.Thespace a characteroccupiesis usually referred to as her square,though the terms"space·and "square· can be usedinterchangeably. See SizeandSpaceon page255 for moreinformation. In general,you canfire a rangedweaponat any enemyyou can see on the battle map,though this becomesharderthe farther awayan enemyis.Likewise,you canusea meleeweaponto attack an enemyin any squareyou threaten,which meansthe squares adjacentto your space,includingdiagonally, thoughyou may be ableto attackcreaturesfartherawayif you havereach.SeeReach andThreatenedSquareson page255 for more details.
ATTACK ROLL An attack roll representsyour attempt to hit your opponentin meleeor from rangeon your turn in a round. Whenyou make an attackroll, you roll a d20 and addyour attackbonus(seeRanged Attacksand MeleeAttacks below,as well asthe Basic Attackand DamageBonusessidebaron page241).Variousother bonusescan applyfrom classfeatures,feats,and so on. If your result equalsor exceedsthe target'sArmor Class,you hit and dealdamage.
Ranged Attacks Whenmaking a rangedattack, you usea rangedweaponto shoot at an opponentfrom a distance. If you'reattackingwith a thrown weapon, your ranged attack bonus equals your base attack bonus(determined by your classand level;seeChapter 4) + your Strength modifier. Otherwise,your attack bonus for a ranged attack equals your baseattack bonus+ your Dexteritymodifier. When you make a ranged attack, you might also take a penalty for shooting or throwing your weapon beyond the distance listed as its optimal range (see Rangeand Penalties on page245).
MeleeAttacks When making a melee attack, you usea meleeweaponto strike an opponentin hand-t o-hand combat. Your attack bonus for a meleeatt ack is equalto your baseatt ack bonus(determinedby your classand level;seeChapter4) + your Strengthmodifier.
Automatic Misses andHits A natural1(thed20 comesup 1)on anattack roll isalwaysa miss. A natural 20 (the d20 comesup 20) is alwaysa hit. A natural 20 is alsoa possible critical hit, which coulddeal more damage(see Critical Hits on page245).
~ ARMOR CLASS (AC) YourArmor Class(AC)representshow hard it is for opponentsto land a solid damagingblow on you. YourArmor Class(AC)is the minimumattack roll result that an opponentneedsto hit you and dealdamage.Armor Classis divided into two categories:Energy ArmorClass(EAC)andKineticArmorClass(KAC).Any referenceto ArmorClass,includingbonusesandpenalties,appliesto both EAC andKACunlessotherwisespecified. Your EACand KAC are primarily determined by your armor bonus (most often from a suit of armor you wear) plus your Dexterity modifier. Calculate your EAC and KAC using the following formula:10 + your armor'sEACor KACarmor bonus (whicheveris appropriate) + your Dexterity modifier. Most suits of armor provideseparate armor bonusesto EAC and KAC.However.somesuits of armor'sconditionspreventyou from usingyour full Dexterity bonus. Variousother bonusescan apply from classfeatures,feats, specialcircumstances,and so on. For moreinformationon bonuses,seepage266.
Energy ArmorClass (EAC) YourEnergyArmorClass(EAC)representsthe defensesyou have againstattacks that only deal damageas a result of somekind of energy(suchas acid,cold. electricity,fire, or sonic damage). When an opponent'sattack would deal only energydamage(if he is using,for example, a laser pistol), his attack roll result is comparedto your EACto determinewhether he hits you. Some weaponsandeffectsthat use magicalor exoticuntypedenergies might also target your EAC;the description of the weaponor effecttells you if this is the case.
Kinet ic ArmorClass (KAC) Your Kinetic Armor Class(KAC)represents the defensesyou have againstattacks that primarily deal damageas a result of a physical impact. This generally includes attacks that deal bludgeoning, piercing, or slashing damage (usuallydescribedas "kinetic attacks"),as well as impactsfrom falling and damage from crushing or constriction. When a foe'sattack would deal such damage(if he is using, for example,a starknife), even if it also dealsenergydamage,his attack roll result is compared to your KACto determine whether he hits.
DAMAGE If your attack hits, you deal damage. Damage first reducesa target'scurrent Stamina Points and then the target's Hit Points (seeInjuryand Deathon page250 for more information).In most cases,the typeof weaponuseddeterminesthe amountof damage you deal,thoughspecializa t ion in groupsof similarweapons(see the WeaponSpecializationfeat on page163) and other abilities can increasethat amount.Someweaponsand abilities may add further effectsin addition to dealingdamage.
Strength Modifier Whenyou hit with a meleeor thrown rangedweapon,add your St rength modifier to your damageroll's result. However,do not
addyour Strengthmodifierto t he damageof your grenadesand nonthrownrangedattacks.
Multiplying Damage Sometimesyou multiply your damageby some factor,such as on a critical hit (seepage245). In this case,you do not literally multiply your damageroll result by that factor. Instead,you roll the damage(adding all modifiers)the numberof times specified and total the results. If you multiply damagemore than once, each multiplier applies to the original, unmultiplied damage. Thus,doubling damagetwice is equivalent to rolling the damage (adding all modifiers)three times-once for the original damage and oncefor eachdoubling.
Minim umDamage If penaltiesreducea damageresult to lessthan1,a hit still deals 1 nonlethal damage(seeNonlethal Damageon page252).
BASIC ATTACK ANDDAMAGE BONUSES Foreaseof reference, the following are the basicformulas for calculating ranged attackbonuses, ranged damage , meleeattack bonuses, andmelee damage. Variousotherbonuses to attacks and damage canapplyfromclassfeatures, feats,special circumstances, andsoon. Formoreinformationonbonuses, seepage 266.
Ranged Attack Base attackbonus+ Dexterity modifier- anyrangepena lty (see page 245)
Ranged AttackwithaThrown Weapon Baseattackbonus+ Strength modif ier - anyrangepenalty (see page 245)
Ranged Damage Weapon damage
AbilityDamage Certaincreaturesand magicaleffects can causetemporaryor permanentability damage,which lowers a particular ability scoreand can reduceits modifier, therefore affecting a range of statistics and rolls. SeeAbility Damage,Ability Drain, and NegativeLevelson page252 for moreinformation.
Ranged Damage withaThrown Weapon Weapon damage+Strength modifier
Melee Attack Base attackbonus+ Strength modifier
STAM INAPOINTS ANDHITPOINTS
Melee Damage
Wheneveryou take damage,it first reducesyour StaminaPoints (SP).Any damageyou take beyondyour StaminaPointsreduces your Hit Points(HP). When your Hit Point total reaches0, you fall unconsciousandare dying,andyou lose1 ResolvePoint (RP) eachroundunlessyou are stabilized.Whenyour ResolvePoints reach0 but you would loseadditional Resolve Points from dying or for any other reason,you're dead.For example,if you have 6 StaminaPointsand take 9 damage , your StaminaPointsare reducedto 0, you lose 3 Hit Points, and all subsequen t damage reducesyour HP until you regainStamina Points. SeeInjury and Deathon page250 for more information.
Weapon damage +Strength modi fier
SAVING THROWS Whenyouare subject to an unusualeffect,suchasthoseimposed by some specialweaponsand magical attacks,in mostcasesyou canattempta savingthrow (oftensimply called a "save")to avoid or reducethe effect.Whenyou attempta saving throw,you roll a d20 and add your basesavingthrow bonus(determinedby your class and level; see Chapter4) and an associatedability score modifier (see below). You might also have other abilities, feats, or items that further modify your savingthrows. If your result equals or exceedsthe savingthrow Difficulty Class(seebelow), your savingthrow is successful.
Sav ingThrow Types Thet hree kinds of savingthrows are Fortitude, Reflex,and Will.
Reflex Reflex savingthrows test your ability to dodgeareaattacksand unexpectedsituations. Apply your Dexterity modifier to your Reflexsaving throws.
Will Will saving throws reflect your resistanceto mental influence aswell as manymagical effects. Apply your Wisdommodifier to your Will savingthrows.
Sav ingThrows inPlay This subsection explains how to determine the difficulty of a savingthrow, the result of a successfulsaving throw,and other key elements in play.
Difficulty Class(DC) A saving throw against an effect has a Difficulty Class (DC) determinedby the effect. For most class features,the DC of an effect you create equals10 + half your class level + your key ability scoremodifier. For spells,this is 10 + the levelof the spell + your key ability scoremodifier. Seepage181to find the DCfor weaponspecialproperties andcritical hit effects.Thedescription of an effect from an item normally lists a savingthrow DC.
Fortitude Fortitude saving throws measureyour ability to stand up to physical punishmentor attacks againstyour vitality and health. Apply your Constitution modifier to your Fortitudesavingthrows.
Automatic Failures andSuccesses A natural1 (the d20 comesup 1) on a saving throw is alwaysa failure. A natural20 (thed20 comesup 20) is alwaysa success.
Forgoing aSaving Throw
ABILITY CHECKS
You can voluntarily forgo a saving throw and willingly accept the result of an effect or spell. If you have special resistance to magic,you can suppressthat resistanceto acceptthe result (thoughdoing so takesa standardaction; seepage335).
Sometimesa situationwill call for you to attemptan ability check: a Strength check,a Dexterity check, a Constitutioncheck,an Intelligencecheck,a Wisdomcheck,or a Charismacheck. In this case, simply roll a d20 and add the modifier for that associated ability score. It's possible for an ability score modifier to be negative. In this case,subtractthat amountfrom your d20 roll.
Success If you succeedat a saving throw against an effect that has no obvious physical indications, you feel a hostile force or a warning tingle but cannot deduce the exact nature of the attack. Likewise.if a creature specificallytargeted by one of your effects succeedsat its saving throw, you can generally tell that the creature has succeeded . You do not sensewhen creaturessucceedat savesagainst effectsyou createthat don't target a single creature.
Sav ingThrow Term inology When a spell. an item. or another effect notes that it allows a saving throw, it typically includesthe following terminologyto describe the result of a successfu l saving throw. If it does not allow a savingthrow, this entry simplysays·none."
OTHER RULE TERMS In additionto the basiccombatmechanicsandstatistics detailed above,the following termsand rulesare alsofrequently usedin Starfinder,both in and out of combat.
AlliesandEnemies Sometimesan ability targets or requiresan enemyor an ally, suchas the envoy'swatch out improvisation.Youcount as your own ally unless an ability saysotherwise.The GM has the final say on whether someoneis an enemyor ally; you can't declare oneof your fellow party membersto be an enemyor an enemy to be an ally just to trigger a specialability.
Significant Enemies Negates Thismeansthat the effect has no impactif you succeedat your saving throw.
Partial This meansthat the effect hasa lessenedimpact if you succeed at your savingthrow.Somelessereffect occurs,asdefinedin the effect'sdescription.
HalforHalfDamage This meansthe effect dealshalf the normalamount of damage if you succeedat your savingthrow.
The GM can and should declarethat an ineffectual foe is not enoughof a threat to count as an enemyfor effectsthat grant you a benefit when you do somethingto an enemyor havean enemydo somethingto you. For example,an envoy'sinspiring boostlets her restoreStaminaPoints to a nearbyally in danger; if the last remaining foe is a malfunctioningrobot that can deal only 1 damageeachround,the GMshould declarethe robot isn't a significantenemy,sinceotherwisethe ally could regainall his Staminawithout needingto rest or spendResolve,eventhough he's in no real danger.In general, a creature with a CRlessthan or equalto your characterlevel- 4 is not a significantenemy.
ArmorProficiency Disbelieves A successfulsaving throw lets you ignorethe effect (this usually appliesonly to illusioneffects).
Mostclassesgrant proficiencywith light armor, and moremeleeorientedclasses,suchas soldiers,grant proficiencywith heavy armor.If you arewearingarmorwith whichyou arenot proficient, you takea -4 penalty to your Armor Class.
Object Effects that deal damagegenerally affect unattendedobjects normally but don't damageheld or attendedobjects unlessthe effect specifiesthat they do. Effects that do something other than deal damage affect objects only if their descriptions specifically say so (this is commononly with spells) or if they note "(object)" in the descript ion of the effect's saving throw. An object'stotal savingthrow bonusfor Fortitude, Reflex, and Will saves is equal to the object's item level (see page 167). An object you're holding or wearing uses your saving throw bonusif it is better than the object'sown savingthrow bonus. Items wit h an item level of O do not receive saving throws when unattended.
Harmless Normallyonly spellsnotewhetherthey areharmless.Sucha spell is usually beneficial, not harmful, but if targeted,you canattempt a savingthrow,if you like.
Powered Armor Characterscan gain proficiencywith poweredarmor by taking the PoweredArmor Proficiencyfeat (see Chapter 6) or via certain class features.Poweredarmor imposesmore significant drawbackson wearerswho aren't proficient with it than other typesof armor.If you arewearing poweredarmor with which you are not proficient,you take a -4 penaltyto Armor Class,you are alwaysflat-footedand off-target (seepage276),and you move at half speed. If the armor hasa special form of movemen t (such asthe flight speedof a flight frame),you cannotusethat form of movement.
MultiplyingMoreThanOnce Whenyou areaskedto multiply avalueor roll more thanonce,the multipliers(x2, x3,and so on) are not multipliedby oneanother. Instead,you combinethem into a single multiplier, with each extra mult iple adding 1 lessthan its value to the first multiple.
For example,if you apply a x2 multiplier twice. the result is equivalent to multiplying the value by 3 (or rolling the damage three times),not multiplying it by 4.
Rounding Occasiona lly the rules might ask you to round a result or value. Unlessotherwisestated,always rounddown.For example,if you areaskedto take half of 7, the result would be 3.
Weapon Profic iency Most classesgrant proficiency with basic meleeweaponsand smallarms. Combat-o riented classes,suchas solarianand soldier, grant proficiencywith more categoriesof weapons,as noted in each class'sWeaponProficiencysection.All characters are proficientwith any natural weaponsthey might have,suchas a claw or bite attack. If you use a weaponwith which you are not proficient, you take a -4 penaltyto attack rolls with that weapon, and the DCfor any savingthrows against that weapon'sspecial effectslikewise takesa -4 penalty.
Weapon Specializat ion At 3rd level,all classesgrant specialization in groupsof weapons, which increasesthe damageyou deal with those weapons. See the WeaponSpecializat ion feat on page163for moredetails.
WieldingWeapons When the rules refer to wielding a weapon, it meansyou are holding a weaponwith the correct number of hands and can thus makeattackswith it. Forexample,if you are holdinga small
arm or one-handedmeleeweaponin a hand,you are considered to be wielding the weapon. If you are carrying a longarm or two-handedmeleeweaponin one hand or wearing a holstered or sheathedweapon,you are not wielding that weapon.
Rerol ls andRollingTwice Some abilit ies allow you to reroll a failed die roll-usually an attack roll, a saving throw, or a skill check. Unlessan ability saysotherwise,you must decideto use a reroll as soonas you know the result of your first roll but before the GM tells you the outcomeor you declarethe useof any other ability. Youuse your rerolled result only if it is better than your original result. There are also abilities that allow you to make two rolls for a specific die roll and take the bett er of the two results. These abilities require you to decideto roll twice prior to the die roll. Someabilities allow you to force a foe to roll twice and take the worseof the two results. Theseabilities also must be announced prior to a die roll being made. In most cases,once an ability to either reroll or roll twice (or force a foe to roll twice) has been applied,no other similar ability can be applied to that same specific die roll. There are exceptions,however.If one characterforces a foe to roll twice and take the worse result, that enemy can still apply the ability to roll twice and take the better result. The reverse is also possible-countering the advantageof rolling tw ice by forcing a foe to roll twice with a worse result. In both cases,the two abilities negate one other. resulting in a single die roll being made. That die roll cannot then benefit from an ability that would allow a reroll.
ACTIONS
IN COMBAT
T
he specificactionsyou canperformin combatare detailed in this section.Forquick reference,specific combatactions areorganizedby their type in the Actionsin Combatsidebar.
ACTION TYPES An action'stype essentiallytells you how longthe actiontakesto performwithin the frameworkof a 6-secondcombatround.There are five types of actions:standardactions,move actions, swift actions,full actions,and reactions. In a normal round, you can performone standardaction, one move action, and one swift action,or you can insteadperform onefull action. Most characterswill rarely performswift actions, though occasiona lly using a special ability or classfeature is a swift action. Youcan useyour standardaction to performeither a moveactionor a swift action, if you wish, andyou canalso use your moveactionto performa swift action. Youcanalsotake one reaction eachround,evenif it isn't your turn: however,reactions happenonly in responseto certain defined triggers. There are someother actionsthat do not fall into the normalactiontypes.
KeyCombat Actions The following actions are common in combat and crucial to maximizing your character's efficiencywhile fighting.
ACTIONS INCOMBAT StandardAction Activateanitem Attack(melee orranged) Cast a spell Combat maneuver Concent ratetomaintain a spell Cover ingfire Dismiss a spell Feint Fightdefens ively Harrying fire Total defense Useaspecia l ability Move Action Crawl Directorredirect aneffect Draw orsheathe aweapon Guarded step Man ipulate anitem Move yourspeed Reload Stand up
SwiftAction Change grips Drop prone FullAction Charge Coup degrace Fightdefensively Fullattack Run Withdraw Reaction Attackofopportunity OtherActions Combat banter Delay Drop anitem Ready anaction Usea skill
StandardAction Performinga standardaction is generallythe maincomponentof your turn. Most commonly,you use it to makean attack, cast a spell, or usea special power.
Move Action Performinga moveactionallowsyou to take tacticalactionsthat, while secondaryto your standardaction, are still key to your success.The most commonmove action is to move up to your speed(seeSpeedon page255).
Restricted Activity In somesituations,you may be unableto take all of your actions (for example,when you areparalyzedby a holdpersonspell or are acting in the surprise round of combat).Thecondition or ability that restrictsyour actionsexplainswhich actionsyou canor can't take. Regardless,you can't take a full action it you're unable to take a standardaction,a moveaction,and a swift action.
STANDARD ACTIONS SwiftAction Performing a swift action consumesa very small amount of time and is used only in rare cases.A commonswift action is dropping to a prone position.
Full Action A full action consumesall your effort during your turn, meaning it you chooseto take a full action, you can't take any other standard,move,or swift actionsthat turn. Themost commonfull actionis the full attack.
A standard action is usually the main actionyou takeeachround, other than movement.Below are examplesof standardactions.
Activate anItem Many technological and magicitems,suchas a cybernetic hand, don't needto be activated.Certain items,however,do needto be activated to havean effect. Unlessotherwise noted, activating suchan item is a standardaction.
Attack Making a singleattack is a standardaction.
Reaction A reaction is a specialaction you can perform even it it isn't your turn. An attack of opportunit y (see page 248) is one of the most common reactions, and is the only reaction any charactercan useregardlessof class.Yourclassor other special abilities might make other types of reactions available to you. Regardless, reactions always have triggers that specify when you can use them.
Melee Attacks With a meleeweapon,you can strike any opponentin a square adjacentto your space. Youadd your Strength modifier to your meleeattack rolls and to your meleedamagerolls. Some melee weapons in Chapter7 have the reach special property,as indicated in their descriptions,and somemonsters havenatural reach.Typically, a characteror monsterwith reach
MISSING WITHATHROWN WEAPON Targetis a square.
Roll 1d8 to determine where a missedthrown weapon lands. canattack any foe within their reach(seeReachandThreatened Squareson page255 for moredetails).
Ranged Attacks With a ranged weapon,you can shoot or otherwise attack a target that is within the weapon'smaximum rangeand in your line of effect (seepage271). Youadd your Dexterity modifier to your rangedattack rolls,but not to your rangeddamagerolls.
Ranged Attacks withaThrown Weapon With a thrown weaponor a grenade,you can make a ranged attack at a target that is within the weapon'smaximumrange and in your line of effect (seepage271). Youadd your Strength modifier to your ranged attackrollswith a thrown weapon,andto your damagerolls with weaponswith the thrownspecialproperty. Donot addyour Strengthmodifier to damagerollswith grenades .
Targeting a GridIntersection When using a thrown weaponthat hasan areaeffect, suchas a grenade,you target a specificgrid intersectionon a tactical battle map,rather than a specificcreature.Treat this as a rangedattack against AC5.
Missing withaThrown Weapon If you misson a rangedattackwith a thrownweapon,the weapon landsin a randomsquareor grid intersectionas appropriatenear your target. Todeterminewhere it lands,roll 1d8. This determines the initial misdirection of the throw,with 1falling short (off-target in a straight line toward the thrower),and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction, as illustrated in the diagram above. After you've determinedthe misdirection of the throw, roll 1d4. The result is how manysquaresaway in that directionthe weaponlands.
For example,after a missedrangedattack with a grenade,a playerrolls1d8with a result of 1.This indicates that the grenade's initial misdirection falls short of the target intersection. Then, the player rolls 1d4with a result of 2. This determines that the grenadeactually lands at an intersection 2 squaresin front of the target intersection.
Range andPenalties A rangedweapon'srangeincrement is listedalongwith its other statistics (seeChapter7). If you make an attack with a ranged weaponfrom a distancegreaterthan its listed range,you take a cumulative -2 penalty to the attack roll for each full range increment of distance betweenyou and the target beyondthe first (or fraction thereof). For most rangedweapons,the maximum range is 10 range increments, or ,Ox the numberlisted as the weapon'srange.For thrown weapons,the maximum range is 5 range increments. Someranged weaponshave different maximumranges,but if so,their descriptions specif y their maximum ranges.
Critical Hits When you make an attack roll and get a natural 20 (the d20 comes up 20), you hit regardless of your target's AC. If t he total result of your attack roll meets or exceedsthe target's EACor KAC(as appropriate for your attack),you've also scored a critical hit. You roll your damagetwice, each time with all your usual bonusesand including any addit ional damagefrom specialabilit ies,and then add the rolls together.Someweapons inflict a specialeffect on a target of a critical hit, in addition to dealingdouble damage(seepage182). If the total result of your attack is less than your target's relevantAC, your attack still hits on a natural 20, but it deals damagenormally.
Cast aSpell Thevastmajority of spelIs requireat leasta standardactionto cast. and sometimesmore.Spells that take morethan a roundto cast requirea full action eachrounduntil they are complete . For more informationabouthowspelIs andmagicwork, seeChapter10.
Casting WhileThreatened Casting a spell takes a significant amount of concentration, forcing you to lower your defensesbriefly. When you cast a spell, it givestargetsthreateningyou in meleea chanceto make an attack of opportunity againstyou (seeAttack of Opportunity on page 248), unless the spell specifies otherwise- normally only the casefor a few spellswith a rangeof touch. If this attack of opportunity hits and damagesyou, you fail to cast the spell and lose the spell slot. For more informationabout threatened squares,see page255.
Combat Maneuver As a standardaction,you canattemptoneof the following combat maneuvers . Foreachmaneuver,choosean opponentwithin your reach(includingyourweapon's reach,if applicable)and thenmake a meleeattack roll against the opponent'sKAC+ 8. Theeffectsof successvary depending on the maneuver , asdescribedbelow.
Bull Rush Youknockthe targetback5 feet,plus 5 additionalfeet for every5 by whichthe resultof yourattackroll exceedsthe target'sKAC+ 8. If an obstacleis in the way,the targetstopsat the obstacleinstead.
DirtyTrick You make an unorthodoxattack to briefly hinder the target. A dirty trick couldbe throwingsandin the target'seyes,jamminga rock into his actuators,or any other improvisedaction designed to put your opponentat a disadvantage.Your target is blinded, deafened,entangled,off-target,shaken,or sickened(yourchoice) for 1round,plus 1additionalroundfor every5 by which the result of your attack roll exceedsthe target'sKAC+ 8 (seeConditions beginning on page273 for information on theseconditions).The target canremovethe condition asa moveaction. A dirty trick is normallya meleeattack, but a GM can allow certain actionsto count asdirty tricks at range,in which caseyou takea -2 penalty to your attack roll for every 5 feet betweenyou and the target.
Disarm You knock an item the target is holding out of the target's handsand onto the ground. If you have a hand free, you can automatically grab the itemwith your handbefore it falls.
Grapple You hold the target in place. You must haveat least one hand free to perform a grapple combat maneuver . Your target has the grappled condition, meaning she can't move from her current spaceand takes further penalties until she either uses a standard action to att empt a grapple combat maneuver to grapple you (giving you t he grappled condit ion) or uses the escapetask of the Acrobatics skill to break free. If the result of your attack roll equalsor exceedsthe target's KAC + 13,the
target is instead pinned for the same duration, and she can't take any actions that involve moving her limbs other than to attempt to escape. The grappledor pinned condition lasts until the end of your next turn, unless you renew it on your next turn with another grapple combat maneuver . The condition ends immediately if you move away. As long as you have one target grappledor pinned, you cannot attempt to grapple another.The grappled and pinned conditions are further detailed in Conditions on pages276-277. When you renew a grapple, you can remove one item from the target's body that can be easily accessed,including most weaponsand equipment(but not worn armor). Doing so immediately endsthe grapple.
Reposition Youchangethe target'sposition to a different locationstill within your reachand within 5 feet of its original placement.You can movethe target 5 additional feet for every5 by which the result of your attackroll exceedsthe target'sKAC+ 8, but all movement must remain within your reach. Youcannotmovethe target past an obstacle. If you repositiona creatureas a full action,you can movea distanceequalto the distanceyou repositionedyour target(up to your movespeed) , draggingthe targetalongwith you.
Sunder You deal damageto one object held in the target's hand or access ible on its body. The objectmust be something that could be drawn easily by the target as a move action (see Draw or Sheathea Weaponon page247). The damageis reducedby an amountequal to the object'shardness(seeSmashingan Object page409).
Trip Youknock t he target proneif it is on the ground.A target in the air insteaddescends10 feet, falling proneif this causesit to fall to the ground.A target in zero gravity is instead knockedoffkilter. The proneandoff-kilter conditions are further detailed on pages276-277.
Concentrate to Mainta in aSpell Some spells require continued concentration to keep them going.Concentrating to maintain a spell is a standardaction (see Duration on page270 for more information aboutconcentration).
Covering Fire Youcan use your standard action to makea rangedattack that provides covering fire for an ally. Make a rangedattack roll againstAC 15. If you hit, you deal no damagebut the selected ally gainsa +2 circumstancebonusto ACagainstthe next attack from a creature in your line of effect (seepage271), so long as that attack occursbefore your next turn.
Dismiss aSpel l Dismissingan active spell is a standard action (seeDuration on page270 for more information about dismissible spells).
Feint
DraworSheathe aWeapon
Youcan use your standardactionto feint by attemptinga Bluff check.TheDCof this checkis equalto either10+ your opponent's SenseMotivetotal skill bonusor 15 + 1-1/2x the opponent'sCR, whichever is greater.You can't feint against a creature that lacks an Intelligencescore,and you cannottake 10 or take 20 (seepage133 in Chapter5) on a Bluff checkto feint. Whenyou successfu lly feint,you treat your opponentasflat-footedfor your next attack againsthim beforethe end of your next turn.
Drawing a weaponso that you can use it in combator putting it away so that you have a free hand requires a move action. This action includesactivating or deactivatingthe weapon.This also applies to weapon-likeobjects that are easily accessible, suchas remotecontrolsand mosttools or sensorsyou cancarry and use with one hand. If your weaponor weapon-like object is stored in a pack or otherwise out of easy reach,you must instead retrieve it as a stored item before you can use it (see Manipulatean Item below). Exception:If you havea baseattack bonusof +1 or higher, you can combinedrawingor sheathinga weaponor weapon-like objectwith movingup to your speedas a singlemoveaction.
FightDefensively Youcan fight defensively when attackingas part of a standard action. If youdo,you takea -4 penaltyto attacksyou makein that roundbut gaina +2 bonusto ACuntil the start of your next turn.
Harrying Fire Youcan use your standardaction to makea rangedattack that distractsa foe in your line of effect. Makean attack roll against AC15.If you hit, you dealno damage,but the next ally to attack that foe gainsa +2 circumstancebonusto her next attack roll, as long as that attack occursbeforeyour next turn.
TotalDefense You can defend yourself as a standardaction. Starting at the beginningof this action,you get a +4 bonusto your Armor Class until the start of your next turn. Youcan't combinetotal defense with other actions that increaseyour AC, nor can you make attacks of opportunity while benefitingfrom total defense.
UseaSpecial Ability Therearethree typesof specialabilities:extraordinary,spell-like, and supernatural.Specialabilities often carry the parenthetical abbreviations (Ex), (Sp),or (Su) to indicate whether they are extraordinary, spell-like, or supernatural abilities. Some are ongoing, while others are use-activated. For more details, including descriptions of specificspecialabilities,seepage262. Using a specialability is usuallya standardaction,unless it is an ongoingability or the ability saysotherwise. In rare cases, an ability might take a full action or a moveaction to activate.In most cases,a use-ac t ivatedspecialability cannotbe activatedasa swift action.Using a spell-like ability typically provokesattacksof opportunity (seepage248)unlessstatedotherwise.
MOVE ACTIONS Mostmoveactionsdon'trequirea checkunlessthecircumstances are more difficult than normal. For instance,opening a door normallydoesn't requirea check,but it doesif the door is locked. Thefollowing actionsare moveactions.
Crawl Youcan crawl 5 feet as a moveaction. A crawling characteris consideredprone.
Guarded Step Youcan carefully step 5 feet as a moveaction. This movement doesn'tprovokeattacks of opportunity (seepage248), even if you'rein a threatenedsquare(seepage255).
Manipulate anItem Moving or manipulating an item is usually a move action.This includesretrievingor putting away a storeditem, picking up an item,moving a heavyobject,and opening a door.
Move YourSpeed Thesimplestmoveactionis moving up to your speed(seeSpeed on page 255 for more information).Many nonstandardmodes of movement are also covered under this action, including burrowing (usingyour natural burrow speed,if you haveone), climbingand swimming (usingeither the Athletics skill or your natural climb or swim speed,if you haveone), or flying (using the Acrobatics skill if you have either accessto flight or a naturalfly speed).SeeAdditional MovementTypeson page258 for moredetails.
Reload Unlessstatedotherwise,reloading is a moveaction that includes grabbing ammunition you havereadily available. Someweapons requiredifferentactionsto reload;seethe weapon'sdescription.
Stand Up This special form of moveaction allows you to stand up from a proneposition.
SWIFT ACTIONS You won't commonlyuse a swift action, but occasionally you need to perform an action that is significantly less demanding than a move action.Someskills use swift actions,but special abilities are almost neverswift actions.
Change Grips
DirectorRedirect anEffect
Changingyour grip on a weapon,suchas goingfrom wielding a two-handedweaponwith both handsto holding it in one hand, is a swift action.
Some technologyandspellsallow you to redirectan effectto new targets or areas. Redirecting requires a moveaction unless the technologyor spellstatesotherwise.
Droppingto a proneposition in your spaceis a swift action.
DropProne
FULL ACTIONS
Run
A full action requires your entire turn to complete. If you take a full action, you can't take your usual standard,move,and swift actions.Thefollowingactionsare full actions.
Youcan run asa full action. Whenyou run, you can moveup to four times your speedin a straight line. Yougain the flat-footed condition, and you can't run if you must cross difficult terrain or can't see where you're going. Running provokesattacks of opportunity (seebelow). You can run for a number of rounds equalto your Constitution score.Seepage258 for information on long-distancerunning.
Charge Charging is a full action that allows you to move up to doubleyour speedand make a meleeattack at the end of the movement.You can draw a weapon during a chargeattack if your baseattack bonusis at least+1. Chargingcarriestight restrictionson how you can move.You must moveat least10 feet (2 squares),and all movementmust be directly toward the designatedopponent,though diagonal movementis allowed.You must have a clear path toward the opponent, and you must move to the spaceclosest to your starting squarefrom which you can attack the opponent.If this spaceis occupiedor blocked, you can't charge. If any line from your starting spaceto the endingspacepassesthrougha square that blocks movement, slows movement (such as difficult terrain), or containsa creature(evenan ally), you can't charge. You can still movethrough helplesscreaturesduring a charge. If you don't haveline of sight (seepage271)to the opponentat the start of your turn, you can't chargethat opponent. Attackingon a Charge:After moving,you can makea single meleeattack. Youtake a -2 penalty to the attack roll and a -2 penalty to your AC until the start of your next turn. You can't move any farther after the attack. Some classes,including solarian and soldier, grant abilities that modify attacks made on charges.
CoupdeGrace As a full action,you can deliver a special attack called a coup de grace to an adjacent helplessopponent.Youautomati cally hit and scorea critical hit. If the target survives the damage, he must succeedat a Fortitude savingthrow (DC = 10 + your level or CR)or die. However,if the target is immuneto critical hits, the coupde gracedoesnot deal critical damageor eff ects, nor doesit forcethe target to succeedat a saving throw or die.
FightDefensive ly You can fight defensively when attacking as a full action. If you do so, you take a -4 penalty to all attacks in that round (in addition to the normal penalti es for making a full attack) to gain a +2 bonusto your ACunti l the start of your next turn.
FullAttack You can spend a full action to make two attacks, each with a -4 penalty to the attack rolls. Theseattacks can be made wit h the sameweapon or different weapons,though certain weapons have a f iring speed so slow that you can't shoot them more than oncein a round,evenwith a full attack. These weaponshave the unwieldy special property (seepage182). Certain weapons have special individualized full attacks. For instance, some weapons have a fully automat ic attack mode. Sometimesspecial full attacks, such as the soldier's onslaught class feature, require specialized training in order to gain their benefits.
Withdraw Withdrawing from melee combat is a full action. When you withdraw,you canmoveup to doubleyour speed.Thesquareyou start out in is not consideredthreatenedby any opponentyou cansee,and thereforevisible enemiesdon't get to makeattacks of opportunity against you when you move from that square. Unseenenemies still get attacksof opportunity against you, and you can't withdraw from combat if you're blindedand have no other precisesenses(suchas blindsight). If, during the processof withdrawing, you move out of a threatenedsquare other than the one you in which started, enemiescan makeattacks of opportunityas normal.SeeAttack of Opportunity belowfor more information.
REACTIONS A reactionis a special action you can take even if it's not your turn, but only after a definedand concretetrigger.Youcan't use a reaction beforethe first time you act in a combat.Youcan take only one reaction each round: you regainyour reaction at the start of your turn. Unless their descriptions state otherwise, purely defensive reactionsinterrupt the triggering action: resolve the reaction first, then continue resolvingthe triggering action. Otherwise, resolvethe reactionimmediate ly after the triggeringaction. You gain accessto most reactionsthrough feats, items,and classfeatures,but an attack of opportunity is a reactionthat is universallyavailableto all characters.
AttackofOpportunity An attack of opportunity is a specialmeleeattack you can make against a target you threaten (usually an adjacentopponent), even if it is not your turn. See Reachand ThreatenedSquares on page255 for more details on threatening.Youcan use your reactionto makean attack of opport unity against an opponentin any of thesethreecases. e When you threaten a spaceand the opponent moves out of that space in any way other than a guarded step (see page247)or withdraw action (seeabove),you can use your reactionto makea meleeattack against the opponent. e Whenthe opponentin a spaceyou threaten makesa ranged attack, you can use your reaction to make a meleeattack against the opponent. e When the opponentin a spaceyou threatencastsa spell or usesa spell-like ability, you can use your reaction to makea melee attack against the opponen t. However,somespells or spell-likeabilities state in their descriptionsthat they don't provoke attacksof opportunity, so be sure to confirmthat the enemyhasprovokedyour reaction beforeyou take it.
Attacks of opportunity are alwaysresolvedbeforethe action that triggers them. You don't take a penalty to the attack roll when making an attack of opportunity in the sameround you took a ful l attack, but you do take any other attack penalties that would normally apply to your attacks. Making an attack of opportunity does not affect your ability to make attacks normally when it is your turn.
OTHER ACTIONS Thefollowing actionsare important but used lessfrequently.
Combat Banter While actually trying to convincesomeoneusing a skill takes actions, banter and quips are a hallmark of sciencefantasy stories,and the gamewouldn't flow naturally if you could only talk in initiative order.Thus,you canspeakan amountthat makes sense,at the GM's discretion, without spendingany of your actions,evenif it isn't your turn.
Delay If you aren't surewhat to do when it's your turn, you can delay taking an action until other characters have taken their turns. Youmust declaret hat you are delayingbefore takingany actions on your turn (this doesnot require spendingany of your actions). After any creaturetakes its turn in the initiative order, you can comeout of delay andtakeyour turn. This changesyour initiative count to the current initiative count for the remainder of t he combat.If you used a reaction on your previousturn and then choseto delay,you still regainyour reaction at the beginningof your original turn, not when you take your delayedactions.
DropanItem You can drop any item or items that you're holding into your squareor into an adjacentsquareat any t ime without spending any actions.
Ready anAction Youcan prepare to take an action when a certain trigger occurs by usinga standardaction. Decideon a standard,move,or swift action and a trigger.Youcantake the actionyou chosewhen the triggerhappens.Thischangesyour initiative countto the current initiative count for the remainderof the combat.If you used a reaction on your previousturn andthenchoseto readyan action, you still regain your reactionat the beginningof your original turn, not when you take your readiedaction. If your readied action is purely defensive,such as choosing the total defenseaction if a foe you are facing shoots at you, it occurs just before the event that tr iggeredit. If t he readied action is not a purely defensiveaction,suchas shooting a foe if he shoots at you, it takes place immediatelyafter the triggering event.If you cometo your next turn and havenot yet performed your readied act ion, you don't get to take the readied action (thoughyou can ready the sameaction again).
UseaSkill li ke using skills in different circumstances, using a skill in combat usually (but not always)requires taking an act ion. The action required when using a skill dependson the skill and the specific task you're trying to accomplish. The skill descriptions in Chapter 5 detail a numberof commontasks for eachskill and which types of actionsthey require,if any.
IN.JURY
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AND
DEATH
our Hit Points (HP) measurehow hard you are to kill. No matterhow manyHit Points you lose,you aren'thindered in any way until your Hit Points drop to 0. In addition,you have StaminaPoints (SP)that work like Hit Points but replenishmore easily, and you have ResolvePoints (RP).which you can use to keepyourself from walking through death'sdoor.Seepage22 for moreabout ResolvePoints.
Y
TAKING DAMAGE The most commonway that your charactergets hurt is to take damageand loseStaminaPoints or Hit Points.
Stamina Points StaminaPoints representthe ability to turn a seriousblow into a less seriousone or to shrug off someattacks through sheer toughness . They act as a buffer that absorbsdamagebeforeit starts to depleteyour Hit Points. When you take damage,you loseStaminaPoints first, then you subtractany leftoverdamage from your Hit Points.If a creaturedoesn'thaveStaminaPoints, damageis subtracteddirectly from its Hit Points.
HitPoin ts Hit Points measureyour ability to take physical punishmentand keepgoing. Runningout of Hit Pointscan be deadly.
Effects of Hit Point Damage Damagedoesn'taffect you until your current Hit Pointsreach0. If you take damageto your Hit Pointsequalto or greaterthan the Hit Points you haveremaining,youarereduced to OHP, andyou're knockedunconscious anddying(seebelow). It doesn'tmatterhow many StaminaPointsyou later regain (seeRecovering Stamina Pointson page251) if you'reout of Hit Points.Youcan'tbe reduced to fewerthan OHP(however,seeMassiveDamagebelow). For example,supposeNavasihas 17 HP and 1 SP.She takes 12 damage,is now at 6 HP and OSP,and canfunction normally. On the next enemy'sturn, that enemy deals15 damageto her, reducing Navasito OHP.Navasifalls unconsciousand is dying.
Massive Damage If you take damagefrom a singleattackthat reducesyou to OHP andthere is damageremaining, you die instantly if the remaining damageis equal to or greaterthan your maximum Hit Points. If you take damagefrom a singleattack equalto or greater than your maximum Hit Pointswhile you haveOcurrent HP, you die. SupposeNavasihas a maximum of 22 HP, but she currently has5 HPand OSP.Shetakes30 damagefrom an enemy.Navasi is reducedto OHP,with 25 damageremaining.Sincethis damage is greaterthanher maximumHit Points, Navasidies.
DYING If your Hit Pointsreach0, you are dying. You immediate ly fall unconsciousandcan take no actions. While dying, you lose1 ResolvePoint eachround at the end of your turn. (If your Hit Points reachedOduringyour turn, such
--
as from an attack of opportunity you provoked,you do not lose a Resolve Point until the end of your next turn.) This continues until either you die or stabilize(seeStabilizingbelow).
DEAD When your Hit Point total is 0, if you are not stable and you haveno Resolve Points remainingbut would loseResolve Points for any reason,you're dead.If you haveO RPwhen you are first reducedto O HP, you have1 round to be healedor stabilized. If you havenot beenhealedor stabilized by the end of your turn on the next round, you're dead(seepage275 for more details on the deadcondition). You can also die from taking ability damageor ability drain equal to your Constitution score or from having a number of negative levels equal to your character level (see Ability Damage,Ability Drain, and Negative Levelson page252). Nonetheless,certaintypesof powerfulmagicand technology can restore life to a deadcharacter,such as a 4th-level mystic curespell or a raisedeadspell.
Monste r andNPC Death Most monstersand NPCsdon't haveReso lve Points,so injury and deathwork differently for them.A monsteror NPCreducedto 0 HP is dead,unlessthe last bit of damageit took was nonlethal damage(seepage252),in which caseit is knockedunconscious. If it is everimportant to know exactly whena monsterdies,suchas if you want to capturethe creaturealive,the GMcan decidethat a monsterreducedto O or fewer Hit Points with lethal damage diesin 3 roundsunlessit takesany additionaldamageor receives healing.If a monsteror NPChasResolvePoints,the GMcanchoose whetherthe monsterdies at OHPor if it usesthe normal rulesfor dyinganddeath.
STABILIZING Thereare several ways to stabilize a dying creature,including first aid, healing,and spendingResolve Points. Oncestable,you are no longerdying and no longer lose ResolvePoints, but you still haveO Hit Points and are unconscious.
FirstAid Youcan stabilize a dying creatureand keep it from losing any more ResolvePoints with a successfulDC15 Medicinecheck.
Healing You can stabilize a dying creatureand keep it from losingany more Resolv e Points with any sort of healing,suchasthe stabilize spell. Healing that raises a dying creature'sHit Points to 1 or higher makes it consciousand fully functional again, just as if it had neverbeenreducedto O HP.
UsingReso lvePoints If you are dying and have enoughResolvePoints,you can use them to stabilize. If you'restable,you can use ResolvePoints to regainconsciousness and stay in the fight (seebelow).
Stabilize If you are dying and you have enoughResolvePoints. you can spend a number of ResolvePoints equal to one-quarteryour maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize.This meansyou'reno longerdying,but you remain unconscious andat 0 HP.If you don't haveenoughResolve Points remaining.you cannotusethis optionandcontinueto lose ResolvePoints as normalas per the dying rules.
StayintheFight If you are stable and haveenough ResolvePoints, or if you were knocked unconsciousfrom nonlethal damage(seepage 252). you can spend1 RP at the beginningof your turn to regain1 HP. You are no longer dying, immediately becomeconscious,and can take the rest of your turn as normal.Youcan spendResolve Points to regain Hit Points only if you are at 0 HP and stable, and you cannot regain more than 1 HP in this way. You can't spendResolvePointsto stabilize and to stay in the fight in the sameround.
If you are unconsciousand stable but lack the Resolve Pointsto stay in the fight. there is a chanceyou will eventuallyrecoveron your own.After 1 hourelapses,you mustattempt a Constitution check (see Ability Checkson page 242). If the result of this check is 20 or higher. you regain 1 HP and becomeconscious again.If the result of the checkis at least 10 but less than 20, you don't regain any Hit Points, but you remainstable and you must attempt another Constitution check 1 hour later. If the result of the check is 9 or lower,you die. You must continue attempting a Constitution checkonceper hour until you regain consciousness or until you die. After 8 hours,if you have not regainedconsciousness or died, you regain consciousness and recover1 HP per character level, as if you had a full night's rest (seeRecovering Hit Points Naturally below). If a healer or medic is tending you are while you are unconsciousand stable, the attendant can attempt a DC 15 Medicinecheck eachhour beforeyou attempt your Constitution check. If the Medicinecheckis successful , you gaina +2 bonusto your Constitution check, and if your Constitution check result is lessthan 10,you treat it as if t he resultwerea 10.
CONSTITUTION CHECK RESULT OUTCOME 10-19 9or lower
HEALING After taking damage, you can recover Hit Points through naturalhealing or through magicalor technological healing.You can't regainmoreHit Points than your maximumHit Point total.
Recovering Stamina Points You can regainall your Stamina Points by spending 1 RP and taking 10 uninterrupted minutes of rest. After a full night's rest (8 hours of sleep or more). you regain your Stamina Points automatically. Somespecial abilit ies also let you regain Stamina Points.
Recovering HitPoints Naturally
Long-Term Stability
20orhigher
addit ional RP.As mentioned earlier, if you would lose Resolve Points but haveno ResolvePointsremaining,you die instantly. If you take damageequal to or greaterthan your maximum Hit Points from a single attack,you alsodie instantly. If you take damagewhile unconsciousbut stable,you areonce againdying and no longerstable.
Heal1HP,rega in consc iousness Remain stable. attempt new check in1hour Die
TAKING DAMAGE WHILE DYING ORSTABLE Whileyou are dying,if you haveany Stamina Points,any damage you take still reducesthose first. The first time eachroundyou take Hit Point damage(whether fromanattack or fromcontinuous damage,suchas from a bleedeffect), you lose1ResolvePoint. At any point after that in the round,if a single source(suchas one attack)dealsHit Point damagegreaterthan half your maximum Hit Points but less than your maximum Hit Points, you lose 1
With a full night's rest (8 hours of sleep or more), you recover 1 HP per character level. Any significant interruption during your rest preventsyou from healing that night. If you undergocompletebed rest for 24 hours, you recover 2 HP per characterlevel.
Magical andTechnological Healing Various abilities, devices, and spells can restore Hit Points or increasethe recovery rate of your natural healing. Unless otherwise specified, these types of healing restore only Hit Points, not Stamina Points.
Healing Limits Youcan never recovermore Hit Points than you lost or raiseyour current Hit Points higher than your maximum Hit Points, nor canyou recovermore Stamina Pointsthan you lost or raiseyour current StaminaPoints higherthanyour maximumStaminaPoints.
Recovering fromAbilityDamage Temporary ability damagehealsat the rate of 1point per night of rest (8 hours) for eachaffectedability score.Complete bed rest for 24 hours restores 2 points for each affected ability score. Ability drain doesnot heal naturally. SeeAbility Damage,Ability Drain,and Negative Levelson page252 for more information.
TEMPORARY HITPOINTS Certain effects,suchasforcefields,give youtemporary Hit Points. TheseHit Pointsare in addition to your current Hit Pointsand Stamina Points,and any damageyou take is subtractedfrom your temporaryHit Pointsfirst. Any damagein excessof these temporary HPreducesyour Stamina Points (andthen your actual Hit Points) as normal. If the effect that grants the temporaryHP endsor is counteracted,any remainingtemporaryHPgo away. WhentemporaryHit Points are lost, they can't be regainedor restored like a character'snormal Hit Points or Stamina Points can be,thoughsomesourcesof temporary Hit Points havetheir own ruleson how to restore lost temporaryHit Points.
NONLETHAL DAMAGE Nonlethal damagerepresentsharmthat canknockyou out instead of killing you. Someweaponsdeal only nonlethal damage,while others can be set to deal nonlethal damage when desired. You candeal lethaldamagewith a nonlethalweaponand viceversa.
Constitution:Fortitude saves. You also lose a number of StaminaPointsequal to your level for every 2 damageyou have taken to Constitution. For example, if you're 4th level and you took 5 Constitution damage,you'd lose8 SP. Wisdom:Will saves.
Dealing Nonletha l Damage
AbilityPenalties
Most attacks that deal nonlethaldamage work like any other attacks, and they deal damageto your Stamina Points or Hit Points as normal. However, when nonlethal damage would reduceyou to Oor fewer Hit Points, you are reducedto exactly 0 HPand fall unconscious,but you are stableinsteadof dying.
Sometimesyou might take a penalty to ability checks or to an ability score,rather than ability damage. Thesepenalties affect your modifier the same way as damage,but they are only temporaryand can'tresult in your falling unconsciousor dying.
Lethal Damage witha Weapon ThatDeals Nonlethal Damage Youcanusea weaponthat deals nonlethaldamageto deal lethal damageinstead,but you take a -4 penaltyto your attack roll.
Nonlethal Damage withaWeapon ThatDeals Lethal Damage Youcanusea weaponthat deals lethal damageto deal nonlethal damageinstead,but you take a -4 penaltyto your attack roll.
ABILITY DAMAGE, ABILITY PENALTIES~ ABILITY DRAIN, ANDNEGATIVE LEVEb Somemonsterattacksor harmful effectsmight directly damage or drain oneor moreof a character's ability scores,or they might imposenegativelevels. If you takeability drainor negativelevels. you might no longermeet the prerequisitesfor certain feats or abilities,and thus be unableto usethem.
Ability Damage Somemonsterscan causeability damage,which penalizesone or more of your ability scores.This can add up quickly, soyou need to track the total abilitydamageyou'vetakento eachability score. For every 2 damageyou take to an ability score,reduceyour ability modifier by 1for skillsand other statisticsaffectedby that ability. If your total damageto one ability is equalto your score in that abilit y, you ceasetaking damageto that ability score,but you fall unconscious until the amountof damageis lessthanyour score. However,if you take Constitution damagethat equals your Constitution score,you insteadimmediatelydie. Yourecoverfrom ability damageto eachaffectedability score at a rate of 1 per day.Spells such as lesserrestorationcan also heal ability damage. Reduc tions to your ability score modifier from ability damage affectskill checks andability checksthat usethat ability score,as well ason the DCsof spells andother abilities basedon that score. If you take damageto your keyability score,you alsolose1 RPfor every2 damageyou havetaken to that abilit y score.The entries belowdescribeother rollsaffectedby the reducedmodifier. Strength:Attack rolls that rely on Strength (usuallymeleeor thrown) and weapondamagerolls that rely on Strength(usually meleeor thrown). Dexterity: Armor Class, attack rolls that rely on Dexterity (usually ranged),weapon damagerolls that rely on Dexterity (suchas operative weapons),initiative checks,and Reflexsaves.
AbilityDrain More severe than ability damage,ability drain reducesyour ability score permanently. Note that this affects your score directly instead of penalizing your modifier, so 1 ability drain changesyour modifier if your original ability scorewaseven,but not if it was odd. Modifyall statisticsrelatedto the ability's new value.This might makeyou lose skill ranksalong with Resolve Points, StaminaPoints and other bonusesgainedfrom having a high ability score.If you take ability drain in the middle of a battle. the GM might haveyou treat it asdamageuntil after the fight so recalculating your statisticsdoesn'tslow the game.Ability drain doesn'thealnaturallybut can be healedby the restorationspell. In general, if any ability score is reducedto O from ability drain, you fall unconscious . If that score is Constitution, you insteadimmediately die.
Negative Levels If you have1 or morenegative levels, you take certain penalties and might evendie. For eachnegative levelyou have,you take a cumulative -1 penalty to your ability checks,your AC,attack rolls 0ncluding combat maneuvers),saving throws, and skill checks. In addition, you reduceyour current and total Hit Points and StaminaPoints by 5 for eachnegative level you have.You are also treated as 1 level lower for the purposeof level-dependen t variables (such as spellcasting)for each negative level you have.If you are a spellcas t er, you do not loseany spell slots as a result of negativelevels.If your negative levelsequalyour total character level(or CR,for monsters),you die. Negative levelsare temporary,unlessthe effect that bestows them specifies they are permanent.If you have temporary negative levels,you can attempt a saving throw each day to removethosenegative levels.The DCis the sameasthe DCof the effectthat causedthe negativelevels.If you havenegative levels from multiple sources,you must attempt a separate savingthrow to removethe negativelevels from eachsource. If an effect imposes permanentnegative levels, they are treatedjust like temporarynegative levels,but you do not receive a savingthrow eachday to removethem. Permanent negative If you levelscan be removedthrough spellssuchasrestoration. die,permanent negativelevels remainevenafter you are restored to life. If your permanentnegative levelsequalyour total number of classlevels(or CR,for monsters),and you are brought back to life using spells suchas mysticcureor raisedead,you remain alive for 3 roundsbut then dieagainif you havenot also benefited spellor similar effect within that time. from a restoration
COMBAT
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MODIFIERS
everal factorscaninfluencecombator grantyou modifiers to attack rolls or other statistics.
-
mustroll a 20 or loweron ad%roll (seepage513)to avoidbeing struck.Multipleconcea lmentconditionsdo not stack.
CONCEALMENT
Varying Degrees ofConcealment
Originating from sourcessuch as densesmokeand battlefield position,concealment obscuresprecisesensesandimposesa miss chanceon attacks.When you haveconcea lment.it's harderfor enemiesto seeyou clearly.Thismight bedueto your position on the battlefield, or it mightbe dueto anothereffectthat makesit moredifficult for enemiesto perceiveandhit youwith an attack. Todeterminewhetheryou haveconcea lmentfroma creature's rangedattack,choosea cornerof the enemy'ssquare.If any line from this cornerto any cornerof your squarepassesthrougha squarethat providesconcea lmentor the borderof sucha square, you haveconcealment.Also use these rules when a creature makesa meleeattackagainsta targetthat isn't adjacentto it. Whena creatureis makinga meleeattackagainstanadjacent target,the target hasconcealmentif its spaceis entirelywithin an effect that grantsconcealment. Additionally,someeffects provide concealmentagainst all attacks,regardlessof whetheranyinterveningconcealment exists.
Certain situationscanprovidemoreor lessof a misschancethan typicalconcealment.In this case,it is up to the GMto determine a character's degreeof concealment.
Concealme nt MissChance Concea lment gives the target of a successfu l attack a chance that the attackeractually missed. This is calleda misschance. Normally,the miss chancefor concealmentis 20%.Make the attack normally; if the attackingcreaturewould hit, the target
Tota l Concealment If a creaturehas line of effect to you but not line of sight (see page271),you havetotal concealment.An enemycan't attack you whenyou havetotal concealment,thoughit canattackinto a squareit thinks you occupy.A successfu l attack into a square occupiedby an enemywith total concealmenthas a 50%miss chance(insteadof 20%).
IgnoringConcealme nt Concea lmentmight be ineffective. Dimlight or darknessdoesn't provideconcea lmentagainstcreatureswith darkvision.Creatures with low-light visioncanseein dim lightas if it werenormallight.
COVER Coverdoesnot necessar ily block precisesenses,but it doesmake it more difficult for enemiesto hit you. To determinewhether your targethascoverfrom your attack,choosea cornerof your square. If any line from this cornerto any cornerof the target's squarepassesthrougha squareor borderthat blockslineof effect
or providescover,or througha squareoccupiedby a creature, the target has cover.Cover grants you a +4 bonus to AC and a +2 bonusto Reflex savesagainst attacks that originatefrom a point on the other side of the cover from you. Note that spread effects canextendaroundcornersand negate thesebonuses.
Cover andAttacks ofOpportunity If you havecoverrelative to an enemy, it can't makean attack of opportunityagainstyou.
LowObstacles andCover A low obstacleO.e.,a wall half your height)providescover, but only to creatures within 30 feet (six squares).The attacker ignores the cover if he'scloserto the obstacle than his target is.
SoftCover Creatures,evenenemies,betweenyou and the sourceof an effect provideyou with cover against rangedattacks, giving you a +4 bonus to AC. However, soft cover providesno bonus to Reflex saves,nor doessoft coverallow you to attempta Stealth check.
PartialCover If more than half of you is visible, your bonusesfrom cover are reducedto +2 to ACand +1 to Reflex saving throws.
Improved Cover In somecases,suchas when a target is hiding behinda gun port in a defensive wall, cover provides greater bonusesto AC and
Reflexsaves. In such situations, the normal bonusesto AC and Reflex savesare doubled (to +8 and +4, respectively).
TotalCover If an enemy doesn't have line of effect to you (see page 271), you have total cover from the enemy. A creature can't make an attack againsta target that has total cover.
FLANKING When making a melee attack, you gain a +2 bonus to attack rolls if your opponent is threatened(see page 255) by another creature on its opposite border or opposite corner. Only a creature that t hreatens the opponent can grant this bonus, and your bonus from flanking can never be higher than +2. Creatures wit h a reachof O feet can't flank an opponent. When in doubt about whether two characters who threaten an opponent flank it, trace a line between t he two att ackers' centers. If t he line passesthrough opposite bordersor corners of the opponent's space,then the opponent is flanked. Exception:If a creaturetakesup more thanone square,it gets the flanking bonus if any squareit occupiescountsfor flanking.
PRONE If you are lying on the ground,you are prone.When prone,you take a -4 penalty to melee attack rolls. You also gain a +4 bonus to your Armor Classagainstrangedattacks but takea -4 penalty to your AC against meleeattacks. If you are knocked down in zero gravity, you're off-kilter (seepage276) insteadof prone.
MOVEMENT
AND
t's often very important to know where all the creatures involved in an encounter are, as well as what terrain and other objectsare present.Therulesfor movementand positions work best when keeping track of positions using a battle map and miniatures.A battle map is typically divided into a grid of 1-inch squares,each of which representsa 5-foot-by-5-foot area.Starfinderusesminiatureson the 30 mm scale (meaning a miniatureof a 6-foot-tallcreatureis approximately30 mm tall), available at paizo.comor your local gaming store. The rules below cover moving in environmentswith normal gravity conditions. For more about movementin zero gravity, seepage402.
1
SIZE ANDSPACE Creaturescome in different sizes and can occupy multiple squares.The squareor squaresa creature occupiesare also referred to as the creature'sspace. Occasionallyobjects are definedwith thesesamesizecategories. There are nine size categories, and each determines the specific amount of space a creature takes up. The size categoriesare Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan,and Colossa l.
Fine,Diminutive , andTiny Thesecreaturestake up lessthan 1squareof space.This means that more than one such creaturecan fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across,so four can fit into a singlesquare. Up to 25 Diminutive creaturesor 100 Fine creaturescan fit into a singlesquare.
Small andMedium Most player charactersare Small or Medium, and creaturesof thesesizecategories take up a single 5-foot squareof space.
Large , Huge, Gargantuan , andColossal Creaturesin thesesizecategoriestake up morethan 1 squareof space.SeeTable8-1: CreatureSizeon page256 for moredetails.
REACH AND THREATENED SQUARES Yourreachis the distanceat which you can attackfoes in melee combat. If you are wielding a melee weapon or are otherwise capable of making a meleeattack (e.g.,if you haveyour own natural weapons),you threaten all squaresinto which you can makea meleeattack,evenwhen it is not your turn (the exception is unarmedstrikes-if you're making unarmedstrikes, you don't threaten other squares).Generally, that meansyou threaten all squares adjacent to your space,including diagonally.An enemythat takescertain act ionswhile in a squareyou threaten provokesan attack of opportunity from you (seepage248). A creature's natural reach refers to its reach in melee combat when it is not wielding a weapon with the reach special property. Small and Medium creatureshave a natural reach of 5 feet. When wielding a weapon with the reach special property, you threaten all squaresthat you can reach
POSITION with your weapon. This typically extends a Small or Medium creature'sreachto 10 feet. For more about the reachweapon special property,see page182 in Chapter7. Creaturesthat take up less than 1 squareof spacetypically have a natural reachof O feet, meaning they can't reach into adjacentsquaresunless using weaponswith the reachspecial property. They must enter an opponent'ssquare to attack in melee.This movementmay provoke an attack of opportunity from the opponent.Youcan attack into your own squareif you needto, so you can attack such creaturesnormally. Sincethey haveno natural reach,they do not threatenthe squaresaround them. Youcan thus movepast them without provoking attacks of opportunity,and they alsocan't flank enemies. Creaturesthat take up morethan 1 squareof spacetypically havea natural reachof 10 feet or more.Sucha creatureusually can makean attack of opportunity against you if you approach it, becauseyou must enter and move within the range of its reachbeforeyou can attack it. You do not provokethis attack of opportunity if you take a guardedstep to approachit. When wielding a weapon with the reach special property, such creaturesextendtheir reachby 5 feet. If your reachis 10 feet, you threatenthe secondsquareof a diagonal(this is an exceptionto the normalrule for calculating distancealonga diagonal; see Diagona ls on page256 for more information). If your reach is anything other than 10 feet, calculate the diagonaldistanceof your reachnormally.
SPEED Yourspeedis how far you can movewith a singlemove action. Yourspeeddependsmost ly on your raceand your armor type, thoughmagicand equipment canalso impactit. Wearingheavy armor or carrying too much can reduceyour speed(seeArmor and CarryingCapacityin Chapter7 for moredetails). If you use two move actions in a round (sometimescalleda "double move"),you can moveup to doubleyour speed.If you spendthe entire round running (usingthe run action; see page 248), you can moveup to quadruple your speed. A creature'sland speedrefers to how far it movesacrosst he ground with its appendages.Most Medium creatures have a land speedof 30 feet (6 squares).If a creaturehas addit ional movemen t speeds,such as a climb speedor a fly speed,those speeds are listed in the creature'sstatistics separately (see Additional MovementTypeson page 258). If a rule references speedwithout specifying a movement type, it refers to whatever movementtype you are using.
MOVEMENT SCALES Movementoccurs in different movementscales, detailed on the following pages.Tactical movement,for combat,is measuredin feet (or 5-footsquares)per round.Local movement, for exploring the immediate area, is usually measuredin feet per minute, thoughyou can alsotrack movemen t on a localscalein rounds, as in tactical movement.Overlandmovement,for getting from placeto place,is measuredin miles per hour or milesper day.
Starships use their own movement scales for moving betweenplanetsand systemsand for tactical starship combat. SeeSpaceTravel on page290 and StarshipCombaton page 316for moredetails on thesemovementscales.
Modes of Movement While moving at the different movementscales, creatures generally walk, hustle,or run.
Diagonals Whenmeasuringdistance,count the first diagonalas 1square, the secondas 2 squares,the third as 1,the fourth as 2, and so on. Youcan't movediagonallypast a hard corner (suchas the corner of a building or starship or the side of a doorframe),but you can movediagonally pasta creature(evenan opponent)or lessrigid objects,suchas plant life.
Closest Creature Walk A walk represents unhurried but purposeful movement (typically 30 feet per round or 3 miles per hour for an unencumberedPC).
Sometimesit's important to determinethe closest squareor creatureto a location. If two squaresor creaturesare equally close.the creaturetaking the action that requires the closest squarebedetermineddecideswhich square countsas closest.
Hustle
Moving through Occupied Squares
A hustle is a j og (about6 miles per hour for an unencumbered PC).When you are taking the move your speedaction (see page 247) to move in the same round that you perform a standard action or another move action or when you move your speed twice in a single round, you are hustling when you move.
Youmay be able to movethroughan occupiedsquarewithout difficulty in certaincircumstances, with different effectsbased on the creaturein a givensquare,as notedbelow.
Run A running pace for a character is moving four times her speed(about 120 feet per round or 12 miles per hour for an unencumberedPC). When you are taking the run action (see page248).you are runningwhen you move.
TACTICAL MOVEMENT Tactical movementis used for round-by-round combat and is typically tracked using a battle map with a grid of 1-inch squaresandminiaturesrepresentingall combatants. Characters generallydon't walk during combat,for obviousreasons;they hustle or run instead.When you moveyour speedand take anotheraction, you are hustling for about half the round and doing something elset he other half.
Ally Unless you are charging, you can move through a square occupiedby an ally or a friendly character.When you do so, that creaturedoesn'tprovideyou with cover(seepage253).
Opponent You can't normally move through a squarethat is occupied by an opponent.but you can move through a square that is occupied by a helpless opponent without penalty. Some creatures,particularly very large ones, present an obstacle evenwhen helpless;in suchcases,eachsuchsquareyou move through counts as 2 squares. It is also possibleto use the tumble task of the Acrobatics skill to movet hrough a square occupiedby an opponent (seepage136).Somecreaturesbreak these rules. A creature that completely f ills the squaresit occupies(suchas a 5-foot-cuberobot) cannot be movedpast, evenwit h t he Acrobaticsskill or similar abilit ies.
Measuring Distance
Ending YourMovement
As a general rule, distanceduring tactical combatis measured assumingthat 1 squareequals 5 feet.
You can't end your movement in t he samesquareas another creatureunlessthat creatureis helpless.
TABLE 8-1:CREATURE SIZE 2 SIZE CATEGORY HEIGHT ORLENGTH ' WEIGHT
3) SPACE NATURAL REACH (TALL
3) NATURAL REACH (LONG
Fine 6 in.orless 1/8lb.orless 1/2ft. 0 ft. 0 ft. Diminutive 1ft. 0 ft. ___ 0 ft. 6 in.-1ft. 1/8-1lb. 0 ft. ___ 0 ft. Tiny 2-1/2ft. 1-2ft. 1-8lbs. Small 5 ft. 5 ft. 2-4ft. 8-60lbs. ___ 5 ft. Medium 5 ft. 4-8 ft. 60-500lbs. 5 ft. 5 ft. 8-16 ft. 500lbs.-2tons Large 10 ft. 10ft. 5 ft. 16-32ft. 2-16tons 10ft. Huge 15ft. 15ft. Gargantuan 20ft. 20ft. 15ft. 32-64ft. 16-125tons 125tonsormore 30ft.3 30ft. 20ft. Colossal 64ft.ormore 1 Thismeans abiped's heightoraquadruped 's bodylength(nose to baseoftail]. 2 These numbers assume thatthecreature is roughly asdense asa regularanimal. A creature madeof stonewillweighconsiderab ly more , anda gaseous creature willweighmuchless. 3 These values aretypicalforcreatures of theindicated size.Some exceptions exist.
Terra in and Obstacles
through a space where you're not allowed to stop . When that
From cargo crates and wrecked vehicles to vines and rocky
happens, you stop in the last legal position you occupied.
rubble, many terrain features affect your movement.
Double Movement Cost DifficultTerrain
When your movement is hampered in some way, your
Diff icult terra in, such as heavy undergrowth, piles of junk,
movement usually costs double the normal amount. For
or steep stairs, hampers movement. Each move into a square
example, each square of movement through diff icult terrain
of difficult terrain counts as 2 squares of movement. Each
counts as 2 squares, and each diagonal move through such
diagonal move into a diff icult terrain square counts as 3
terrain counts as 3 squares (just as two diagonal moves
squares. You can't run or charge across diff icult te rrain . If you
normally do).
occupy multip le squares with different kinds of terrain, you
If a movement cost is doubled twice, then each square
can move only as fast as the most diff icult terrain wi ll allow.
counts as 4 squares (or as 6 squares if moving diagonally). If
Fly ing and incorporeal creatures are not hampered by most
movement cost is doubled three times, then each square counts
diff icult terrain, though a dense tree canopy or web of chains might count as difficul t terrain for flying creatures.
as 8 squares (12 if diagonaOand so on. This is an exception to the general rule regarding multiply ing values.
Squeez ing
Minimum Movement
In some cases, you have to squeeze into or through an area
Despite whatever penalties to your speed you might have,
that isn't as w ide as the space you take up. You can squeeze
as long as you can move at all you can tak e a full action to
through or into a space that is at least half as wide as your
move 5 feet (1 square) in any direct ion, even diagonally. This
normal space. While squeezing, you move at half your speed
ru le doesn't allow you to move through impassable terrain or
and are considered to have the entangled condition (see
to move when all movement is prohib ited. Such movement
pages 275).
provokes att acks of opportunity
as normal (despite the
distance covered, this move isn't a guarded step).
Specia l Movement Rules These rules cover special movement situat ions.
LOCAL MOVEMENT Wh ile explor ing an area, you can measure your local movement
Ending Movement inanIllega l Space
in feet per minute if a round-by-round accounting of act ions
Sometimes you may need to end you r movement while moving
isn't necessary. You can walk or hustle without a problem on
the local scale, and you can run for a number of rounds equal
and does not benefit a party travel ing with vehicles. Trackless
to your Constitut ion score on the local scale w ithout needing
terrain is a wild area with no paths.
to rest. After that you must attempt a Constitution check (DC = 10 + 1 for each previous check) each round to continue running. When you fail this check, you must stop running. Once you have run to your limit. you must rest for 1 minute (10 rounds) before running again. During a rest period, you can move no faster than you can for a normal move action.
OVERLAND MOVEMENT Characters
covering
long distances cross-country
use
overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual
TER RAIN HIGH WA Y RO ADORTRAIL TRAC KLE SS Desert (all xj xl/2 xJ/2 temperatures] xj Forest(typical] xl xJ/2 Forest (dense] xl x3/4 xl/4 xl Hill x3/4 x1/2 xl xJ/2 Marsh x3/4 Mountain x3/4 x3/4 x1/2 xj xl x3/4 Plains x3/4 x1/2 xl/2 Urban
trave l time when traveling on foot or on a mount. Vehicles with a single pilot or a very small crew can travel for about
Forced March
10 hours in a day. Large vehicles that operate continuously
In a day of normal walking, you walk for 8 hours, and then
with a large crew on multiple shifts can travel continuously
you spend the rest of your daylight time making and breaking
for 24 hours.
camp, resting, and eating. However, you can walk for more than 8 hours in a day by making a forced march. For each
SPEED
20FEET 30FEET 40FEET
1ROUND (TACTICAL]
Walk Hustle Run
nonlethal damage. If you take any nonlethal damage from a
30ft. 60ft. 120ft.
40ft. 80ft. 160ft.
200ft. 400ft. 800ft.
300ft. 600ft. 1,200ft.
400ft. 800ft. 1,600ft.
into unconsciousness by pushing yourself too hard.
16miles
24miles
32miles
squares, it's impossible for a slow character to get away from
forced march, you become fatigued (see page 276). When you recover from this nonlethal damage, you also eliminate the fatigued condit ion. Still, it's quite possible to march yourself
EVASION ANDPURSUIT In round-by-round movement, when simply counting off
1DAY(OVERLAN D)
Walk
Constitution check (DC= 10 + 2 per extra hour) or you take 1d6
20ft. 40ft. 80ft.
1MINUTE (LO CAL]
Walk Hustle Run
hour of marching beyond 8 hours, you must succeed at a
a fast character without mitigat ing circumstances. Likewise,
Walk
it's easy for a fast character to get away from a slower one.
You can walk for 8 hours during a day without a problem.
When the speeds of the two characters are equal, there
Walking for longer than that can wear you out (see Forced
are a few simple ways to resolve a chase. If one creature is
March below).
pursuing another-both are moving at the same speed-and the chase continues for at least a few rounds, the characters
Hustle
can attempt opposed Dexter ity checks to see who is the
You can hustle for 1 hour without a problem. Hustling for a
faster individua l over those rounds. If the creature being
second hour in between sleep cycles deals 1 nonlethal damage
chased wins, it escapes. If the pursuer w ins, it catches the
to you, and each additional hour deals tw ice th e damage taken
fleeing creature.
during the previous hour of hustling. If you take any nonlethal
Sometimes a chase occurs overland and could last all day,
damage from hustling, you become fat igued (see page 276).
w ith the two sides only occasionally getting glimpses of each
When you recover from this nonletha l damage, you also
other at a distance. In th e event of a long chase, all parties can
eliminate the fat igued condition.
attempt opposed Constitution checks to determine which one
Run
rolls the highest, it gets away. If not, th e pursuer runs down its
You can't run overland for an extended period of tim e.
prey, outlasting it through superior stamina.
can maintain the pace the longest. If the creature being chased
Attempts to run and rest in cycles effective ly work out to
Vehicle chases follow their own rules; see Vehicle Chases
a hustle .
starting on page 282.
Terrain
ADDITIONAL MOVEMENT TYPES
The terrain through which you travel affects the distance you
Some creatures have modes of movement other than walking
can cover whi le t raveling. The table below shows you how
and running, such as burrowing, climbing, flying,
to modify t ravel t imes based on th e typ e of terrain and the
swimming. Such creatures have a specific speed listed for
and
quality of t he path you're fol lowing. A highway is a major,
each movement type. Generally speaking, these additional
mostly straight, paved road. A road is typical ly a dirt track. A
movement types follow th e normal rules for movement, except
trail is like a road, except that it allows only single-file travel
as detailed below.
Burrowing If you have a burrow speed,you can use move actions to tunnel through dirt. You cannot tunnel through rock unlessyou have an ability that states otherwise.You can move your full burrow speed while burrowing, but you cannotrun (seepage248). Most burrowing creatures do not leave behind tunnels other creaturescan use unlessthey havean ability that states otherwise:instead,the dirt closesup behind them as if they had not beenthere.
Climbing If you have a climb speed,you can use move actions to climb slopes,walls, and other steep inclines,andyou don't needto attemptanAthletics checkto climb exceptin hazardouscircumstances (see the Athletics skill starting on page 136).You are not flat-footed (see page 276) while climbing. You receive a +8 bonusto all Athleticschecksto climb and can alwaystake 10 while climbing, evenif distractedor threatened. You can move your full climb speedwhen you use the move action while climbing, but you cannotrun. Youcan movedouble your climbspeedwith a successfulAthleticscheckto climb,but you take a -5 penalty to the check.Creatureswithout a climb speeduse the Athletics skill to climb.
Flying If you have a fly speed,you can use move actions to fly through the air. A creaturewith a fly speedhas one of three maneuverabil ity classes:clumsy,average,or perfect.Creatures with clumsy maneuverab ility take a -8 penalty to Acrobatics checksto fly, while thosewith perfectmaneuverabi lity gaina +8 bonusto thesechecks.Creatureswith averagemaneuverab ility neither gain a bonusnor take a penalty to Acrobatics checks to fly. While you are flying, at the start of each turn, choose a primary direction for the round (including up or down).You can move your full fly speedin a straight line in that direction without the needfor an Acrobatics check,as long as the wind conditionsare favorable. If you want to changedirection while flying, it costsyou an additional 5 feet of movementto turn 45 degrees.If you want to ascend,it costs you an additional 5 feet of movementfor eachsquarethat you move upward.For example,supposeyou havea fly speedof 60 feet. As a single moveaction,you can fly forward 20 feet, turn 45 degreesto the left, and fly onesquare diagonally (all of which costs 30 feet of your movement). You can then ascend15 feet, which costs another 30 feet of movement.At this point, you have used your full 60 feet of flying movement,so your moveaction is over. If you are flying in an area with zero or low gravity, movement to ascenddoes not cost extra squares.If you are flying in an areawith high gravity, ascendingcosts double the extra squaresof movement. The Acrobaticsskill also details other types of movement that can be madeby flying creatures. Theserequire successfu l Acrobatics checks, and these checks have consequencesif
you fail. If you have clumsy maneuverability,you cannot use the hover option presentedin the fly task of the Acrobatics skill (seepage135). If you haveaveragemaneuverability, all of the options in the fly task of Acrobaticsare available to you. If you have perfect maneuverability,you do not have to attempt an Acrobaticscheck to use the avoid falling damageor hover options;you automaticallysucceedat theseoptions (unlessyou are unconscious),though you can still attempt an Acrobatics checkto hoveras a swift action insteadof a moveaction.
Swimming If you have a swim speed,you can use move actions to swim through liquids, but you don't need to attempt an Athletics check to swim except in hazardouscircumstances(see the Athletics skill starting on page136). Youreceive a +8 bonusto all Athletics checks to swim, and you can always take 10while swimming, even if you are distracted or threatened.You can moveyour full swim speedwhile swimming,and you can use the run action while swimming, provided that you swim in a straight line. Creatureswithout a swim speedusethe Athletics skill to swim. A swim speeddoesnot automatically impart the ability to breathe underwater.
,____ SENSES
__
ust as actions determine what you can do in combat _J and movementdetermineshow you get there to do it, sensesdetermine what you can perceive and how. Different alien racesmight have many different senses,but essentially all senses are separated into precise and imprecise senses. A specific creature'ssensesare typically further refined into special abilities that more tight ly detail how it perceives. Theseabilities include blindsight, blindsense,sensethrough, darkvision, and low-light vision, and the description of these abilities is found in Special Abilities beginning on page262. The broad definitions of creatures' types of senses are below, followed by an explanationof how they function.
PRECISE SENSES Precise senses allow a creature to perceive the world in nuanced detail. For many creatures, the only precise sense they haveis vision. Most other precisesensesare collectively referred to as "blindsight," indicating that they are preciselike vision but creaturescan use them without needing to see.
IMPRECISE SENSES Imprecise sensesallow a creature to perceive certain details and clues about the world, which vary depending on the sense,but these are not sufficient for the creature to make out nuanceddetail the way a human'ssight does. For many creatures, their nonvisual senses are imprecise. Some creatures have extremely keen imprecise sensesthat, while still insufficient to provide details like a precisesensewould, can greatly help the creaturesdetect stimuli in the absenceof their precise senses;such sensesare collectively referred to as "blindsense."
SPECIFIC SENSING MECHANISMS Creatureswith blindsenseor blindsight typically perceive using a specific sense mechanism,indicated in parentheses after blindsenseor blindsight in the creature'sstatistics. If this sense somehowbecomesunusable, the creaturelosesaccessentirely to its blindsenseor blindsight. Thetypical sensesthroughwhich creaturescan perceive are emotion,life, scent,sound,thought, and vibration. Specific entries for blindsense,blindsight, and other senses can be found in SpecialAbilit ies beginningon page262.
THEFOUR STATES OFAWARENESS In gameplay, there are four different states of awarenessthat you can havewith regardto anothercreature, which determine, for example, whether you surprise it when you engageit in combat or whether you can target a creature with an attack. Thesestatesof awarenessare described below.
Unaware Whenyou areunawareof another creature,you don't evenknow it is present.Genera lly this occursbecausethe creature is hidden, you failed your Perceptioncheck to notice it, and the creature
hasn't yet performedany actions that would alert you to its presence.Youcannotdirectly attack a creatureyou are unaware of, but it is subject to areaeffects.
Aware of Presence When you are aware of another creature's presence,you don't necessarily know exactly where it is. Typically this occurswhen the hidden creature has taken someaction that revealedits general presencein the area but has successfully used Stealth since then to hide its exact location. If you have succeededat a Perception check to notice a creature with an imprecise senseother than blindsense,you are aware of the creature'spresence(if you have blindsense,a successful Perception check means you are aware of the creature's location; see below). You cannot directly attack a creature if you are only aware of its presence, but it is subject to area effects affecting its location. In order to directly attack sucha creature,you must pinpoint its exact location with an additional Perception check. If this check is successful and you are using an imprecise senseto pinpoint a creature,you becomeawareof the creature'slocation (seeAware of Location below). If this check is successfuland you are using a precise senseto pinpoint a creature,you are observingthe creature(seeObservingbelow).
Aware of Location When you are awareof a creature'slocation, you know exactly where the creature is located,but you still can't observe the creature with a precise sensesuch as vision. Generally, this occurs becauseyou have blindsense,or becausethe creature is hidden but you have succeededat a Perception check to pinpoint the creaturewith an imprecisesense.Youmust at least be aware of a creature'slocation in order to directly attack it, thoughit is consideredto havetotal concealmentfrom you (see page253). It is, however,subject to areaeffects affecting that location.
Observ ing When you are observinga creature, you can directly perceive the creaturewith a precisesense.Generally, this occurswhen a creatureis visible,when the situation makesit impossible for the creature use Stealth to hide, or when you havesucceeded at a Perceptioncheckto pinpoint t he creature using a precise sensesuch as blindsight. Youmust be observing a creature to use a ranged effect that targets a specific creature without requiring an attack roll to hit (such as magicmissile).You can also make normal attacks, including ones using ranged abilities, against creaturesthat you are observing.Again, it is subject to area effects that affect its location. A creaturecurrently being observedcan't attempt a Stealth check without first breaking that observation. To break observation, the creature must eit her mask itself from your precisesenses(with darkness,tog, invisibility, or the like, but not with effects such as displacementthat still leave a clear visual indicator of its location),move somewhere it can't be observed(aplacewith cover,tor example),or useBluff to create a distraction to momentarily breakyour observation of it.
DEALING WITHUNSEEN CREATURES
Norma l Light
If you are unaware of a creature, aware of a creature's presence,
Normal light functions just like bright light, but it is less
or aware of a creature's location, that creature is considered to
intense. Normal light includes the light condit ions underneath
be "unseen" for you. A stationary unseen creature has a +40
a forest canopy dur ing the day, typ ical indoor light ing, or the
bonus to Stealth checks, but this bonus is reduced to +20 if
light from a flash light or t he dancinglights spell.
the unseen creature moves (and these bonuses are negated for potential observers with blindsense). An unseen creature
DimLight
benefits from total concealment (50 % miss chance) against
In dim light, you can somewhat make out shapes, but
attacks. In addit ion, you are considered flat-footed against an
you can't see precise detai ls well at all. Dim light includes
unseen creature's attacks.
moonlight outside at night and bright starlight, or a starsh ip's
If you are unaware of a creature or aware only of its
emergency backup lights. An area just beyond t he range of
presence, you cannot directly attac k it. You must first succeed
a light source has dim light. Creatures wi t hin an area of dim
at a Perception check to pinpoint the creature's location, which
light have concealment (20% miss chance; see page 253)
then allows you to become aware of the creature's location (if
fro m creatures w ithout darkv ision or the ability to see in
using an imprecise sense) or to observe the creature (if using
darkness. Because dim light is not ideal for observation, if
a precise sense). If an unseen creature makes a melee attac k
you're in an area of dim light, you can attempt a Stealth check
against you from a space adjacent to you, you automatically
to conceal you rself from creatures without low-light vision,
determine its location, though this doesn't stop it from moving
darkvision , or blindsight. Dim light does not affect creatures
after the att ack.
wi t h low-light vision, w hich can see in dim light as if it were normal light.
VISION ANDLIGHT Because the majority of creatures in the Starfinde r RPG use
Darkness
vision as their only precise sense, it's important to determine
In darkness, creatures wi t hout darkvision effectively have the
the limi tations of v ision.
blinded condition (see page 273). Areas of darkness include an unlit chamber wit hin a structure, most caverns, outside
BrightLight
on a moonless night, or the surface of planets w ith distant or
All characters wi th v ision can see clearly in bright light. Sources
nonexistent stars. Unlike low-light v ision and in areas of dim
of bright light include direct sunlight outdoors, a nearby star
light, darkvision does not work exactly li ke normal vision in
shining through a starship viewport, powerful industrial lighting,
areas of darkness; rather, darkvis ion wor ks only to a specified
or any source as bright or brighter than normal sunlight.
range and is in black and wh ite.
SPECIAL
ABILITIES
number of creatures and characterswith a variety of classesgain the use of special abilities. Theseabilities rangefrom onesthat can be activatedin a way similar to spells to morestatic abilities that grant special sensesor traits.
A
EXTRAORDINARVASPELL-LIKE , AND SUPERNATURAL BILITIES Many abilities availableto characters or monstersare classified asextraordinary, spell-like, or supernatural. Dependingon which category they fall into,theseabilitiesfunctionasdescribedbelow.
Extraordinary Abilities(Ex) Extraordinary abilitiesare nonmagica l. Theycannotbe disrupted in combatas spells can, they are not subject to dispelling, and they function normally in areaswhere magic is suppressedor negated.Despite not qualifying as magical, someextraordinary abilitiesmay break the laws of physics. The text of an extraordinaryability indicateswhat type of action is required to use it, as well as how often the creature can use it. If an extraordinary ability doesn'tspecify what type of action is requiredto activate it, it requiresa standardaction. TheDCof an extraordinaryability is typicallyequal to 10 + half the level of the creatureusing it + the creature'srelevantability scoremodifier,as detailedin the ability's description. Extraordinary abilities are often denoted with the abbreviation"Ex" in parenthesesnext to the ability's name.
Spell-Like Abilities(Sp) Spell-like abilities are magical abilities that function very much like spellsdo (seeCastingSpellsstarting on page330).Themain difference is that you gained the ability t hrough a different meansthan normal spellcasters gain spells. A spell-like abilit y hasa castingtime of a standardaction unlessnotedotherwisein the ability or spell description. Usually,a spell-like ability either can be useda specific number of times per day,can be usedat will, or can affect a creature constantly. If a spell requires an expenditure of credit s or Resolve Points as part of its cast ing, a creature that can cast the spell as a spell-like ability does not need to pay such costs. Creatures with spell-like abilit ies that can be madepermanentst ill must pay any costs and take the listed amount of time to do so. In all other ways,a spell-like ability functionsjust like a spell. Becauseit functions like a spell, using a spell-like ability in a threatenedsquareusually provokesattacks of opportunit y (see page 248) unless the text of the ability or the spell it emulates specifically saysotherwise. Spell-like abilities are subject to spell resistanceand dispel magic.Theydo not function in areaswhere magic is suppressed or negated. Just as for spells,a spell-like ability's caster level determines the ability's power (seeCasterLevel on page331).If no caster level is specified in the ability's description, the caster level is equal to the creature'scharacter level or CR.TheDCof a spell-like ability is typically equal to 10 + the spell'slevel + the Charisma
·· modifier of the creatureusing it. If a class grants a spell-like ability that is not basedon an actualspell,the ability'seffective spell level is equalto the highest-leve l classspell the character could cast at the classlevelthe ability is granted. Spell-like abilities are often denoted with the abbreviation "Sp"in parenthesesnext to the ability's name.
Supernatural Abilities(Su) Supernaturalabilities are magical but differ from spells in key ways. Unlike spells,which can be interrupted while being cast, supernaturalabilities can't be disrupted in combat.They aren't subject to spell resistanceor dispelmagic,but they don't function in areaswheremagicis suppressedor negated. The text of a supernatural ability indicates what type of action is requiredto use it, as well as how often it can be used. If a supernatural ability doesn'tspecify what type of action is required to activate it, it requires a standardaction. The DCof a supernaturalability is typically equalto 10 + half the level of the creatureusingit+ the creature'srelevantability scoremodifier,as detailedin the ability's description. Supernaturalabilitiesare often denotedwith the abbreviation "Su"in parenthesesnext to the ability's name.
REGAINING DAILY-USE ABILITIES AND SPELLS Someabilities havea limited numberof usesper day.Toregain usesof theseabilities, 24 hoursmust havepassedsinceyou last regained usesof your abilities, and you must have restedfor 8 continuoushours during that period. You do not haveto sleepfor every minute of the rest period, but you must refrain from movement.combat,spellcasting, skill use,conversation, and any other fairly demanding physical or mental task during the rest period. If your rest is interrupted, each interruption adds 1 hour to the total amount of time you haveto rest before regaining usesof your abilities. If for some reasonyou do not needto sleep,you still must have8 hours of restful calm before regaining usesof your abilities. Spellcasterssuch as mystics and technomancersfollow the samerules to regaintheir daily spellslots, but they must spend 15 minutes concentrating after the rest period to ready their minds to regain their daily allotments of spell slots. Without sucha period of concentration, spellcasters do not regain spell slots usedup the day before.
ABILITY DESCRIPTIONS Specialabilities that are common in Starfinder are described below. The ability's source typically indicates whether it is extraordinary,spell-like,or supernatural. In general,if an ability's sourcedoesnot indicateits type,the ability is extraordinary.
Blindsense Blindsenseis the ability to usean imprecisenonvisual sense(or a combinationof senses;see page 260) to operate effectively without vision. Blindsenseoperates out to a rangespecified in the creature'sdescription.
A creaturewith blindsensetypically perceivesusinga specific sense,which is indicated in parenthesesafter the blindsense entry in the creature'sstatistics.If the indicatedsensesomehow becomesunusable- say, for example,if a creature that uses sound to perceive through its blindsensebecomesdeaf- the creature loses accessentirely to its blindsense.The typical sensesthrough which creatureswith blindsensecan perceive are emotion,life, scent,sound,thought, and vibration. If you have the blindsensespecial ability and succeedat a Perceptioncheck to notice an unseen creature, you become awareof the creature'slocation.Blindsensenegatesthe bonuses to Stealth checks that an unseen creature would otherwise receive, but unseen creatures still have total concealment againstthe attacks of creatureswith blindsense,and creatures with blindsense are still flat-footed against the attacks of unseencreatures.SeeDealing with UnseenCreatureson page 261 for moreinformation.
Blindsight Blindsight is a precise nonvisual sense(or a combinationof senses;see page260) that functions as a more potent version of blindsense.Blindsight operatesout to a rangespecified in the creature'sdescription. A creaturewith blindsight typically perceivesusinga specific sense,which is indicated in parenthesesafter the blindsight entry in the creature'sstatistics.If the indicatedsensesomehow becomesunusable-say, for example,if a creature that uses scentto perceivethrough its blindsight losesits senseof smellthe creature losesaccessentirely to its blindsight. The typical sensesthrough which creatureswith blindsight can perceive are emotion, life, scent,sound,thought, and vibration. If you have blindsight and succeedat a Perception check to notice a hidden creature,you are observing the creature. Blindsight negates concealment, displacement, invisibility, magicaldarkness,and similar effects, though a creaturewith blindsight still can't perceiveetherealcreatures(seethe ethereal jaunt spell on page354). A creaturewith blindsight cannot be blinded (seepage273) and is not subject to gazeattacks (see the StarfinderAlien Archive). Blindsight is still limited in many ways comparedto normal vision. Blindsight never allows a creature to distinguish color or visual contrast, though it might be able to make out other features depending on the sense. A creature cannot read written text with blindsight, though it could still use tactile communication. Blindsight works underwater and in fog or smoke,but it typically doesnot work in a vacuum(althoughthis dependson the natureof the sense;for instance,emotion-based blindsight would work in a vacuum).
Damage Reduction (DR) Somecreatures havethe ability to instant ly heal damagefrom attacks or ignore blows altogether;this is referred to as the damagereduction specialability. Damagereduction (DR)applies to kinetic damage-any bludgeoning, piercing, or slashing damage-that a character takes, regardless of that damage's source.It doesnot apply against damagewith no damagetype or any other damagetype, including acid, cold, electricity, fire,
or sonic, though these can be mitigated by energy resistance (seepage264). The numericalpart of a creature'sdamagereduction is the amount of bludgeoning, piercing, and slashing damage the creature ignores from each attack. Weapons made from a certain material, magicweapons(any weapon with a weapon fusion; see page 191),and weapons imbued with a specific alignmentoften can overcomethis reduction. This information is separatedfrom the damagereductionnumberby a slash. For example, DR 5/cold iron meansthat you take 5 fewer damage from weaponsthat are not made from cold iron, OR 5/magic meansyou take 5 fewer damagefrom weaponsthat are not magic,and soon. If a dashfollows the slash("DR5/-"), then the damagereductionis effective against bludgeoning, piercing,or slashingdamagefrom any weapon,though someattacks have their own ability to overcomeDR. Ammunition fired from a projectile weaponwith a magicfusion or alignmentis treatedas a magic weaponor having the listed alignmentfor the purpose of overcoming damagereduction. Sometimes , multiple typesof weaponmaterialsor alignments are indicatedafter the value of OR, indicatingthat the damage reduction can be overcomein multiple ways or requires a specific combination of effects to be overcome. For example, OR 5/lawful or magic means any weapon that is of a lawful alignmentor that is magiccan overcomethe damagereduction. In contrast, OR 5/lawful and magic means only weapons that are both of a lawful alignment and magic overcomethe damagereduction. Whenever damage reduction completely negates the damagefrom an attack, it also negatesmost special effects that accompanythe attack, such as an injury-baseddisease,an operative's debilitating trick, and poisondeliveredvia an injury. Damagereductiondoesnot negateability damage,ability drain, energy damagedealt as part of an attack, or negative levels, nor does it affect poisons or diseasesdelivered by contact, ingestion,or inhalation. Attacks that deal no damagebecauseof the target'sdamagereduction do not disrupt spells. If you havedamagereduction from morethan onesource,the two forms of damagereductiondo not stack unlessthe sources granting the damage reduction specifically note otherwise. Instead,you get the benefit of the best damagereduction in a given situation. Rarely,an effect specifiesthat it increasesa creature'sexisting damagereduction. Sometimesdamagereduction representsinstanthealing,while in othercasesit reflectsthecreature'stoughhide or body.In either case,you canseethat a conventional attackhasn'tbeeneffective.
Darkv ision Darkvision is the ability to seewith no light sourceat all, out to a rangespecifiedin the creature'sdescription. Darkvisionis black and white only (colors cannot be discerned).It does not allow charactersto see anything that they could not see otherwisewhen a creaturehas darkvision,invisible objectsand creatures are still invisible,and illusions are still visibleaswhat they seem to be. Likewise,darkvision subjects a creature to gazeattacks normally (seethe StarfinderAlienArchive).Thepresenceof light doesnot affect darkvision.
Energy Resistance A creature with resistance to energy has the ability to ignore someenergy damageof a certain type (acid, cold, electricity, fire, or sonic) per attack. Eachresistanceability is defined by what energy type it resistsand how much damageis resisted. It doesn't matter whether the damage is from a mundane or magical source. If an attack deals both kinetic damageand energydamage(suchas dealing 3d6 bludgeoningand 1d6 fire damage).energy resistanceapplies to the energy damagebut doesn'treducethe kinetic damage. If energy resistancecompletely negatesthe damagefrom an attack, it also negatesmost special effects that accompany the attack, such as an operative's debilitating trick or poison delivered via an injury. Energy resistancedoes not negate ability damage,ability drain, or negative levels dealt along with an energy attack, nor does it affect poisonsor diseases delivered by contact,ingestion,or inhalation. If you haveenergyresistanceagainstthe sameenergytype from moret han one source,the two forms of energy resistance do not stack unless the sources of the energy resistance specifically note otherwise. Rarely, an effect specifiesthat it increasesa creature'sexisting energy resistance.
Incorporeal An incorporealcreature doesn't have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage(50%)to it. An incorporeal creaturetakes full damagefrom other incorporeal creaturesand effects,as well asfrom all forceeffects.Corporeal spells and effects that do not causedamage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits. Incorporeal creatures' att acks always target their enemies' Energy Armor Class. Incorporeal creatures cannot take any physical actions that would moveor manipulate an opponent or its equipment,including combat maneuvers, nor are they subject to any such actions. An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object'sexterior, and so it cannot passt hrough the center of an object whose space is larger t han its own. It can sense t he presence of creatures or objects within squares adjacent to its current location (seepage 260), but enemieshave total concealmen t (50% miss chance; see Concealment on page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on page 253). An incorporeal creature cannot pass through a force eff ect. Incorporeal creaturespassthrough and operate in vacuum,water, and zero gravity aseasily ast hey do in air. Incorporealcreaturescannot fall or take falling damage. They haveno weight and do not set off traps that are triggered only by weight. Incorporeal creatures movesilently and cannot be heardwit h Perception checksunlesst hey wish to be.Any sense(including blindsenseor blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. Thesecreatures
have an innate senseof direction and can move at full speed evenwhen they cannotsee.
Invisible An invisible creature is visually undetectable. A creature using only an imprecisesense,or whose only precise sense is vision, can't observean invisible creature, so t he invisible creature is unseen by such a would-be observer. Creatures with blindsight can perceive invisible creatures normally, sinceblindsight is a precise sensethat doesnot rely on vision, and t hus can observe invisible creatures. SeeSenseson page 260 and Dealing wit h Unseen Creatures on page 261 for more information. Invisible creatures remain invisible even in unusual environments,such as underwater,and when subjectto effects such as fog or smoke. They are not magically silenced. They can still be heard,smelled,and felt as normal, even if other creaturescan't see them. Invisible creaturesleave tracks and can be tracked normally. A character looking for an invisible creature might find his quarry if the invisible creature drops an item, speaks, smells strongly, leavesan obvious trail, or performs some action that makes itself known. Finding an invisible creature in t his way requires a Perception check as normal. If success f ul, and assuming your only precisesenseis vision, you becomeaware of the invisible creature's presence , but you don't know its exact location. If you're looking for an invisible creature, the GM might rule that you havea bonusor penalty to your Perceptionchecksbasedon the situation. Items droppedor put down by an invisible creaturebecome visible; items it picks up disappear if tucked into t he clothing or pouches worn by the creature. Light, however, never becomesinvisible, although a source of light can become so (thus creat ing the effect of a light wit h no visible source).Any part of an item that the creature carries but that extends more than 10 feet from it becomesvisible. Invisibility does not thwart divination spells or effects. Invisible creaturescannot use gazeattacks (seethe Starfinder Alien Archive).If you are or become invisible while grappled, you gain a +2 circumstancebonusto your checkto escapebeing grappled, but you gain no other benefit against t he grappler.
Low-Light Vision Characters with low-light vision canseein dim light as if it were normal light (seeVision and Light on page261).
Sense Through Sensethrough is the special ability to perceivethings beyond an obstacle or barrier that would otherwise block normal senses. It allows a creature to att empt Percept ion checks into areasthat would otherwise lie beyond its senses.Sense through augments a creature's precise or imprecise senses, rather t han replacing t hem. For example, a creature cannot have a form of sensethrough based on vision unless it has standard vision. Sensethrough may be a supernatural power to senset hings beyondnormal perception or an extraordinary ability representingenhanced senses,and it can be granted by equipment(such as lasermicrophonesandX-ray visors),natural
abilities (suchas somedragons'ability to see through smoke), and other effects. Sense through operates out to a range specifiedin the creature'sdescription. A creature with sense through typically perceives using a specific sense,which is indicated in parenthesesaft er the sensethrough entry in the creature'sstatistics. For example, sense through (vision) allows a creature to see through obstacles that would normally block vision. If the indicated sensesomehowbecomesunusable- for example, if a creature whose vision is augmentedby sensethrough is blinded-the creature losesaccessto its sensethrough ability. The typical senses through which creatures with sense through can perceive are emotion, life, scent. sound, hearing, vibration, and vision. A creaturewith sensethrough (vision) is consideredto have darkvision to a rangeof 60 feet unless stated otherwise. This enables the creature to perceive through materials such as armor, briefcases, and other concealing items, meaning the creature can use Perceptionto search more quickly and easily (searchingup to a 20-foot-by-20-foot area in a single round), though such quick searchesreveal only things accessible by that sense.If a secretdoor is concealedbehind a material that blocks this ability (see below), a quick search using sense through (vision)would not revealit. Some sense through abilities allow a creature to sense through only specific materials. Such materials are indicated in brackets after the associated sense in the sensethrough entry in the creature'sstatistics. For example, sensethrough (vision [smoke only]) allows a creature to see through smoke as if it were not present, but all other obstacles to vision work normally. A sense through ability that works against only a specific material otherwise works like the sense it is associated with , including requiring Perception checks to notice things.
Block ingSense Through Some sense through abilities (generally those of a magical nature) cannotpenetratespecif ic materials. This is indicatedin bracketsafter the associatedsensein the sensethrough entry in the creature's stat istics. For example, a lycanthrope wit h sense through (scent [blocked by silver]) can smell through walls-but not through evena thin layer of silver. Unlessstated otherwise, in addition to all other limitations, sense through is blocked by energy fields and sufficiently densematerial. This includesall energy fields that impact the physical world (suchas force fields that grant temporary Hit Points and force effects such as the wall of force spell). The density limitation generallycausesthesesensesto be blocked by 10 feet of wood or plastic, 5 feet of stone, 1foot of common metal,or 6 inchesof leador any starmetal(suchasadamantine) . Typicalsuits of armor and containers do not block such vision unlessthey specify otherwise.
SpellResistance (SR) Spell resistance(SR)is the ability to avoid being affected by spells and spell-like abilities, much like an Armor Classagainst ,a magicalattacks.Toaffect a creature t hat has spell resistance
spellcastermust succeedat a caster levelcheck(1d20+ caster level) with a DC equal to the creature'sspell resistance.If the caster fails the check,the spell doesn't affect the creature. A creature with spell resistance does not have to do anything special to use that ability and need not even be aware of a threat for its spell resistanceto function. A creature'sspell resistancenever interferes with its own spells, items, or abilities. A creature can voluntarily lower its spell resistanceas a standard action. Oncea creature lowers its resistance,it remainsdown until the creature'snext turn. At the beginningof the creature'snext turn, the spell resistance automatically returns unlessthe creatureintentionally keepsit down (this also requiresa standardaction).
WhenSpel l Resistance Applies Spell resistanceapplies if a spell targets a creature with spell resistance,or if sucha creature is within a spell'sareaof effect.If severalcreatureswith spell resistanceare targetedby a spell or within a spell'sarea, eachchecks its spell resistanceseparately (that is, the casterrolls a separatecaster level check for each). Unless a spell specifically targets a single creature, spell resistanceprotects the resistant creaturewithout affecting the spell itself: other creatureswithout spell resistancetargetedby a spell or within a spell'sareaare affectedby the spell normally. Somespells can ignore spell resistance;this is detailed in the spells' descriptions. Spell resistancecan protect a creature from a spell that's already beencast, suchas if the creatureenters the areaof an active spell effect. Checkspell resistancewhen the creature is first affected by the spell. A creaturechecksits spell resistance only once for any particular casting of a spell, but separately for each distinct casting of a spell. If spell resistancefails the first time, it fails eachtime the creatureencountersthat same casting of the spell, as when the creature enters and reenters an area effect. Likewise, if the spell resistancesucceedsthe first time, it always succeedsfor the samecasting of the spell. If the creature has voluntarily lowered its spell resistance and is then subjectedto a spell, the creature still has a single chance to resist that spell later, when its spell resistance first resumes.
Telepathy A creat ure with the telepathy special abilit y can mentally communicate with any other creature within a certain range (specified in the creature's description, though the range of telepathy is usually 100 feet) that knows a language. It is possibleto addressmulti ple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as diff icult as simultaneously speaking and listening to multiple people at the same ti me.
LimitedTelepathy Limited telepathy functions in the samemanner as telepathy, exceptthat both the creaturewith t he limited telepathyspecial ability and t he creature it is communicatingwith must havea languagein common.
BONUSES AND PENAL TIES ~-----------------------------------hroughoutthe courseof her adventures,a characteroften comes under the effects of conditions, circumstances, magic, technology, or other factors that provide her with bonusesor penalties to certain game statistics, such as her Armor Class(AC),attack rolls, or saving throws. The situations that can grant bonusesor imposepenalties in Starfinder are practically limitless, but bonusesand penalties all function usingthe rulesdescribedin this section. While it's alwaysa goodideato keeptrack of all bonusesand penaltiesaffectingyour characterat any given time,suchtracking is particularlyimportantduring combat.After all. that +1 morale bonus to attack rolls from the envoy'sget 'em improvisation might mean the difference between either landing the blow that fells a security robot or allowing it to remain standing(and subsequent ly take out a woundedally). GMsshouldtake careto note all bonusesand penalties that are in effect during combat. but ultimately,it's usually up to the playerto track the bonuses and penalties affecting her characterat any given time so that shehasan accuratehandle on how she performsin combat. The rules that governbonusesand penalties. as well as the differentspecifictypesof bonuses,are describedbelow.
T
BONUSES The term "bonus"in Starfindercan refer to a benefit you receive outsidethe typical framework,suchasif a monstergainsa bonus feat.Sometimes the total you addto a die roll after all calculations is referredto asa bonus,suchasyour initiativebonusor an attack's damagebonus.Otherbonusesare divided into specificdifferent types,represent ing the varying conditionsandcircumstances that providebonusesto variousnumbersor valueswithin the game. When multiple bonusesapply to the same value, different typesof bonusesall apply,but in mostcasesbonusesof the same type do not add together(or "stack" with eachother), unlessa sourcespecifiesotherwise.(For an exception, see Circumstance Bonusbelow.)Bonusesthat do not list a bonustype do stack, both with eachotherand with all typed bonuses.Suchbonuses,often referredto as •untyped" bonuses,are amongthe mostuti Iitarian of all bonusesin the game. For example,Keskodaihas a +2 morale bonusto his saving throws, becausean angelicbeingis protecting him with aura of mettle, oneof its specialabilities.While benefitingfrom the aura, Keskodaicaststhedeathwardspell on himself. As a result,when attempting a savingthrow againstdeathspellsanddeatheffects, he canadd the +4 moralebonusgrantedby his deathwardspell, but he cannotalso addthe moralebonusfrom the angelicbeing's aura of mettle. Only the higher of the two bonusesapplies, becausethey are both morale bonusesand therefore do not stackwith eachother.While benefiting from the angelicbeing's auraof mettle ability, though,Keskodai still gains the +2 morale bonusto saving throwsother than thoseagainstdeathspells and deatheffects,becausesuchsaving throwsarenot affected by the deathwardspell. The following describethe most common forms of bonuses, what they represent,andthe kindsof thingsto which they apply.
AbilityBon us
When your ability modifier is positive,it can be referred to as an ability bonus.If an ability saysto add your ability bonus,it means to add your ability modifier,but only if that modifier is not a negativenumber.
Armor Bonus An armor bonus representsa protective barrier that makes attacks lessIikely to reachand harma target.It appliesto Armor Classand is granted by armor or by a spell or magicaleffect that mimicsarmor.Armor bonusesdon't stack with other armor bonuses.but they do stack with all other bonusesto ArmorClass (suchas a Dexterity bonus).Armor bonusessometimes specify that they apply only to your EnergyArmor Class(EAC)or your KineticArmor Class(KAC).Most suits of armor (seeChapter7) providearmorbonusesto both EACand KAC.thoughthe specific armorbonusesa suit providesto eachvalue oftendiffer,asnoted in the armor'sdescription. An armor bonusthat doesn'tspecify which Armor Classit appliesto appliesto both.
Base Bonus Charactersreceivebasebonusesto attacks and savingthrows from their class levels.Your baseattack bonusis addedto all your attack rolls and is determinedby your classand level. A higher number meansyou're better at combat. Similarly, the three categories of basesaving throw bonuses,alsodetermined by your classand level, are addedto savingthrowsyou attempt againstvarious effects(as indicated by eacheffect that callsfor a savingthrow). Youreceive the basebonuseslistedfor your levelin a classon theclass'slevelprogression chart. Forexample,if youarea 5th-level soldier, you havea baseattackbonusof +5,a baseFortitudesave bonusof +4,a baseReflex savebonusof +1,anda baseWill save bonusof +4(seepage111). If you takelevelsin morethan oneclass (knownasmulticlassing), your basebonusesfrom differentclasses stackwith eachother.Add togetherthe basebonusesfrom each of your classesto determine your basevalues.Forexample,if you have5 levelsof soldier and 1 levelof operative,you havea base attack bonusof +5,a baseFortitudesavebonusof +4,a baseReflex savebonusof +3,anda baseWill savebonusof +6.
Circumstance Bonus Circumstance bonusesarise from specific conditional factors affecting the task at hand. Circumstancebonusesstack with other circumstancebonusesunless they arise from essentially the samesource,in which casethey do not stack. Forexample,you might usea firecracker aspart of a Bluffcheck to create a distraction.The GM decidesthe firecrackergrants a +2 circumstancebonusto the skill check.The GM also knows the guardsin this situation are extremelynervous,and thus their attentionis easily drawnto any suddenor unexpected occurrence. TheGMgrants you a +2 circumstancebonusaswell. Sincethese two bonusesresult from distinct circumstancesthat both affect the task, they stack,granting you a +4 bonusto the Bluff check.
Divine Bonus
Racial Bonus
A divine bonus stems from the power of a deity or another potent supernatural creature, such as a demon lord. These bonusesare most commonlygrantedby spells and magic items, though priests of deities can sometimesaccessthem through different special abilities they can use.
A racial bonuscomesfrom the culture in which you were raised or results from innate characteristics of your creature type. If your racechanges(for example, if you die and are reincarnated), you loseall racialbonusesyou hadin your previousform andgain any new onesyou now have accessto, as appropriate.
Enhancement Bonus
PENALTIES
An enhancementbonus is a rare kind of effect, normally a supernatural one, that accentuatesthe useful qualities of an object or bolsters a specific attempt to accomplish something, improving your total effect iveness.It almost never applies to attack rolls.
Various effects can cause you to take penalties to ability scores, Armor Class, die rolls, movement,or other statistics. Unlike bonuses,penalties do not havetypes. However, multiple applicationsof the samepenalty generally don't stack-only the highestpenaltyapplies. Forexample, supposethe GMassignsa penalty to Acrobatics checks on a frozen lake becauseits surface is slippery, and one of the PCs'enemies has a device that applies penaltiesto Acrobaticschecksin an area by freezing the ground so that it is icy and slippery.Causingthe already-frozenlake to again be frozen doesn't make it any more slippery and in fact doesn't changeit much at all. Therefore, only the highest of these two penaltiesapplies to Acrobaticscheckscreaturesattempt on the doubly frozen ice.
Insight Bonus An insight bonus representsimprovedperformanceof a given activity from either specializedcompetenceor a certain form of precognitive knowledge.
LuckBonus A luck bonusrepresentsgood fortune powerful enoughto alter the outcome of events-or at least to provide the little nudge neededto turn the tide of eventsin your favor.
Morale Bonus A morale bonus represents the effects of a boost in courage, determination, and hope in a situation that tests your mettle. Nonintelligent creatures (meaning creatures with an Intelligence of O or no Intelligenceat all) cannot benefit from morale bonuses.
The GM servesas the ultimate arbiter of whether or not two situations that apply penalties count as the same source and thus whether the penaltiesstack.A GMmight decidethat while freezinga lake twice doesn'tmakeit any moreslippery, pouring oil on its surface does, and additional penalt ies might accrue from other environmental factors, such as a strong wind, an earthquake,or the lake'ssurfacehavingfrozen unevenly into a series of inclinesand depressions.
DEFINING EFFECTS ~---------------------------
W
hether an effect is createdby a class feature, spell,or pieceof equipment,it usually hasfactorssuch asarea, duration,and rangethat are defined usingspecificgameterms, as well as descriptorsthat indicate its type of power (andthat sometimesaffect how it works). The following section describes how effects' areas,descriptors, durations,ranges,and targets work, and it also givesthe mechanicaldefinitionof line of effect and line of sight-two factors key to determining whether a charactercan usea spell or pieceof equipment effectively.
given distance in all direct ions. The effect can extend around corners and into areas that you can't see. Calculate distance usingthe actual distancethe effect travels,taking into account turns the effect takes and counting around walls and corners, not through them. You must designatethe point of origin for such an effect, but you need not have line of effect (seepage 271)to the entirety of the effect'sarea.
Cone,Cylinder, Line , orSphere Most effectswith an area havea particular shape.
AREA Some effects cover a defined area. Sometimesan effect's description indicatesa specially definedarea,but usuallyan area falls into one of the categories discussedbelow.Regardlessof the shapeof the area,you selectthe point from which the effect originates, but otherwise you don't control which creatures or objects are affected. The point of origin of an effect is alwaysa grid intersection, meaningthe point where four squarestouch on a tactical battle map. When determining whether a given creature is within the area of an effect, count out the distance from the point of origin in squares,just as you would do when moving a character or when determining the range for a rangedattack. The only differenceis that insteadof counting from the center of one squareto the center of the next, you must count from intersection to intersection. You can count diagonallyacrossa square,but keepin mind that every seconddiagonal countsas two squaresof distance.If t hefar edgeof a squareis within the effect'sarea,everything wit hin that squareis within the effect's area.If the effect'sareatouchesonly the near edgeof a square, however,things within that square are unaffected by the effect.
Cone A cone-shapedeffect extends away from you in a quartercircle in the direction you designate. It starts from any corner of your square and grows wider as it goes. Most cones are either bursts or emanations (see above),and thus won't go aroundcorners.
Cylinder With cylinder-shapedeffects, you select the effect's point of origin. This point is the center of a horizontal circle at a height designatedin the effect's description, and the effect drops down from the circle,filling a cylinder. A cylinder-shapedeffect ignoresany obstructionswithin its area.
Line A line-shapedeffect extends away from you in a line in the direct ion you designate. It starts from any corner of your squareand extendsto t he limit of its rangeor until it strikes a barrier t hat blocks line of effect (seepage 271).A line-shaped effect applies to all creatures in squares through which the line passes.
Burst,Emanatio n, orSpread Sphere
Most effectswith an area function as a burst, an emanation, or a spread. In eachcase,you select the effect's point of origin and measure its areafrom that point.
A sphere-shaped effect expandsfrom its point of origin to til l a sphericalarea. Spherescan be bursts,emanations,or spreads.
Burst
Shapable (S)
A burst effect applies to whatever is in its areawhen it comes into effect, including creaturest hat you can't see. It doesn't affect creatures wit h total cover from the burst's point of origin, and its effects don't extendaround corners. The default shapefor a burst effect is a sphere, but some burst effects are specifically described as cone-shaped . A burst's area defines how far from the point of origin the effect extends.
If an area or effect entry ends with "(S),"you can shapethe effect. A shapedeffect or area can haveno dimensionsmaller than 10 feet. The "areas"of manyeffects are given as cubesto make it easy to model irregular or three-dimensionalshapes. Three-dimensionalvolumes are most often neededto define areasand effects in space.
Emanat ion
An effect can havea uniquearea,as defined in its description.
An emanation effect functionslike a burst,except that the effect continuesto radiatefrom the point of origin for t he duration of the effect. Most emanations are conesor spheres.
Areas withTargets
Other
Spread A spreadeffect extendsout like a burst, but it can turn corners. You select the point of origin, and the effect spreadsout to a
Someeffects have areasthat target creaturesor objectswithin the specified area. Unlike for targeted effects (see Target on page272),you do not get to select which creaturesareaffected; the effect affects all creaturesor objects of some kind in the specified area.
If an effect restricts which targets are affected (for example, it affects only living creatures), then creatures in the effect's area that are not of the appropriate type do not count against the number of creatures affected.
Subjects of Effects If an effect targets creatures or objects directly, the result travels with the subjects for the effect's duration. If an effect targets an area, it stays within that area for its duration; creatures become subject to the effect when they enter the area but are no longer subject to it when they leave.
DESCRIPTORS A descriptor is a term that helps define an item, a spell, or another effect in some way. Some effects have more than one descriptor, each of which further refines the ways the effect works and interacts with the world around it, while others have none. Even equipment sometimes has descriptors. The descriptors are as follows: acid, air, calling, chaotic, charm, cold, compulsion, creation, curse, darkness. death, disease, earth, electr icity, emotion, evil, fear, fire, force, good, healing, language-dependent, lawful, light. mind-affecting, pain, poison, radiation, scrying, sense-dependent, shadow, sonic, summoning, teleportation, and water. Most of these descriptors have no gameeffect by themselves; they instead describe how spells or effects interact with certain other spells or effects. Some descriptors provide additional information about how the effect to which they are attached operates, as defined below.
Calling A calling effect transports a creature from another plane to the plane you are on. The effect grants the creature the one-time ability to return to its plane of origin, although the effect might limit the circumstances under which this is possible. Creatures who are called die if they are killed on the new plane. A called creature can't be dispelled, even if it was called by magical means.
Charm A charm effect changes how the subject views you. This gives you the ability to befriend and suggest courses of act ion to another creature, but its servitude is not absolute or mindless. Essentially, a charmed character retains free wil l but makes choices according to a skewed v iew of the wor ld. A charmed creature retains its orig inal alignment and allegiances, generally with the exception that it now regards the person who charmed it as a dear fr iend and gives great weight to that character's suggestions and directions. A charmed creature does not volunteer infor mation or tacti cs that its master doesn't ask for. A charmed creature never obeys a command that is obviously suicidal or grievously harmfu l to it. A creature fights friends it had before being charmed only if they threaten its new fr iend. Even t hen, it uses the least lethal means at its disposal, for it wishes to resolve the conflict without causing real harm.
A charmed creature can attempt an opposed Charisma check against its master in order to resist instructions or commands that would make it do something it wouldn't normally do even for a close friend. If it succeedsat this check, it decides not to go along with that particular order but remains charmed. If the creature's master commandsit to perform an action that the creature would be vehemently opposedto, it can attempt a new savingthrow to break free of its master'sinfluencealtogether. If a charmedcreature is openly attacked by the character who charmed it or by that character'sapparent allies, it is automatically freed of the spell or effect.
Compulsion A compulsion effect overrides the subject'sfree will in some way, forcing the subject to act in somemanneror changingthe way its mind works.
protections block scrying effects; if that is the case,you can sensethat the effect has beenblocked.
Sense-Dependent A sense-dependent effect has either audible or visual elements, requiring sight or hearing to have any effect. For this kind of effectto affect that target,you must beable to eitherseeor hear the target,and the target must be ableto eitherseeor hearyou.
Shadow A shadoweffect createssomething that is partially real from an amalgamationof extradimensionalenergy.Damagedealt by a shadoweffect is real.
Summoning
A creation effect manipulates matter to create an object or creaturein the placethe creator designates. If the effect has a durationother than instantaneous,magicor someother energy holds the creation together, but when the duration ends,the createdcreatureor objectvanisheswithout a trace.If the effect has an instantaneousduration, the createdobject or creature doesnot dependon any outside energyfor its existence,so it lasts indefinitely oncecreated.
A summoningeffect instantly brings a creature or object to a placeyou designate . When the effect ends or is dispelled, a summonedcreature is instantly sent back to where it came from (typicallyanotherplane,but not always).but a summoned objectis not sent backunlessthe effect descriptionspecifically indicatesotherwise.A summonedcreaturealso goesaway if it is killed or if its Hit Pointsdrop to 0, but it is not really dead. It takes24 hoursfor the creatureto reformin the placefrom which it wassummoned,duringwhich timeit can't be summonedagain. Whena summoning effect endsand the summonedcreature disappears,all spells it has cast expire.A summonedcreature cannotuse any innate summoningabilities it may have.
Creat ion
Language-Dependent
Teleportat ion
A language-dependent effect uses intelligible language(either audible,visual, or telepat hic) as a medium for communication. If you cannotcommunicatewith the target or the target cannot understandwhat you are communicating, the effect fails to affect that target.
A teleportation effect involves instantaneoustravel through the Astral Plane (see page 471).Anything that blocks astral travel also blocks teleportation unless the specific effect notes otherwise.
Mind-Affecting
A pain effect causesunpleasantsensations but not permanent physical damage. Creaturesthat are immune to effects that require a Fortitude saveare immuneto pain effects.
An effect's duration tells you how long the effect lasts. If a spell, ability, or item has a specific duration and creates one or more effects, those effects last for the duration unlessthe specific effect notes otherwise. Sometimesan effect is suppressedwithout being negated or dispelled. When this happens, the effect's duration is unchanged.It still ends at the samet ime it would haveended if it had not beensuppressed.
Scrying
TimedDurations
A scrying effect createsan invisible magicalsensorthat sends you informationwhile the effect lasts.Unlessnoted otherwise, the sensor has the same sensory abilities that you have naturally, but not any sensory abilities you gain from other spells or technology.The sensor is a separate,independent sourceof sensoryinput for you, and thus it functionsnormally even if you havebeenblinded or deafenedor otherwisesuffer sensoryimpairment. A creature can not ice a scrying sensor with a successful Perceptioncheck (DC = 20 + the spell or effect's level). The sensor can be dispelled as if it were an active spell. Lead sheeting,force fields, and someexotic materials and magical
Durations are usually measured in rounds, minutes, hours, days, or ot her increments. When the time of the effect's duration is up, the energyor force empoweringthe effect goes awayand the effect ends.If an effect's duration is variable,the duration is rolled secretly by the GM so you don't know how long the effect will last. Wheneveran effect'sdurationis expressedin a standardunit that measurestime,suchas hours,days,or evenyears,it refers to those units as expressedin Pact StandardTime. Under this scheme,a day has 24 hoursof 60 minuteseach,and a year has 365 days (or 52 weeks).For more information about time and similar conceptsin Starfinder.seeTimeon page430.
A mind-affecting effect works only against creatureswith an Intelligencescoreof 1 or higher.
Pain
DURATION
Instantaneous The effect comesand goesthe instant it is created.though its consequences might last longer.
Permanent Theeffect remains until is undonethroughsomemethod,suchas by dispelmagicfor permanentspells.
Concentration Whenan effect hasa duration of concentration,the effect lasts as long as you concentrateon it. Concentratingto maintainan effect is a standard action. Any factor that could break your concentration while you are performing activities that require focus(suchascastinga spell) canalsobreakyour concentration while you're maintaining an effect, causingthe effect to end. SeeConcentrationand InterruptedSpellson page331for more details.Youcan neither usean effect that requiresconcentration nor cast a spell while concentratingon an effect. Someeffects last for a short time after you ceaseconcentrating-t ypically 1 round per level. though individual effects may vary as noted in their descriptions.
Discharge Occasionallyan effect lasts for a set duration, or until it is triggeredor discharged.
Touch Effects andHolding theCharge Someeffects. most notably spells,have a rangeof touch (see Rangebelow) and require an action to activate. In most cases, if you don't dischargea touch effect on the round you create it, you can postponethe dischargeof the effect (alsoknown as holding t he charge) indefinitely.You can make touch attacks roundafter rounduntil the effect is discharged.If you makeany other attack, activate anotherability, or cast a spell during this time, the touch effect dissipates. Sometouch spells allow you to touch multiple targetsas part of the spell. Youcan't hold the chargeof such a spell;you must touch all targets of the spell in the sameround that you finish castingthe spell.
Dismissible (D) If the duration of a spellor effectendswith "(D),"you candismiss the effect at will as a standardaction.Youmust be within range of the effect and be able to fulfill the same conditionsrequired to createthe effect-such as beingableto concentrateto cast a spell or havingaccessto the equipmentthat createdthe effectthough you do not actually need to spend the appropriate action. An effect that dependson concentration is dismissible by its very nature, and dismissing it does not take an action, sinceall you haveto do to endthe effect is to stop concentrating on your turn.
LINE OFEFFECT If a weapon,spell,ability, or item requiresanattack roll and hasa rangemeasured in feet, it normally requiresthat you (or whoever or whateveris usingthe ability) havea line of effect to the target to be effective (subjectto GM discretion). A line of effect is a
straight, unblockedpath that indicateswhat an attack or ability can affect.A line of effect is blockedby a solid barrier that can stop the effect in question (suchas a wall, for most effects),but it is not blocked by purelyvisual restrictions (suchas smokeor darkness).Youcannothaveline of effect that exceedsplanetary range,unlessotherwiseindicated. You must havea clear line of effect to any creatureor object you wish to targetor to any spacein which you wish to createan effect without an area. For effectswith an area,you must have a clear line of effect to the point of origin of the effect.An effect that is a burst,cone,cylinder.or emanationaffectsonly an area. creature,or objectwithin line of effect from its origin(a spherical burst's center point, a cone-shapedburst's starting point, the centerpointof a cylinder'scircle.or an emanation'spointof origin). Fordefinitionsof thesespecific terms,seeArea on page268. If you have a line of effect to some of a target's spacebut not all of it, the target has cover (seepages253-254 for more informationaboutcover).Additionally,an otherwisesolid barrier with a hole of at least 1 squarefoot through it may grant cover ratherthan total coveragainst an effect, at the GM'sdiscretion.
LINE OFSIGHT Line of sight is a straight, unblockedpath that indicateswhat you can see. line of sight is like line of effect, except factors that limit normal vision, such as fog, darkness, and total concealment, can block line of sight. If you can't see a target for any reason.you do not haveline of sight to it, and thus you cannot use effects that require you to have line of sight. You cannot have line of sight that exceedsplanetary rangeunless otherwiseindicated.
RANGE An effect's range indicateshow far from you it can reach.An effect's range is the maximum distance from you t hat the effect can occur, as well as the maximum distance at which you can designate the effect's point of origin. If any portion of the effect's area would extend beyondthis range,that area is wasted. If a rangeis basedon level, this meanscaster level for spells, classlevelfor classfeatures,and item level for weapons and equipment.Standardrangesincludethe following.
Personal An effect with a rangeof personal is limited to and affects your persononly.
Touch If an effect has a rangeof touch, you must touch a creature or object to affect your target, which requiresyou to hit with a meleeattack roll (againstEACunlessthe effect saysotherwise) if you are touchingan unwilling target. A touch effect that deals damagecan scorea critical hit just as a weaponcan.Sometouch effects allow you to touch multiple targets. You can touch up to six willing or unconscioustargetsas part of the activationof such an effect, but all targets of the effect must be touchedin the same roundthat you finish activating the effect. If the effect allowsyou to touchtargets over multiple rounds,touchingup to six creatures is a full action.
Close An effectwith a rangeof closereachesas far as 25 feet + 5 feet for every 2 levelsyou have.
Medium An effect with a rangeof mediumreachesas far as 100 feet + 10 feet per level you have.
Long An effect with a range of long reachesas far as 400 feet + 40 feet per levelyou have.
Planetary An effect with a rangeof planetary can reachanywhere on the sameplanet.Thisalso coverstargetsin orbit aroundthe planet, suchas moonsand artificial satellites.
System-Wide An effectwith a rangeof system-widecanreachanywherein the samesolar system.
Plane An effect with a rangeof planecan reachanywherein the same planeof existence.
Unlimited Someeffects, mostly high-level spells, can reach anywhere, even onto other planes.Effects with rangesof unlimited are often very powerful, and they can be difficult or impossible to accessuntil you reacha high level.
Range Expressed in Feet Someeffects have no standard range category, just a range expressedin feet. In this case,the specific effect lists exactly how far its rangeextends.
Range Increment Some effects, especially weapons, have a range increment. The weapon can generatean effect at many multiples of this range, but you take penalties if the target is more than one range increment away (seeRangeand Penalties on page245).
TARGET Someeffects havea target or targets.Youuse t heseeffects on creaturesor objects,as defined by the effect itself. You must have line of effect (seepage271)to the target or targets of an effect you wish to use, and you must specifically choosethe target or targets. If the effect takes a certain amount of t ime to activate (such as the casting time of a spell), you do not haveto select your target or targets unt il you finish activating the effect. For example, if you decide to cast a spell that would affect multiple creatures,you need not chooseexact ly which creatures it affects until you are donecasting it and t he spell is about to go into effect.This allowsyou to avoidcasting spells or imposingeffectson creaturesthat might have beentakenout of a fight or otherwise incapacitated in the interim betweenyour
decisionto cast a spell and when you've finishedcasting it and it's readyto take effect. Someeffects restrict which targets can be selected. If an effect targets living creatures,it affects all creatures other than constructs and undead-i n other words, biological or technobiological creatures that are alive. (Artificially created beings that are not undeador constructsare consideredliving for this purpose.)If an effect targets willing or unconscious targets,it affects only thosecreatureswho wish to be affected by it. A creaturecan declareitself a willing target at any time (evenif it's flat-footedor it isn't that creature'sturn); this does not use up an action and simply requires, for example, a player to inform another player that his character is a willing target. Other effects allow you to target other categoriesof creatures or items,suchaseffects that can specifically target a construct, corpse,or object. Someeffects allow you to redirect the effect to new targets or areas after you activate it. Redirecting an effect is a move actionthat doesnot provokeattacks of opportunity.
Effects withAttackRolls Sometargetedeffects requirean attack roll to hit their target. Theseeffects can score critical hits just as weaponscan, and when they do, they deal doubledamageon a critical hit. If a targetedeffect that requiresan attack roll lists a duration, it refers to how long the effect lasts on the target (if the attack roll is successful), not how long you haveto make an attack.
ABILITIES ANDSPELL EFFECTS ONLARGE VEHICLES Most vehicles interact with abilities and spells normally; the effects of an explosiveblast on an explorationbuggy can be determined using the typical rules,for example. However,if you are on an exceptionally largevehicle, suchas a sizableaircraft or a starship, the vehicle effectively becomes a type of terrain, and it interacts with the effects of abilities and spells differently. The GM is the final arbiter of what type of vehicle classifiesas terrain, but examplesinclude airships, mobilefactory crawlers,oceanliners,spacestations,starships, trains, or any vehicle larger than a typical creaturethat is size Colossalor larger. Consult the following guidelines when using abilities or castingspells on vehiclesclassified as terrain. For the purposes of abilities and spells, exceptionally large vehicles are not consideredobjects; instead, their various component parts (bulkheads,consoles , walls, etc.) are consideredobjects. In general, abilities or spells with a stationaryor immovableeffect (suchas wall af force,zoneaf truth, or the entranceto an Akashic mystic's memorypalace)or spellsthat are anchoredto a vehicle (such as wall af steeOmove with a vehicle and are not fixed to the physical spot where they are used or cast. In this way, effects that originatefrom a characteron a terrain-sizedvehicle andtargetan areaon that vehicle movewith the vehicle, instead of manifesting in a static spot that the vehiclequickly outpaces. Beyond these guidelines, the exact effects of an ability or spell that originatesfrom a characteron an exceptionallylarge vehicle are up to the GM.
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CONDITIONS
-
onditions are circumstancesor states that can affect characters for an extendedperiod of time. If more than one condition affects a character,apply them all. If effectscan't combine,apply the mostsevere effect. Thefollowing descriptionsgivedetails aboutthe most common conditionsand the effects they have on characters. Table 8-2 providesa quick referenceof the conditions and their effects, though players and GMs should always review a condition's detailsthoroughlywhen they'reunfamiliar with them. Sometimesa condition is suppressedwithout beingnegated, such as with the envoy'sdon't quit improvisation. In this case, the duration of the condition is unchanged - it still ends at the sametime it would haveendedif it had not been suppressed.
C
CONDITION DESCRIPTIONS Thefollowing are commonconditionsin Starfinder.
Asleep You are sleeping and helpless. While asleep,you take a -10 penalt y to Perceptionchecksto noticeanything. If you succeed at a Perceptioncheckto notice something despite the penalty, you automatically awaken. You are also awoken if you are slappedor wounded.An ally can wake you as a standard action.
Bleeding You take the listed amount of damageat the beginning of your turn eachround until this conditionends.Your bleeding can be stopped with a success f ul DC 15 Medicine check as a standard action, or through t he application of any ability that restoresHit Points. If you take two or more bleedeffects,you take only the damagefrom the worst effect.
Blinded You cannot see. You are flat-footed and take a -4 penalty to most Strength-and Dexterity-based skill checks and to opposed Percep t ion skill checks. All checks and activities that rely on vision (suchas readingand Perceptionchecksbasedon sight) automatically fail. You can't observe other creatures, which means (among other things) that you treat all creatures as havingtotal concealment (50%miss chance;seepage253).You must succeedat a DC 10 Acrobatics skill check to movefaster than half speed.If you fail this check, you fall prone.Characters who remain blindedfor a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense(seepage 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer noneof the other effects.
Broken Items that have taken damagein excessof half their total Hit Points gain the brokencondition,meaning they are lesseffective at their designate d tasks. The broken condition hasthe following effects, depending upon the item. For information about the hardnessand Hit Points of armor and weapons,see page409.
If the item is a weapon, any attacks made with the item take a - 2 penaltyto attack and damagerolls. Such weaponscan'tdeal extra critical effects on a critical hit but still deal double damage. If the item is armor, the bonusesit grants to AC are halved, rounding down. Broken armor doubles its armor checkpenalty to skiII checks. If the item is a vehicle,it hasa -2 penalty to its ACandcollision DC, its Piloting modifier decreasesby 2, and its full speedand its MPH are halved. (Seepage228 in Chapter 7 for more about brokenand wrecked vehicles.) If the item is a tool or a pieceof cybertechor biotech that providesa bonus to ability checks,savingthrows, skill checks, or speed(includingnew movement speeds),those bonusesare halved,roundingdown (minimum0). If the item doesnot fit into any of thesecategories,the broken condition has no effect on its use. Items with the brokencondit ion, regardless of type, can be resoldfor only half the normal resalevalue (usually 5%of the item'spurchaseprice).Any item canbe repaired with a mendingor makewholespell cast by a character with a caster levelequal to or higher than the item's level.Itemslosethe brokenconditionif the spellrestoresthe objectto half its original Hit Pointsor higher. In addition, magicitems can be repaired with the Mysticism skill (seepage143 for more details),and technologicalitemscan be repaired with the Engineering skill (seepage 141 for more details). Hybrid items can be repairedwith either skill. Most repairshops(magical or technologica0 charge10%of the item's original purchasepriceto repair suchdamage(or more if the item is badly damagedor ruined).
Burn ing You are on fire. As long as you havethis condit ion,at the start of your turn each roundbefore you take any actions(or attempt the Reflexsavingthrow described below), you take the listedamount of damageas fire damage(or 1d6 fire damage,if no amount is listed in the effect that causes burning). Fire damage from multiple sourcesthat inflict the burningconditionis cumulative. At the end of each round you are burning,you can attempt a Reflex savingthrow to remove this condition. The DC of this savingthrow is equalto 10 + the amountof fire damage you took this round from the burning condition. If you succeed at this saving t hrow, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous savingthrow you've attempted in consecutive rounds. You canalso automatically end this condition by jumping into enough water to douseyourself. If you don't haveenoughwater on hand,you can spenda full action to roll on the ground or otherwise smotherthe fire to attempt a new savingthrow with a +4 bonus(plusany bonusesfrom previously failed consecutive attempts) to end the condition.
Conf used You are mentally befuddled and can't act normally. You can't tell the difference betweenally and foe, and thus you treat all creaturesas enemies, even your closest friends and family, if applicable. An ally who wishes to cast a beneficialspell on you
TABLE 8-2:CONDITIONS CONDITION
EFFECT
Asleep Bleeding Blinded
Youtakea-10penalty toPerception checks tonotice things. Youtakethelisteddamage atthebeginningofyourturn. You're flat-footed, youtakea -4 penalty tomostStr-andDex-based skillchecks andopposed Perception checks, you automat icallyfail Perception checks based onsight,opponents have totalconcealment againstyou,andyoumustsucceed at a DC10Acrobatics check tomove fasterthanhalfspeed orelsefallprone. Weapon: attackanddamage rolls takea-2 penalty andcan'tdealextraeffects ona criticalhit; armor: ACbonuses arehalved andthearmor check penalty isdoub led;vehicle: -2 pena lty toAC,collisionDC , andPilotingmodifier, andit halvesitsfull speed andMPH ; toolortechthat provides bonuses: bonuses arehalved. Youtakethelistedfiredamage eachround , andyoumustbeextinguished toendthecondi tion. Youtreatallcreatures asenemies.andyoumustroll onthetabletodeterm ineyouractions. You're flat-footed andcantakenoactions . Youcantakenoactions. Youtakea -1penalty toattac k rollsandsight-based Percept ionchecks. Your soulleaves yourbody, youcan'tactinanyway,andyoucan 't benef it fromnorma l ormagical healing. You takea-4penal ty to initiativechecks andopposed Per ception checks, andyouautoma ticallyfailsound-based Percept ionchecks. You 'reunconscious , youcantakenoactions. andyoumuststabil izeorloseReso lvePoints andpotentially die. Speeds arereduced by10feet,maximumDexbonus toACisreduced to+2.andyoutakea-5penalty toStr·andDex-based checks. Youmove athalf speed; youcannot runorcharge; andyoutakea-2pena lty toAC,attackrolls , Reflex saves. initiativechec ks, andDex-based skill andabilitychec ks. Youmove athalf speed; youcannot runorcharge; youtakea-3penalty toAC,attackrolls.meleedamage rolls,Reflexsaves. initiativechecks, andStr- andDex-based skillandabilitychecks; andyoureduce yourencu mbered limit by3 bulk. Youmustpayattentiontothefasc inating effectandtakea-4 pen alty toskillchecks madeasreactions. Youcannot runorcharge ; youtakea-1penalty toAC,attackrolls.melee damage rolls,Reflex saves. initiativechec ks.and Str-andDex-based skillandabilitychecks; andyoureduce yourencumbered limit by1bulk. Youtakea-2 pena lty toAC,andyoucannot takereact ions or make attacks of oppo rtunity . Youmustfleeorfight,andyoutakea-2 penalty toabilitychec ks,attackrolls , saving throws, andskillchecks. Youcannot move ortaketwo-handed actions; youtakea-2 penalty toAC,mostattackrolls.Reflexsaves. initiativechecks . andDex-based skillandabilitychec ks; andyoucannotmake attacksofopportun ity. YourDexmodifier is-5.andmeleeattacks against yougain a +4bonus . You're unable toattack,castspells, orconcentrate onspells,andtheonly action youcantakeisasingle moveactionperturn. Youcan 't takemove actions excepttorightyourself, youtakea -2penalty toattacks. andyou'reflat-footed. Youtakea-2 pena ltytoattack rolls. Speeds arereduced to5 feet;maximu mDexbonus toACisreduced to+O; andyoutakea-5penal ty toStr· andDex-based checks. Youdropall held items;youfleeat topspeed; youcanno t takeotheractions;youtakea -2pena lty toabilitycheck s.saving throws . andskillchecks; andyoucower if cornered. YourDexmodifier is-5.andyoucannot movebutcantakementalactions. Youcannot move. you'reflat-footed, andyoutake pen altiestothesame attributesasforgrappled butthepenalty is-4. Youtakea-4penalty tomelee attacks, a +4bonus to ACagainst ranged attacks. anda-4 penalty toACagainstmelee attacks. Youtakea -2pena lty toability checks, attackrolls,savingthrows.andskillchecks. Youtakea -2penalty toabilitychecks, attackrolls,weapon damage rolls.saving throws. andskill checks. You' renolonger dying, butyouarestillunconscious . You cantakeonlyasing lemoveorstandard actioneach round andcan 't takereact ions, butyoucantakeswift actions asnormal. Youdropeverything held, youcan'ttakeactions. andyou'reflat-footed. You're knocked outandhelpless.
Broken(itemonly)
Burning Confused Cowe ring Dazed Dazzled Dead Deafened Dying Encumbered Entangled Exhausted Fasc inated Fatigued Flat-footed Frightened Grappled Help less Nauseated Off-kilter Off-Target Overburdened Panicked Paralyzed Pinned Prone Shake n Sickened Stable Staggered Stunned Unconscious
with a range of touch mustsucceedat an attack rollagainstyour EnergyArmorClass, since you cannot be considered a willing target. If you are attacked while you're confused, you always attack the creaturethat last attacked you until that creature is dead or out of sight,unlessit is otherwiseimpossiblefor you to attack it that round.While confused,you can't make attacks of opportunity against any creature or thing that you aren't already committedto attacking. Ifyouare not devotedto attackinga target, rollon the following tableat the beginningof yourturn eachroundto see what youdo in that round.
0%
BEHAVIOR
1-25 26-50 51-75 76-100
Actnormally. Do nothing butbabb le incohe rently. Deal 1d8+Strmodifierdamagetoselfwithiteminhand. Attacknearest creatu re.
If you can'tcarry out the indicatedaction, you do nothingbut babbleincoherently.Attackers are not at any special advantage when attackingyou.
Cowering You're frozenwith fear.You'reflat-footedand can take no actions.
Dazed
Deafened
Youare unable to act normally.Youcan take no actionsbut have no penalty to yourAC.A dazedcondition typically lasts 1round.
You can't hear. You take a -4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafenedfor a long timegrow accustomedto these drawbacks and can overcomesomeof them.
Dazzled Youare unable to see well because of overstimulationof your eyes. You take a -1 penalty to attack rolls and sight-based Perceptionchecks.
Dead Youare dead when you have 0 Hit Points,are not stable, and have no Resolve Points remaining but would lose RP due to dying or taking damage while dying. (See Injury and Death beginningon page 250 for more information.)You can also die from abilitydamage, ability drain, or negative levels (see page 252), or by takingmassive damage(see page 250). When you are dead, your soul leaves your body and you are unable to act in any way. You can't benefit from normal or magicalhealing,but you can be restored to life via magic or technologycapable of such a feat. Yourdead body decays normallyunless it is preserved,but anything that restores you to life also restores your body either to full health or to its conditionat the time of death (depending on the spellor device that's reviving you). Either way, you need not worry about decomposition,rigor mortis, and other conditions that affect dead bodies after you are resurrected.
Dying A dying creature is unconscious and near death. Creaturesat 0 HitPoints that have not stabilizedare dying. A dyingcreature can take no actionsand loses 1 Resolve Point each roundat the end of its turn unlessit is stabilized.A dying creaturecan spend 3 RPto stabilize and can then spendanother RPin a subsequent roundto gain 1 HitPoint and stay in the fight.Stabilizingor being healed above 0 Hit Points ends the dying condition, as does death.See Injury and Deathon page250 for moreinformation.
Encumbered All of your speeds are reduced by 10 feet, your maximum Dexteritybonus to your ArmorClassis reducedto +2,and you take a -5 penalty to Strength-and Dexterity-basedchecks (or you take yourarmor's armorcheckpenalty,whicheveris worse).
Entangled Youare ensnared.Beingentangledimpedesyour movementbut does not entirely prevent you from movingunless the bonds
are anchoredto an immobileobjector tethered by an opposing force.Youmoveat half speed,you cannotrun or charge,andyou take a -2 penalty to your AC,attack rolls, Reflexsaving throws, initiative checks,and Dexterit y-basedskill and ability checks.
Exhausted Youmoveat half speed,you can't run or charge,and you take a -3 penalty to your ArmorClass,attack rolls, meleedamagerolls, thrown weapon damagerolls, Reflex saving throws, initiative checks. and Strength- and Dexterity-basedskill and ability checks. The amount of bulk you can carry without becoming encumberedis reducedby 3. After 1 hour of completerest, you insteadbecomefatigued.
Fascinated You are entranced.While you have the fascinatedcondition, you stand or sit quietly, taking no actions other than to pay attention to the fascinatingeffect.for as longas the effect lasts. Youtake a -4 penaltyto skill checksmadepassively in response to others' actions, such as Perceptionchecks. Any potential threat,suchasa hostile creatureapproaching,grantsyou a new saving throw againstthe fascinatingeffect.Any obviousthreat, such as someonedrawing a weapon,casting a spell, or aiming a rangedweaponat you, automatically ends the condition.An ally can shakeyou free of the effect and end this condition as a standardaction.
Fatigued You can neither run nor charge,and you take a -1 penalty to your ArmorClass,attack rolls, melee damagerolls, Reflexsaving throws,initiative checks, and Strength-and Dexterity-basedskill and ability checks.The amount of bulk you can carry without becomingencumberedis reducedby 1. If you are fatigued,doing an activity that would normally cause fatigue causesyou to becomeexhaustedinstead. After 8 hours of completerest, you are no longerfatigued.
saving throws, initiative checks,and Dexterity-basedskill and ability checks,exceptthose madeto grappleyour opponentin turn or to escapea grapple(seeGrappleon page246).In addition, you can't take actionsthat requiretwo hands(or other limbs) to perform.Youcan't makeattacksof opportunity. You can't useStealthto hide from the creaturegrappling you, even if a specialability allows you to hide when you normally couldn't.If you becomeinvisible, through a spell or other ability, you gain a +2 circumstancebonusto your checkto escapebeing grappled, but you receiveno other benefit.
Helpless Youare bound,sleeping, unconscious,or otherwisecompletely at an opponent'smercy.You are treated as having a Dexterity of O (making your Dexterity modifier - 5), and meleeattacks against you gain an additional +4 bonus (equivalent to attacking a pronetarget). Rangedattacks get no special bonus against you.
Nauseated Youareexperienc ingstomachdistress.Youcan'tattack,castspells, concentrateon spells,or do anything elserequiring attention.The only action you cantake is a singlemoveactionper turn.
Off-Kilter You are disorientedand floating in zero gravity. You can't take moveactionsto moveyour speed,crawl,or take a guardedstep. Youare flat-footedand take a -2 penalty to attack rolls. You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. SeeZeroGravity on page402 for moreinformation.
Off-Target Yourbattle concentrationis thrown off. Youtake a -2 penaltyto attack rolls while off-target.
Flat-Footed
Overburdened
Atthe start of a combat,if you are surprised,you are flat-footed
All of your speedsare reducedto 5 feet,your maximum Dexterity bonusto your Armor Class is reducedto +O,and you take a -5 penaltyto Strength-and Dexterity-basedchecks (or your armor's armor check penalty,whicheveris worse).
until you become aware of combat and havehad a chanceto act. Manyothereffectscancauseyouto become flat-footed.Youtakea -2 penaltyto your ACandcannottakereactionswhile flat-footed.
Frightened
Panicked
Youflee from the source of your fear as bestyou can. If you are unableto flee, you can insteadfight. You take a -2 penalty to ability checks,attack rolls, savingthrows, and skill checks. You canusespecialabilities,includingspells,to flee;indeed,you must use such means if they are the only way you have to escape while you are frightened. If you are already frightened and becomesubject to an additional effect that would causeyou to be frightened,the duration of the frightenedcondition increases by the duration of the secondeffect.
Youdrop everythingyou are holdingand flee at top speedalong a random path away from the sourceof your fear, as well as from any other dangersyou encounter.Youcan't take any other act ions. In addition,you take a -2 penalty to all ability checks, saving throws. and skill checks. If cornered, you cower and don't attack,typically using the total defenseaction in combat and nothing else.Youcan use special abilities, including spells, to flee; indeed,you must use such meansif t hey are the only way you haveto escape.
Grappled
Paralyzed
Youare restrainedby a creature,effect, or trap. Youcan't move, andyou take a -2 penaltyto your ArmorClass,attack rolls,Reflex
You are almost entirely frozen in place and unable to move your body except to squirm slightly, move your eyes, and
so on. You aren't helpless, though you are treated as having a
Shaken
Dexter ity modifier of -5. You can take purely mental actions
You take a -2 penalty to attack rol ls, saving throws, skill
but no physical actions. If you are flying in the air when you
checks, and ability checks while you have the shaken
become paralyzed and your fl ight is dependent on physical
condition. If you are already shaken and then become subject
means (such as w ings), you fal l. If you are swimming when
to an addit ional effect that wou ld cause you to be shaken, the
you become paralyzed, you could drown (see Suffocation and
duration of the shaken condition increases by the duration of
Drown ing on page 404). A creature can move through a space
the second effect.
you occupy, whether or not it is your ally. Each square you occupy, however, counts as 2 squares to move through.
Sickened You take a -2 penalty to attack rolls, weapon damage rolls,
Pinned
saving throws, skil l checks, and ability checks.
You are tight ly bound and can tak e few actions. Wh ile you are pinned, you can't move and are flat-footed. You also take
Stable
an additiona l -4 penalty to your Armor Class, attack rolls,
If you were dying but spent Resolve Points to stabilize (see
Reflex saving throws, initiative checks, and Dexterity -based
Using Resolve Points beginning on page 250 in Injury and
skill and ability checks (these penalties replace thos e from the
Death), or if you received healing from an ally, you are stable.
grappled condit ion and also apply to attempts to grapple your
You are no longer dying, but you are sti ll unconscious.
opponent or free yourself; see Grapple on page 246). You are limi ted in the actions that you can take. You cannot take any
Staggere d
action that requires the use of any of your limbs, but you can
You can take a single move action or standard action each
always attempt to free yourself, usually through an attack roll
round, but not both, nor can you take fu ll actions. You can still
or Acrobat ics check. You can't make attacks of opportunity
take swift actions, but not reactions.
whi le you are pinned, but you can sti ll take verbal and mental actions, such as spellcasting.
Stunned Youdrop everything you are holding, you can't take actions, and
Prone
you are flat-footed.
You are lying on the ground. You take a -4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against
Unconscious
ranged attacks, but you take a -4 penalty to your Armor Class
You are knocked out and helpless. Unconsciousnesscan result
against melee attacks. Standing up from prone is a move action.
from having 0 Hit Points.
VEHICLE
TACTICAL
~---------------W
hen you're in a vehicle fleeing from enemies who are on foot, or you're on foot yourselvestrying to stop a vehicle, movementand combatare representedon a grid, such asa battle map.Differentrulesapplyto chasesbetweenvehicles, sincethey involvemuchgreaterdistances(seepage282). Vehiclesare objects, so they don't haveactions or reactions of their own- they must be piloted by a character or an Al autopilot (seepage280). However,they might still movewhen uncontrolled (see page 280). In some cases,a vehicle'sitem level affects the DCof the pilot's or passengers ' skill checksor otherwise factors into how these rules work. Seepages228229 for the statisticsof specific vehicles.
VEHICLE HEADING Which direction creatures are facing on a grid is generally irrelevant in Starfinder, but vehicles aren't as nimble, so you need to monitor a vehicle'sheading each time it moves. If you're using miniatures, rotate the vehicle's miniature to face the correct direction whenever its headingchanges. The vehicle has to face toward one of the edgesof its space, not towarda corner. When a vehicle has to moveat its current heading(suchas during a raceaction or when uncontrolled),it has to movein a straight line.Thisline is measuredfrom the centerof the vehicle on its front edge, and it can be straight aheador at an angle, as shown in the diagramon page279. The anglecan't be greater than 45 degreesdiagonallyfrom the heading.
RULES
---
move a vehiclethrough spacesoccupied by creatures,even if they're allies.
StartVehicle Firingthe ignition of a vehicleis typically a moveaction, though more complicatedvehicles might have a multistage startup sequencerequiring multipleactions.
StopShort Stopping a vehicle after a raceaction (seeRacebelow) requires a moveaction (stopping after a drive action doesn'trequire an action; see Not an Action on page 280). Normally,a vehicle continuesto move following a race action.You can attempt a Piloting check (see Pilot a Vehicleon page 146) to reducethe distanceyour vehicle movesbeforestopping after a raceaction by the result of your check,roundeddown to the next 5-foot increment.Forexample,with a result of 17you would reducethe distancemovedby 15 feet (3 squares) .
TakeControl Youcantake control of an uncontrolledvehicle asa moveaction. See UncontrolledVehicleson page 280 for more information abouttaking control of an uncontrolled vehicle.
FullActions Speedalong in a straight line or attacking with the body of a vehicletakesa full action,asdetailedbelow.
PILOTING AVEHICLE
Race
When you're piloting a vehicle during a combat on a grid, the vehicle moveson your init iative count and you have to spend your actionsto pilot it. Creaturescan take the following actions to drive or interact with vehicles, in addit ion to the normal combat actionsdescribed earlier in this chapter.
Whenmaking a raceaction,you pilot a vehicle at full speedin a straight line at its current heading usinga full action. Youmust succeedat a Piloting check(DC=10 + your vehicle'sitem leve0to race.If your vehicle is starting from a deadstop (that is, it didn't move last round),the DCof the checkincreasesby 5. If you fail this Piloting check,the vehicle's behaviordepends on the circumstancesof the check and t he surroundingterrain. If you were attempting to race from a dead stop, the vehicle stalls and doesn't moveat all. If the vehiclewas alreadymoving, its behavior dependson the terrain. Rough terrain slows the vehicle, causingit to moveat half its full speedat its current heading. On flat terrain, the vehicle usually movesat full speed but goes significant ly off course. In t his case,the GM should take the 18O-degree arc in front of the vehicle and divide it into four equal45-degreearcs. Thenthe GM randomly determines which of thesearcs the vehicle movesinto. A vehicle can't safely race through difficult terrain or over obstaclesunlessoutfitted with specialgear,nor can it safelyrace to a destinationyou can't seeunlessyou've thoroughly scanned the destination. If you force a vehicleto raceunsafely,you must attempt a Pilotingcheckat a DCdeterminedby the GM (usually 20 + the vehicle's item level)when you encounter the difficult terrain or obstacle. If you fail or the vehicle is uncontrolled(see page 280), the vehicle crashesor spins out, as determined by t he GM.
Move Actions It takes a move action to board,drive, start, abruptly stop, or take control of a vehicle,as detailed below.
Board orDisembark fromaVehicle You can board or disembarkfrom a vehicleas a moveaction. Doing so while the vehicle is in motion requires a successful Acrobat ics or Athletics check;seeBoardingon page285.
Drive Youcan pilot a vehicle at its drive speed,which is noted in the Speedentry of the vehicle's statistics (seepage228) asa move action.Youcan turn as neededthroughoutthat movement,and you set your headingat the end of the drive action. Vehicles provoke attacks of opportunity while driving, and when you are in a vehicle that's driving, you similarly provoke attacks of opportunity if you take any actions that would normally do so (including making ranged attacks) unless the vehicle providestotal cover. You can't use the drive action to
Afte r tak ing a race act ion, a vehicle doesn't slow down
collision damage to your vehicle. A vehicle's collision damage
immediately. On your next turn, you have four opt ions: you can
and collision DC are listed in the Att ack (Collision) entry of its
use another f ull act ion t o continue to race at f ull speed, use a
st atist ics (see page 228).
move action to drive at the vehicle's drive speed, use a move
Movement during a ram action has all t he same restrictions
action to stop short, or relinquish control of th e vehicle as a
as the race action and requires the same Piloting checks. If you
swift act ion. If you ta ke a sw ift or move action, you can also
fail any Piloting check during the movement, you fail to ram
take a standard action during t hat t urn. For instance, you could
your ta rget.
race one turn , then on your next turn, you could f ire a weapon as a standard action and then drive as your move action. A racing vehicle provokes attacks of opport unit y, but it gets a +2 bonus to its AC against t hem due to its speed. Many vehicles have extremely high f ull speeds compared to creatures' speeds, so racing at ful l speed is often tantamount
If the target of t he ram action is a creature, it can att empt a Reflex saving throw against the vehicle's collis ion DC t o avoid being hit. If t he target of t he ram action is another vehicle, the pilot of the defending vehicle can att empt a Piloting check to avoid being hit , wit h a DC equal to the result of your Piloting check. The attac ker wins t ies.
to exiting a batt le ent irely, unless ot her vehicles get involved.
RunOver Ram
As a full action, you can pilot a vehicle at up to double its drive
As a fu ll action, you can pilot a vehicle at up to it s full speed
speed and run over any creatures at least two size categories
in a stra ight line at it s current heading and try to ram one
smaller t han t he vehicle during t his movement. Those creatures
creature or object at the end of the movement, dealing double
take bludgeoning damage equal t o t he vehicle's collision
the vehicle's collision damage to the target and half t he vehicle's
damage, but can each attempt a Reflex save against the
vehicle'scollision DCto take half damage.Roll the damageonly onceand apply it to eachcreature,rather than rollingseparately for each.A vehicle'scollision damageand collision DCare listed in the Attack (Collision) entry of its statistics (seeVehicles on page228). When you take a run over action, the vehicle takes damage equal to half the damagerolled for each creatureit runs over. If the vehiclebecomesunableto proceeddue to this damage,it ceasesmoving. Youcan still set the vehicle'sheadingat the end of this movementas normal. A vehicle taking the run over action can damagea creature no more than once per round, no matter how many times its movementtakes it over a target creature. The vehicle can run over objects of the appropriatesize with the same effects, thoughthey don't receive savingthrows unlessthey are piloted or otherwiseanimate.
Swift Actions It takes a swift action to engage or disengagea vehicle's autocontrolor autopilot or to relinquish control of a vehicle, as detailedbelow.
Engage orDisengage Autocontrol You can engagea vehicle'sautocontrolas a swift action after takinga drive or raceaction.Youcandisengageits autocontrolas a swift action anytime.SeeAutocontrol belowfor more.
Engage orDisengage Autopilot You can engage a vehicle'sautopilot as a swift action (see Autopilot below).
Relinquish Contro l You can voluntarily hand over control of a vehicle to another pilot as a swift action.If you relinquishcontrol of a vehicle but another pilot does not take over control, the vehicle becomes uncontrolled (seeUncontrolledVehiclesbelow).
NotanAction Thefollowing doesnot requirean action.
Stop Youcan stop a vehicleafter a drive action without diff iculty and without spendingan action.
UNCONTROLLED VEHICLES If you are knocked out or ceaseactively piloting, your vehicle becomesuncontrolled. If you delay your action, the vehicle becomesuncontrolledandcontinuesto act on the same initiative count as it did before. This separatesyour initiative count from that of the vehicle,andthe vehiclecontinuesto move(seebelow) at your previousinitiative count until a pilot takescontrolof it or it crashesor otherwise is broughtto a definitive halt. Unless ot herwise specified, an uncontrolled vehicle moves straight aheadat its most recentheadingas if taking two drive actionson its turn. It slowsdown incrementally with eachaction taken (usually to three-quartersthe speed of its last action) until it comes to a stop or crashes.At the GM's discretion, it
could slow down more if it's on uneven terrain or an upward slope,or it couldstay at the samespeedor evenaccelerateif it's in a zero-genvironmentor on a downwardslope.
Taking Control Youcantake control of an uncontrolledvehicle asa moveaction (see Take Control on page 278). During this move action, the vehicle doesn't move any additional distance- you spend the whole action taking control.Oncethe action is taken,the vehicle resetsto your initiative count,and you canspendany remaining actionspiloting the vehicle.
Crashing If an uncontrolled vehicle runs into an obstacle or another vehicle, it crashes.This deals double the vehicle's collision damage to the uncontrolled vehicle and to the obstacle it ran into, and stops the uncontrolled vehicle's progress. If the uncontrolled vehiclecrashesinto a controlled vehicle,the other pilot can attempt a Pilotingcheck to avoid beinghit as if it were being rammed(seeRamon page279). If that pilot avoidsbeing hit, the uncontrolled vehicle continues to move as detailed in Uncontrolled Vehiclesabove.
AUTO CONTROL Somevehicles have autocontrol, which enablesyou to spend your actionson tasks other than piloting, but is far lesscapable than an autopilot. You can engage autocontrol as a swift action after taking a drive or raceaction,and it lasts until it is disengaged(alsoa swift action)or until the vehicle is no longer capable of moving. When you're using autocontrol, the vehicle becomes uncontrolled,but each round it moves in a straight line for the same distanceand at the sameheading and speed as t he last pilot action (movingas if taking two drive actions if drive was the last action the pilot took, or as a raceaction if that was the last action the pilot took). The autocontrolusesthe result of the pilot's most recent Piloting checkas the result of its Piloting checks.
AUTOPILOT Some vehicles havean autopilot Al that can control the vehicle in place of an actual pilot. You can engageor disengagean autopilot as a swift act ion. You can input a destination into an autopilot as a moveact ion, and the autopilot attempts to reach that locationif doing so is possible(provided the autopilot isn't lockedby a passcodeor otherwise programmed not to obey). A vehicle is consideredcontrolled when the autopilot is engaged.An autopilot's actions are dictated by t he GM,and an autopilot can take any of the actions to pilot the vehicle that an actual pilot can. However,autopilots tend to be cautious, rarely risking the integrity of the vehicle and neveratt empting to ram or run over a target unlessspecifically programmed as a war machine(indicated in its stat block). TheSystemsentry in a vehicle'sstatistics (seepage228) lists the autopilot's modif ier to the Piloting skill. For Piloting checks attemptedfor the Autopilot, apply this modifier first and then apply t he vehicle's modif ier (listed in the vehicle'sModifiers entry) to the Piloting checks.
ATTACKING FROM AVEHICLE
judgment call when vehicles leave the map and want to return.
Anyone attacking whi le on a vehicle takes that vehicle's penalty
The GM determines how long return ing takes, but it normally
to attack rolls, as listed in the Modifiers entry of the vehicle's
takes at least 1 round to double back, since it takes a move
statistics (see page 228). It's especially diff icult to attack from
action to drive and change heading.
a vehicle that's moving at high speed, so a vehicle might have
In theo ry, creatures could pile on a vehic le, ready actions
a higher modifier on attacks (shown in parentheses) when
to shoot enemies as soon as they're within 30 feet, race the
traveling at ful l speed. The penalty for moving at fu ll speed
vehicle across the map, and f ire in passing. Such a maneuver
applies if the vehicle moved at full speed dur ing the last round.
might seem like a sure th ing, but it comes w ith a few
The attack penalty doesn't apply when the vehicle is stopped.
prob lems. First, the attackers take a big penalty to all the ir
FiringVeh icleWeapons
take those penalties. Second, enemies have time to prepare
Firing a weapon mounted on a vehicle works like firing a
wh ile t he vehicle is off the map. They might take cover, set
attacks, but enemies who ready actions to fire back don't
normal ranged weapon, but you must activate the vehicle's
up obstacles to prevent t he vehicle from racing through, or
weapons instead of ones you hold. The penalties to attack rolls
just leave. The GM might also rule that the attackers can't
in the vehicle's Modifie rs entry also apply to attacks made
keep a good watch on what's happening while they're off the
with a vehicle's weapons.
map or that the vehicle breaks down after the stress of using
Some vehicles have weapons bound to thei r steering devices
such a tactic.
or weapons that are operated from the same contro l panel. These can be fired when you are piloting, though you normally
ESCAPING ONAVEHICLE
can't fire t he vehicle's weapons on the same turn that you race
Because vehicles have a top speed that's far faster than most
(or on the same turn that you take anot her ful l action) because
creatures can run, creatures in a vehicle can usually escape
you don't have enough available actions. Weapons mounted in
from a battle with enemies who are on foot, if they want. The
other manners typical ly need to be fired by creatures on the
GM has final say on whether a vehicle can escape. Usually,
vehicle that are dedicated gunners.
once a vehicle is beyond the range that the enemies on foot can run, those enemies get one more volley of attacks, and then
Drive -ByAttacks
the vehicle and everyone on it escapes.However, if the enemies
Because many vehicles have full speeds that might let them
also board a vehicle, they can usually pursue and the battle
move across an entire battle map, the GM may need to make a
transitions to a vehicle chase (see page 282).
VEHICLE
passengerstake their actions in initiative order as they normallywould in a combat. Passengersand pilots can fire on other vehicles,dependingon their range,andpilots might be ableto slam their vehiclesinto thoseof their enemies.
CHASES
he tactical vehiclerules in the previoussectionare meant for battles on a grid, with some creaturesin vehicles and others on foot. But in a high-speedchaseor racebetween competing vehicles, the pilots' skill and the environmentplay the predominantrole in victory or defeat.The systemdetailed below is a more narrative-basedsystemthat allows for greater flexibility anddoesn'trequire an enormousgrid for play.
T
RELATIVE POSITIONING In a vehiclechase, you monitor only the relative positionsof the vehicles.The easiestwayto dothisis by usingaseriesof horizontal linescalledzones,asshownin the diagramon page283. You can usea battle mapfor this andsimplyignorethe vertical lines. As a default, vehiclesin the samezoneare consideredto be about 50 feet apart. If they're engaged(see EngageAnother Vehicle),they are consideredadjacent,but they normallydon't touch, leavingroom for creaturestry ing to hop betweenthem to fall. Vehiclesonezoneapart areabout 200 feet apart.
BeingAhead Being ahead of an opponent is advantageous.You get a +2 bonusto Piloting checks against enemies that are behindyou, or you get a +2 bonusto all Piloting checks if you're aheadof all your enemies. Whenattacking,you get a +2 bonusto attack rolls againstenemiesandvehiclesthat are behindyou.
PHASES OFAVEHICLE CHASE Chaseshappenin roundswith three phases,which aredescribed in moredetail below.At the start of a chase,roll initiative checks (or usethe same initiative order if a grid-basedvehiclecombat transitionedinto a chase). 1.PilotActions:Eachvehicle'spilot selectsher pilot actionsand attempts any neededchecks outside the normal character initiative count. 2. ChaseProgress: TheGMmovesthevehiclesto their newzones, basedon the actionsthe pilots choseandwhetherthey were successful.TheGMalsodetermineswhetheranyoneis out of rangeof othervehicles,andthereforeout of the chase. 3. Combat : Pilots (if they have any remainingactions) and
PilotActions During the pilot actionsphase,the pilot of eachvehicleselects any pilot actions she wants to use to drive her vehicle this round, and performs her piloting actions in initiative order during this phase.Most pilot actions require a move action: taking two pilot actions requires the double maneuver pilot action,which is a full action. Only the speedup action advances vehicles during this phase. For all other pilot actions, the GM advancesvehicles as appropriate during the chase progress step. If the pilots have any actions remaining at the end of the pilot actions phase,they can take them in initiative order during the combatphase.Table 8-3 offers a quick referencefor the pilot actions.
BreakFree(Move) Youattempt a Pilotingcheck(DC= 5 + the enemyvehicle'sKAC) to disengagefrom an engagementwith other vehicles. If the engagementincludesmultiple enemyvehicles, the DC equals the highest KAC among the enemy vehicles + 5 per enemy vehicle beyond the first. If all parties are willing to end the engagement,no Piloting checkis required to break free.
Engage Another Vehicle (Move) You attempt a Piloting check (DC = the KAC of the enemy vehicle) to engage your vehicle wit h an enemy vehicle in the same zone.Two allied vehiclescan engagefreely; this is useful to allow peopleon one vehicle to board the other. In both cases,your vehiclethen automaticallybecomesengaged with all other vehiclesin the engagement.Youcan makemelee attacks against those on anothervehicleonly if your vehicleis engagedwith it; seethe Engagementsidebaron page284 for more information.
Evade (Move) Youcanattempt a Piloting check(DC= 10 + your vehicle'sitem level) to grant your vehiclea +2 circumstancebonusto its AC for 1 round. If you evadetwice, the bonusesaren't cumulative.
TABLE 8-3:PILOT ACTIONS INAVEHICLE CHASE PILOT ACTION SKILL CHECK DC
RESULT OFSUCCESS
vehicle's KAC 5 +enemy Breakfree Piloting Specia l (each ata-4 pena lty) Doub le maneuver ' Varies Enemy vehicle 's KAC Engage another Piloting vehicle Piloting 10 +vehicle's itemlevel Evade Piloting 10+vehicle 's itemlevel Keep pace None None Slowdown Piloting 17+vehicle 's itemleve l Speed up Varies(see page 283)15+ vehicle'sitemleve Trick l
Endvehic leengagement (andmove 1zone forward inchase prog ressphase) Spec ial- seepage 283(andvehiclemoves 1zoneforward inchase progress phase) Vehicle's riderscanattackoneanother orboard ano t hervehicle (andvehicle moves 1zone forward inchase progress phase) Veh iclegainsa+2bonus toitsAC(and moves 1zone forward inchase progress phase ) Vehicle moves 1zone forward inchase progress phase Vehicle doesn 't moveforward inchase progress phase Move 1zone forward immediately (and move1zone forward inchase progress phase) Pilotsbehindyoutake-2pena lty toPilotingchecks for1round (andvehicle moves 1zone forward inchase progress phase)
• Adouble maneuver isafullaction thatallows a pilottotakeanytwooftheotheractionslistedinthis table.
Keep Pace (Move) Youattempt a Piloting check (DC= 10 + your vehicle'sitem level) to stay in the sameposition in the chase.If you're successful, your vehicle movesforward during the chaseprogressphase. If you fail, your vehicle falls back one zoneduring that phase. Many other pilot actions can also result in a vehicle moving forward one zone during the chaseprogress phase,but they havea higher DC,increasingthe chancethe pilot will fail.
SlowDown (Move) Yourvehicledoesn'tmoveduring the chaseprogressphase.This pilot action doesn't require a check.
ENEMYA AHEAD of PC vehicle +2 to all Piloting checks +2 to attack rolls
Speed Up(Move)
PCVEHICLE
You attempt a Piloting check (DC = 17 + your vehicle'sitem level) to get ahead, moving forward one zone immediately on a success. If the vehicle encounters any hazards or similar effects that occur upon entering a zone (see page 285), they trigger immediately. The vehicle later moves forward one additional zone in the chaseprogressphase,even on a failed check,unless you failed the check by 5 or more.
AHEAD of Enemy B vehicle +2 to Piloting checks vs Enemy B +2 to attack rolls vs Enemy B
i!MU1=1
Trick(Move) You can try a risky maneuver,use the terrain, or take an unconventionalroute to foil pursuers. You attempt a skill check (DC = 15 + your vehicle'sitem level);this skill check could be a Piloting check if the ploy requires intricate maneuver ing, but it might insteadbe a Bluff, Stealth, or other skill check at the GM's discretion. If you succeed,the Piloting checksof all vehicles behind you take a -2 penalty for 1 round. You can attempt multipletrickswith the double maneuveraction,but the penalties imposedon the vehicles behindyou aren't cumulative.Penalties from multiple different pilots who are aheadand success f ully perform tricks,however,are cumulative.
PCVEHICLE Speedup
Double Maneuver (Full) Youcan take two of the aforementionedpilot actions,but take a -4 penalt y to each Piloting check or other skill check. You take t he pilot actionsin succession,but can chooseyour second action after taking the first one and can take an action more than once. If you don't want to use your secondaction, you forfeit it but still take t he penalt y to your first check. Unlike ot her pilot act ions,a doublemaneuvertakes your full action. If your vehicle is significantly faster than the other vehicles in the chase,you havean advantagewhen performing a double maneuver.If your vehicle'sfull speedis at least 50 feet faster than t he fastest enemyvehicle,you take only a -2 penalt y when performing a double maneuver. Regardless of how many pilot actions you take as part of a double maneuver,you move forward at most one zoneduring the chaseprogressphase.
i!MUl=i PILOT ACTION: ENGAGE . then successfully engagesEnemy A. In the chase progress phase.EnemyB will be two zonesbehind and out of the chase
i!MU•i
PCVEHICLE Engage
Chase Progress In the chaseprogressphase,the GM advancesvehicles (based on their pilots' chosenactions and whether they succeededat the required checks),then determineswhether any participants haveescapedor beenleft behindandwhether the chaseis over.
i@Hti=i
ENGAGEMENT Vehicles in thesamezoneasone anothercanbecome engaged, meaning they'reneck-and-neck andwithin physical strikingdistance of oneanother. If two or more vehicles areengaged, movetheir miniaturesor tokensnextto oneanother. Thevehicles ' passenge rs andpilotscanmakemeleeattacksagainsteachotherin thecombat phase or attempttoboardtheother vehicle.Anengaged vehicle can't speed up,slowdown,engage another enemy,or endtheengagement unless it takesthebreakfreeaction(seepage282).
zonesaheadof the policecruiser. Theofficer piloting the police cruiser tries to speedup and catch the PCs,but he fails his Piloting check,so the policecruiser remainsin its zone.During the chaseprogressphase, both vehiclesmoveforwardonezone, but becausethe PCs arestill two zonesahead,they escapeand leavethe chase. In this example,the PCSescapingand the police getting left behind have the sameend result. But what if there were two police cruisers,and one succeededat its checkto speedup but the other didn't?Thecruiser that succeededwould end up one zonebehindthe PCs, andthe onethat failedwould betwo zones behind. The secondcruiser would leavethe chase,but the PCs wouldn't escapebecausetheir buggy isn't two zonesaheadof all pursuers.
Advance Veh icles The GM movesforward by one zone all vehicleswhose pilots succeededat a minimum of one requiredcheck. If a vehicle's pilot deliberately slowed down or she failed all the Piloting checksattempted, her vehicle doesn'tmove forward. If a pilot attemptedto keep paceand failed, her vehicle insteadmoves backonezone. If a pilot attemptedto speedup andfailed by less than 5, her vehiclestill movesforward onezonenow. Becausea pilot hasto fail all checks to stay put, a pilot who tried to speed up twice would stay put only if she failed both checksby 5 or more. Theslow down actionsupersedesthe forward movement from other successfu l Piloting checks,so if the pilot succeeded at the evadeand slow down actions, she'dget the bonusto her vehicle'sAC but wouldn't move forward. Treat uncontrolled vehiclesas if their pilots hadfailedall Piloting checks. If a vehicleis engagedwith another and fails all its checks,it still movesforwardalongwith another engagedvehicle,provided that vehicle would be advancedby the GM. However, the opposingvehiclegainsall bonusesfrom beinga zoneahead(even thoughit's in the same zone).If all the vehiclesin an engagemen t fail all their checks,nonemove. Hazards and other effects of moving into a zone trigger immediately (see ChaseEnvironments on page 285 for more information,sincesometimesenvironmen t s canprompt specific hazardsin a relevantzone).
Escap ingandGetting LeftBehind You leavea chaseif you escapeor get left behind.During the chase progress phase,you escapeif you end up two zones aheadof all adversaries,and you get left behindif you end up two zonesbehind. If you would escapefrom a chasebut don't want to do so,you canvoluntarily movebackto being only one zoneaheadin the chaseprogressphase. It's possible for you to rejoin a chaseif you'vebeenleft behind (or if you alreadyescapedand want to later supportallies with an ambush),but it requiresextraordinary circumstancesand happensat t he GM's discretion. As an example, supposethe PCs are in an exploration buggy fleeing from a police cruiser, and are one zone ahead of the pursuing policecruiser. During the pilot actions phase,t he PC pilot succeedsat a Piloting check to speed up, immediately movingt he buggyan additional zoneahead,which bringsit two
Ending aChase If either all enemies or you and your allies have escapedor been left behind,the chaseis over. It's possiblefor one group to escapeby droppingback until it's left behind, but it's easy for the other chaseparticipantsto circle back and pick off the groupwhile it's a sitting duck.
Combat The final phase of each round is combat. This happensin initiative order,and characters can take the usual actions they can in combat,with the following adjustments.Pilots can also act during the combatphase,as long as they haveany actions remaining to spend.Becauseof the motioninvolved in a chase, all attackstake the penaltylistedin the vehicle'sModifiersentry. However,becausethe vehiclesareall movingat high speed,the differencesin speedcancelout somewha t , so combatantstake the normal penaltyinsteadof the higher penaltyfor full speed.
Ranged Attacks Passenge rs on andpilots of vehiclescanattempt rangedattacks against other vehiclesor their passengersin the samezoneor onezoneaway. Unlessotherwise specified,theserangedattacks follow the normal rules for att acking from vehicles (see page 281).Todeterminethe rangebetweentwo vehicles,seeRelative Positioningon page282. As a passenger,you can attack with your rangedweapons or abilities. If you'rea gunner,you can att ack with the vehicle's mounted weapons,as describedin Firing VehicleWeaponson page281.As a pilot, you canattack only if you havea standard actionleft andcanmake a full att ackonly if you left t he vehicle uncontrolled in the pilot actionsphase. Passengerscan att ack an enemy vehicle directly, but targeting riders or pilots can be difficult. Vehicles (except for entirely open vehicles)usually grant t heir passengerssome degreeof cover (seepage228). Dueto high speeds,wind, and ot her factorsthat mayor may not be part of the environment(see ChaseEnvironments on page 285), some weaponsmight not work effectively during a chase. For example, it's nearly impossible to throw a grenade from one vehicleto another while moving at high speeds.The GMhasfinal say on what can andcan't be usedduring a chase andthe penalties incurred for difficult attacks.
Melee Attacks Anyone in a vehicle can make meleeattacks against those on an enemy vehicle with which their own vehicle is engaged. Youcan makemeleeattacks againstthose in an enemyvehicle only wit h reach weapons, and suchtargets typically havesome cover provided by their vehicle. Evenwhen your vehiclesare engagedand you're usinga reachweapon,you do not threaten any squaresof the other vehicle.
Boarding If two vehiclesare engagedand you are a passenger,you can attempt to movefrom onevehicleto the other as a moveaction that provokes attacks of opportunity. This is like boarding a vehicle in normal combat, but it also requires a successful Acrobaticsor Athletics checkwith a DCequal to 5 + the KACof the vehicle you're boarding. Failure by less than 5 meansthat you are unable to board the other vehicle and remain on your vehicle. If you fail by 5 or more, you fall from the vehicle and land prone.You take double the normal falling damagefor the distanceof your fall or 1d6 falling damageif you fall lessthan 10 feet. Onceyou haveboardedan enemyvehicle,you take the attack penalty from that vehicle.not your former one.
Collisions When piloting a vehicle, you can attempt a Piloting check (DC=the enemyvehicle'sKAC)asa standardaction to smashinto anothervehicle you're engagedwith. If you're successful.your vehicledeals its collisiondamageto the enemyvehicle.and takes half that muchdamageitself.A vehicle'scollisiondamageis listed in the Attack (Collision)entry of its statistics(seepage228).
CHASE ENVIRONMENTS Where a chase occurs can dramatically influence how it plays out. Heavy traff ic, obstacles,and winding paths could all impede a chase or add st rategic options for the vehicles involved. The GM decides the environment's effects on the chase,and the sample chaseenvironments(seepage286) can give the GM some ideas. The environment might affect the entire chase or only some zones-whatever makes the most sensefor the scene.
Designating Environmental Zones For environmentaleffectsthat affect only part of the chase,the GM shoulddesignateone or morezonesas environmentalzones that contain hazards. The GM should revealan environmental zoneonceit comes into view of the foremostvehiclein the chase.
Types ofEnvironments Environmentscan affect vehiclesin a chasein five main ways. • ActiveHazards: Hazardscan directly impedeor damagethe vehiclesin a chase. They might be persistentor temporary. Somehazardsmake one attack against a vehiclewhen that vehicle enters the hazard'szone. The hazardmight t rigger only once,or it might attack every vehicle that enters the zone. Decide whether a hazard deals damage, knocks a vehicle off course, or both. The hazard'sCRshould be close to the item levelsof the vehiclesinvolved in the chase,and
TABLE 8-4:HAZARD ATTACKS ANDDAMAGE CR 1/4 1/3 1/2 1 2 3 4 5 6 7 8 9 10 11 12
13 14 15 16 17 18 19 20
ATIACK BONUS +3 +4 +6 +8 +9 +10 +11 +12 +14 +15 +17 +19 +20 +21 +23 +24 +25 +26 +28 +29 +30 +31 +32
DAMAGE 2d4 2d4 3d4 4d4 5d4 5d4 5d6 5d8 6d8 6d10 7d10 8d10 9d10 10d10 11d 10 12d 10 14d10 15d10 17d 10 18d10 20d10 23d10 25d10
should use the corresponding attack bonus and damage amount (seeTable8-4: HazardAttacks and Damageabove). If a hazardknocksvehiclesoff course.the pilot of any vehicle it hits takesa -4 penalty to Piloting checks(in addition to its normalmodifiers) for 1 round.If a hazardboth dealsdamage and knocksthe target off course,reducethe attack bonusby 2 and halvethe damage. • Altered Attacks:Attacks might be more difficult due to bad weather or barriers that block lines of sight. Use the normalrules for concealment,cover, and line of sight when implementing environments t hat alter attacks. It's rare for the environment to improve attacks, but if it somehow would, you can reduce the normal penalties for attacking during a chase. • Altered Movement:Some environments make it easier, more difficult, or more complicated to move. This might come up in a chase through a space station where some zones lack artificial gravity or on a muddy plain where vehiclescould get boggeddown.Altered movementusually causesa +2 bonusor -2 penalty to skill checksatt empted during pilot actions.The environment can work differently on different vehicle types; a wheeled transport might take a penalty when artificial gravity goes out, while a hover vehicle wouldn't, for example. Likewise, the effects can changehow certain actions work. A massivedownhill slope might make it easierto speedup but harder to keep pace, or it could even require a check to slow down. • New Tricks: Environments can provide new t ricks that pilots can use with the trick action during the pilot actions phase. These could include clipping precarious rocks in a canyon so they fall in your enemies'paths or diverting
oncomingtraffic toward your enemies.Thesetr icks usually have a DC of 2 to 4 higher than the normal trick action, but their effects should also be more impressive.In terms of game rules, the effect might be a bigger penalty for enemies' Piloting checks(-4 to - 6), or the tr ick might create a new active hazard(seeActive Hazardson page285) in the zonedirectly behindthe vehicle. o Split Routes: It's possible for chase participants to take slightly different routes through a zone to gain someother tactical advantage.A split route works much like havingtwo parallel zonesin a single zone,one of which has a different environment:usually altered movement(for a shortcut) or an active hazard (for a dangerouszone).The pilot decides which route to pursuewhen taking his pilot action. Even if two vehiclesare in the samezone,they can't interact with eachother if they'reon different partsof a split route.A split route usually lasts for only one zonebeforeconverging. If vehicles that are engagedpursuedifferent routes.their engagementis automatically broken off. When the route convergesagain,any vehiclesthat had beenengagedand are still in the samezoneautomaticallybecomeengagedagain.
Sample Chase Environments The following sample environments provide some details about those environments'featuresas well as the appropriate accompany ing modifiers. GMsshould feel free to use these sample environmentsand their modifierswhole cloth in their games,to createtheir own unique environments, and to choose environmentalfeatures that are mostappropriate for the chasesthey wish to run.
Aquatic Environment The following are sample features for an aquatic environment. O Active Hazards: Megashark attack (when a vehicle first enters its zone,a megasharkattacks whichever vehicle is at the rear at the end of the chase progress phaseand then movesalong with the chase,attacking the rearmostvehicle eachround),piranhaswarms(attacks a randomvehicleafter the chaseprogressphaseeachround) O Altered Attacks: Frightened squid shoal or sudden squall (concealment), underwater debris(cover) o Altered Movement: Languid or opposing current (-2 to Piloting), swift current moving with you (+2to Piloting) O New Tricks:Scatt er whale pod (alt ered movement gives pursuers-4 to Piloting),spewmud (createconcealment) o SplitRoutes:Coral reef (-2 to Piloting, or -2 to trick attempt). shipwreck (shortcut: +2 to Piloting to keep paceor speedup, or +2 to tr ick attempt)
Desert Environment The following are sample features for a desert environment. o Active Hazards: Death worm attack (when a vehicle first enters its zone,a death worm attacks whichevervehicle is at the rear at the end of t he chaseprogressphaseand then movesalong with the chase,attacking the rearmostvehicle eachround).falling rocks (attacksthe first vehiclethat enters the zone)
o Altered Attacks: Rock spires (cover). sandstorm (total concealment)
o AlteredMovement:Deepsand (- 2 to Piloting). mud flat (-2 to Piloting)
o NewTricks:Kick up dust clouds(create concealment).topple rocks (newactive hazard)
o Split Routes: Giant antlion sand pit (hazardif not avoided). narrow canyon(short cut: +2 to Piloting to keeppaceor speed up, or +2 to trick attempt)
Forest Environment The following are sample featuresfor a forest environment. o ActiveHazards:Angry beasts(attack the vehicleat the rear at the end of eachchaseprogressphasefor 2 rounds),falling tree (attacksfirst vehicleto enter zone) o AlteredAttacks:Obscuring trunks (concealment).ricocheting shots (10%chancea missedrangedattack ricochetsand hits a vehicle adjacentto the original target. not including the attacking vehicle) o AlteredMovement:Densegroveof narrow-trunked trees(-2 to Piloting), thick detritus (-2 to Piloting) o New Tricks: Bank your vehicle behind foliage (create concealment).topple brushto block path (alteredmovement gives pursuers-4 to Piloting) o Split Routes:Hidden cave (shortcut: +2 to Piloting to keep paceor speedup, or +2 to trick attempt),ramp off a cliff (+2 to Piloting to speedup, but -2 to Piloting for all other checks)
Highway Environment Thefollowing are sample featuresfor a highway. O Active Hazards: Oncomingtraffic (attacks each vehicle to enter zone).policebarricade(might add policeto chase) O Altered Attacks: Series of pillars (cover), smoke clouds (concealmen t) o AlteredMovement:Damagedroad (-1to Piloting), steep hill (+1to Piloting goingdownhill.or -1 to Piloting goinguphill) O New Tricks: Divert traffic toward enemies (new active hazard), hack t raffic signals (altered movement gives pursuers-2 to Piloting) o Split Routes: Hypertube (+4 to Piloting to speedup, but -2 to Piloting for all other checks), surfacestreet (-1 to Piloting comparedto highway),tunnel (shortcut: +2 to Piloting to keep paceor speedup, or +2 to trick attempt)
EXPERIENCE FOR VEHICLE CHASES PCsearnexperiencepointsfor successfullycompleting a vehicle chase.To award XP. take the CRsof the creatures in enemy vehicles, plus the CRsof any active hazardsencountered, and awardthe properamount of XP for eachCRas outlinedon Table 11-3: ExperiencePoint Awardson page390. The PCscan earn XP for each creature only once;if a creaturewas defeated in combat during a successfulchase,the PCsdon't gain experience for defeatingthe creature and for completing the chase. At the GM'sdiscretion, when the PCscomplete a chasein a part icularly dangerousenvironment. the environment itself might increasethe amount of experience the characters gain from t he encounter.
TheGMdrawshorizontallinesona battlemapto representseveral zones(seepage282)andputsall the vehiclesin the centerzone.
/!ff\. ~
The Redliners pull out of a side street on enercycles, furiously waving laser pistols.Rollinitiative checks!
Theplayersall roll initiativechecks,and the GMrolls on initiative checkfor the ysoki.Sssozzogetson 18,Buddygets o 16, Merris gets o 12,the ysoki get on 11, and Cho'lokgetso 6. Buddyis the PCs' pilot, and the ysoki each pilot their basic enercyc/es . It's Buddy'sturn to tokehispilot actionsfor theexplorationbuggy.
Ji!fA. All right, time for the pilot actionsphase! Buddy,what ~ actionswould you like to take? ~
.
Buddy: I'm going to try to speedahead of them and then duck down an alley.Maybewe can losethem.
Buddy uses his full action to make a double maneuver to first use the speedup action, requiring a Piloting check, and then to use the trick action to duck into an alley. The GM determinesthat this trick actionrequiresa Pilotingcheck, since maneuveringthe buggy into the alley is tricky. Buddy tokes a -4 penalty to both skill checksbecauseof the doublemaneuver . Buddy'sPilotingcheckto speedup hasa DCof 18. Buddyhasa Pilotingskill bonusof +8. Herolls a d20 and getsan 18, for a total of 22. The buggyadvancesone zoneimmediatelyand then will advanceanotherzoneduringthechaseprogressphase.TheDCof the checkfor Buddy'strick actionis 16, but Buddyrollsa 5 for a total of 9, sohecan't quitezoominto the alleyway.
GI)The ysoki alsotry to speedup to catchyou! Eachof the ysoki attempts the speedup action.which requires them each to toke o move action. The DC for their Piloting checksis 18 (17+ 1 for the enercycles'item level),and they each have a +5 modifier to Piloting checks. Eachysoki also gains a +2 bonusto Piloting checksthanks to that vehicle's modifiers. Oneysoki rolls a 12 and succeedswith a total result of 19. The ysoki movesforward one zoneimmediatelyand will move forwardanotherzoneduringthe choseprogressphase.Theother ysokirolls o 2 and foils with a total resultof 9. Thisis a failureby morethan 5, so the ysoki doesn't moveforward and won't move forwardduringthe chaseprogressphase!
,/ff\
,ar
Thebuggyand oneenercyclemoveaheadanotherzone,but the enercycleof the Redliner who failedbadlydoesn't moveforward. It is two zonesbehindeveryone,so the chaseleavesit behind!
The second ysoki must have sludge in his engine. Anyway, now it's time for the chaseprogressphase.
Youand the remaining ysoki crossa canal bridge just before it lifts.TheslowerRedlineris out of the chase!
-
Sssazza: Only one left! Let meat 'em!
~
·~
It's now the combat phaseand you have the highest initiative,so go for it.
-
Sssazza: I shootat his vehicle'sbacktire.
Sssozzofireso shotfromher azimuthloserpistol,oddsher bonus to attacks with that weapon,and subtracts2 dueto the penalty to attacking from the buggy.Shegetso total of 9. Shecompares this to the vehicle'sEACof 10- the shotbarelymisses.
-
Sssazza:Blastedpeashooter!
,/'!ff\_Oh,so close!Buddy,it's your turn, but you spent your ~ full action piloting the buggy.Merris, it's your turn.
Merris: I'm alsogoing for the bike'stire.
Merris'stotal is 15,so he hits.Herolls 1d4and deals2 damage.
l'1f'LThe ysoki chitters with
rage as his back tire billows
~ smoke!It's his turn, and he'slooking at you,Merris' Theysoki useshis remainingstandardaction to shoot his flame pistol. Onceaccountingfor the - 1 penalty for shootingfrom his enercycle,the ysoki'sresultis 11- notenoughto hit Merris'sEAC.
l'!fft..Cha'lak,the ysoki'senercycleisn't in greatshape.What ~ doyoudo?
Cha'lak: Eat pavement,rat-I shootthe other tire! Cha'lak rolls a natural20 onher attack roll with her tacticalsemiauto pistol.It's a critical hit! Sherolls doubleher normaldamage dice-in this case, 2d6-and gets 5. That reduces the ysoki's enercycleto OHit Points, meaningthat it's wrecked.
•
The enercyclespinsout andthe ysoki takesa dive!
Becausethe PCshaveoutrun one gangmemberand brokenthe other's vehicle, the chaseis over. ThePCsare free to take their stolenexplorationbuggyand technologyback to their base!
s technology improved, travel time between worlds droppedfrom monthsand yearsto days,and the optimal routes between planets became crowded with spacecraft. Yet even in this new age of spaceflight, voyagesbeyond the solar system remained rare; traveling to even the neareststar at conventional speedswould take generations. While a few starships had drives capable of circumventingthis obstacle, all relied on extremely expensivemagical technology,often controlledby churchesor other organizations. FromAsmodean Helldrives to Kuthite shadowenginesto the prayer-fueledcores of lomedaeancathedralships,most of thesetechnologiesnot only took the ship through other planesbut alsooperated with direct divineassistance, andthus alwayscame with a hefty price.While other drives had been theorized- drives that could fold space, createstable wormholes,or otherwisebendthe rulesof physicsthe PactWorldshad nevermanage d to build them. Then,3 yearsaftertheendof the Gap,theSignalwentout.Some worldsreceivedit as a broadcas t. It came to othersin the dreams of inventors or lunatics,or etchedinto floors by malfunctioning assemblyrobots.Still others dug it from the innardsof crashed spaceprobes, found it carvedon monolithsin city centers,or heard it blaredfrom the sky by entities within wheelsof flame. Regard lessof the mechanism,at the sameinstant,thousandsof cultures acrossthe Material Planereceived the same information: blueprints for a new type of starshipdrive-onecapableof cheaply and efficiently shortening t he distancebetweenstars. Though some scholars argue that every mortal culture received this information, many recipients were never aware of it or able to capitalizeon it. In some cases,cultures weren't technologicallyadvancedenoughto interpret the informat ionexplorers have even uncovered t hesedesignspainted on cave walls by an uncomprehending paleolithic culture. In other cases, the information was lost due to simple accident, as when an inventor blessedwith the information fell out a window before he could shareit. Immediately following the Signal,the new god Triune (see page490) revealeditself to the Pact Worlds, claiming to have granted the knowledgeas a blessing to its new mortal children. Formerly three minor gods of machinesand robotics, now networked together into a single entity, the divine collective claimed to have peeredthrough the substrata of reality and discovereda previously unknown plane of existence.Called the
A
Drift, this planecouldbe reachedonly via technology- not magicand would allow mortals to cheaplyand easily travel between points anywhere in the galaxy. In granting this discovery to the world. Triunebecame one of the most powerful entities in the multiverseovernight: the new god of interstellartravel. Like earlier interstellar drives, Drift engines operate by jumping to another plane of existence and then back to a different point on the Material Plane, thus never actually running up against the hard limit presentedby the speedof light. In the past. that had meant using powerful magic and travelingto placeslike Heaven,Hell, the Maelstrom, or the First World- placesinhabitedby creaturesand godswith sometimes inconvenient attitudes and appetites. The Drift, on the other hand, is a different type of dimension: a void of swirling color without substance, a mostly empty place of mutable laws, thought by some to be t he quantum foam underlying all creation. While magic still functions inside t he Drift, only technologycan piercethe membranebetweenit and t he rest of reality, which, combinedwith Triune's role asgatekeeper,keeps any other deit ies or organizations from monopolizing the place. While evenmostskeptics and membersof other religionsare forced to admit that Triune has appearedto make good on its egalitarian offer to maintain cheapandeasyinterstellar travel for everyone,useof the Drift doescomewith a catch. Every time a Drift engineis used,a tiny portionof a random planeis torn from its home and addedto the Drift, set to float there for eternit y. The farther the jump, the larger the chunk of material,which sometimes appears near the jumpingship,adding an elementof risk: you neverknow when a longjump might tear awaya chunk of Hell and leaveyou flying through a cloud of furiousdevils.Even those making safely measuredjumps might encounterstrange beaststrapped there by previoustravels.Why the technology involvesthis side effect is unknown, though someconspiracy t heorists believe that the ever-increasingsize of the Drift- and the correspond ing shrinking of the other planesof existence - is part of an inscrutable powerplay by Triuneitself.
STANDARD NAVIGATION AND ASTROGATION Whether they're patrol craft or battlecruisers, all starships are propelledthrough space by thrusters. The exact workings of these engines vary from starship to starship-some are technological , while others are a blend of magicand machine.
See the navigate task of the Piloting skill (page 145) for information about using that skill to plot a correct course. Determine the approximate distanceyou wish to travel and roll using the travel times below to see how long it takes you to reach your destination, but note that the GameMaster is the final arbiter of travel times and may shorten or lengthenthem as shedesiresfor the needsof the campaign. • StartThrusters(1 Minuteper SizeCategory ): Thoughthis is rarely an issue,a starship'sthrusters need a short amount of time to warm up beforethey are ready to be used.Most hangarsand spacedocks require that a starship'sthrusters be deactivatedafter it landsor docks. However,a starshipin orbit always has its thrusters active. A starship also needsto deactivateits thrusters to use its Drift engine (seebelow)this requiresno time. • Travel Point-to-Pointon a Planet (1d4 Hours): Large and smaller starships can operate in a planet or planetoid's atmosphere,and can travel betweentwo areason the same planetwithin reason(astarshipisn't generallyequippedto be submergedunderwater,for instance).Thetravel time depends on the distancebetweenthe two points. This amountof time can also be usedto representtraveling betweentwo vessels in different orbits around the sameplanet. • GointoOrbitorLand(1d2Hours):It takesonly a shortamount of time for a Largeor smaller starshipto Iift off from a planet's or planetoid'ssurfaceand enter orbit, or to makea controlled landingfrom orbit. Hugeand largerstarships can be placedin orbit aroundonly a planet or planetoid, and the crew requires a shuttleor other conveyanceto reachthe surface. • ReachSatellite(1d8 Hours): From planetary orbit, it takes slightly longer for a starship to reach one of that planet's satellite bodies(or vice versa)than it would take to land. This travel time dependspartly on the size of the planet and the satellite'sorbit. • Travel In-System (1d6+2 Days): Traveling between two planets in the samestar system fluctuates basedon those planets'relative posit ionsat the time of t ravel. • TravelBetweenSystems: Travelingbetweentwo star systems via conventionalthrustersis a dauntingaffair, taking decades at the very least.Only largecolonystarshipsor vessels with crewsin suspendedanimation attemptsucha journey.
DRIFT NAVIGATION Using Drift technology differs from ordinary astrogation in that the distances between worlds are less important than the difficulty of correctly targeting the jump. Within a given solar system,jumps are relatively quick and easy,though this method is only moderately faster than flying betweenworlds using conventional thrusters. Outsideof a given system, Drift tech divides the galaxy into two sectors:Near Spaceand the Vast.While NearSpaceworlds tend to be closerto the galactic center (and, incidentally,to the Pact Worlds) and the systems of the Vast tend to be farther out, the true differencebetween the regionslies in the density of so-called "Drift beacons."These mysterious objects, sometimes spontaneous ly generatedand sometimesplacedby priestsof Triune,help navigationsystems orient shipsin the Drift. While placinga singleDrift beaconon a
world isn't enoughto convert a Vastworld to NearSpacestatus, placing manyin that generalregionof spacecancausethe shift, and thus it's possible to find pocketsof NearSpaceworlds all the way out to the galactic rim, as well as uncharted zones consideredpart of the Vast nearthe galaxy's core. When traveling to a world through the Drift, determine whether the destinationis in the samesystem,NearSpace,or the Vast.Thedistancebetweenthe start and endof your journey doesn'tmatter,nor which categoryof spaceyou'restarting from: traveling from the Vastto a NearSpaceworld is no moredifficult than betweentwo Near Spaceworlds.Roll using the traveltimes below,then dividethe resultby your starship'sDrift enginerating to determinehow long it takesyou to reachyour destination.For example, a starship with a Drift enginerating of 2 travelingto a world in the Vast would roll 5d6 and divide the result by 2. If you rolled 15,then the trip would take 7-1/2days.Notethat you neverrounddownwith Drift travel rolls, sincethesepartial days can be extremely importantwhen multiple spacecraftare racing eachother to a destination.Additionally,sincethe Drift is a plane that you'retravelingthrough,it is possible to pausemidjump,and evento land on one of the floatingchunksof terrain or engage in starship combat.Timespentstoppedin this mannerdoesnot bring you closerto your destination,and thus does not count towardyour required travel time. Daysspent in the Drift are no different for the crew than daysspentin normalspace,and thus they cancraft items,heal,and take other actionsas normal. The one exceptionto the rules aboveis AbsalomStation:for unknownreasons.the Storstoneat its coreactsas an extremely powerful Drift beacon,allowing ships from anywhere in the galaxyto jump to Absalom Station in 1d6 days. While traveling through the Drift, a starship uses its conventionalthrusters.For a starshipto engageits Drift engines to either enter or exit the Drift, it must remain stationary with its conventional thrusters turned off for 1 minute. • Travel In-System (1d6 Days): Jumping between two points in the same solar system is moderately faster than moving betweenthem in real space,and is so short asto carry only a 1%chanceof randomencountersin t he Drift. e Travel to AbsalomStation(1d6Days): Jumping to Absalom Stationalwaystakesonly 1d6 days,thanksto the Starstone. e Travelto Near Space(3d6 Days): Near Spacecontains the Pact Worlds system and most of the worlds colonized and contactedso far by their explorers,but there are still thousands of Near Space worlds yet to be investigated. Jumpsto Near Spaceworlds rarely carry more than a 10% chanceof a random encounterwhile in the Drift. e Travel to the Vast (Sd6 Days): Largely unexplored, the millions of Vastworlds are significantly moredifficult to get to than NearSpace,andthe risk of a randomencounterin the Drift can be anywherefrom 25%to as high as 50%. • Travelbeyond the Rim: While othergalaxiesareknownto exist, the distancesbetweenthemandthe galaxyof the PactWorlds are so incredibly largethat there haveyet to be any confirmed instances of intergalactic travel using Drift technology. Whetherthis is dueto the extremetraveltimesinvolved,limit s to the reachof the Drift itself, or dangersencounteredin the Drift duringsuchattemptsremainsunknown.
UNDERSTANDING STARSHIPS Starshipsand their baseframesare describedusing stat blocks that include information about how they move. the size of their crews.and more.When you're reading a starship or base frame stat block, the statisticsand definitions below define its capabilities.A starshipsheetis provided at the end of this book. e NameandTier: This is the designationof the starship and its power level. Starshipsof different tiers vary to a greater degreein terms of powerand abilities than monsterswhose ChallengeRating (CR)differs by a similar amount. e SizeCategoryand Frame: This describes the overall size of the vessel(seeStarship Scale on page294). A starship'ssize provides a modifier to its Armor Class and TargetLock (see below).This entry also notes the baseframe of the starship (seepage294). e Speed:This is the number of hexesthe starship can move using most pilot actions. e Maneuverability: A starship'smaneuverabilityis ratedclumsy, poor, average, good,or perfect.This is generallytied to the massand size of the starship, and it both indicateshow agile the starship is in spaceanddeterminesthe minimumnumberof hexesthe starshipmustmovebeforeit canturn (seepage319). e Drift:This is a starship'sDrift enginerating.Whendetermining how long it takesa starshipto travel to a locationthroughthe Drift, divide the die roll by this number(seepage291). If this entry is absent,the starshipcan't travel into the Drift. e ArmorClass(AC):Thisvalueis usedwhendeterminingwhether direct-fire weapons(see Type on page 303) hit a starship. AC is calculated basedon the ship's size,maneuverab ility, and physical armor,as well as the pilot's numberof ranks in the Pilotingskill. Seepage320 for detailson calculating AC. e TargetLock (TL):This valueis usedwhendetermining whether trackingweapons(seeTypeon page303) hit a starship.TL is calculated basedon the starship'ssize.maneuverabi lity, and defensivecountermeasures (see page 298), plus the pilot's numberof ranksin the Piloting skill. Seepage320 for details. e HullPoints (HP): This is the total amountof damagea starship can take beforeit becomesinoperative.A starshipwith O Hull Points isn't destroyed,though many of its systemsare no longerfunctioningandit is no longera threat to its enemies.In a baseframestat block,the Hull Pointsentry alsolists the HP increment,which is the numberof Hull Pointsa starshipwith
SHOOTING STARSHIPS Starship weapons andregularPC -levelweapons work on different scalesandaren'tmeantto interact with eachother.If characte rs choose to shootat a starship with theirlaserrifles(orcasta spell onit) whileit is ontheground, theGMshouldtreatthestarship as anobject(aparticular ly mass iveone.at that).AttheGM's discretion, if starshipweapons areeverbroughtto bear againstbuildings or people, theydealHit Pointdamage equalto 10x their listedamount of damage. However. starship weapons areneverpreciseenough to targeta singleindividua l (orevensmallgroup)andcan.if the GM decides.besimulated asdeadlyhazards instead ofweapon attacks.
e
e
e
e
e
that frameautomaticallygainswhen its tier increases to 4 (and every4 tiers thereafter; seepage294). DamageThreshold(OT): If an attack deals less damageless than this value, that damageisn't countedagainst the ship's total Hull Points. Only Huge or larger ships have a Damage Threshold,and it mattersonly when sucha starship'sshields are depleted(seepage320). Critical Threshold (CT): Whenever the total amount of damage that has been dealt to a starship's Hull Points reachesa multiple of this value, one of its systems takes critical damage(seepage321).This value is always one-fifth of the starship'smaximumnumberof Hull Points. Shields : In a starship stat block, this lists the ship's shield system and the Shield Points (SP).which represent the damage shields can take before they're depleted. Shield Points are assigned to particular quadrants (forward, port, starboard,or aft). Thesequadrantscorrespondin orientation to the firing arcsshown in the diagramon page318. Attacks: A starship has four firing arcs: forward, port. starboard, and aft (see the diagram on page 318). Most nonturretweaponscanfire only in the firing arc wherethey're mounted;turret weaponscan be fired in any arc. The attack entrieslist the variousweaponsmountedon the ship that can fire in each of the arcs. Eachweaponalso lists its damage, range,and other specialproperties. Mounts:In a baseframestat block,this entry lists the classof weaponthat canbe mountedon the starship(seepage303).
• PowerCore:This lists a starship'spower core or cores (see page296) and the powercoreunits (PCU) it produces. • Drift Engine : The starship'sDrift engine,if any,is listed here. • Systems : This entry lists a starship'smajor systems,such as armor, defensive countermeasures, sensors, and weapons (seepage297). • ExpansionBays:This entry lists any expansion bays-cargo spacesthat can be usedfor specialpurposes(seepage298). • Modifiers: This entry lists the bonuses (or penalties) to certain skill checks during starship combat gained from a starship's speedand maneuverability, as well as from some starship systems. • Minimumand MaximumCrew:In a base frame stat block, these entries note the minimum and maximum number of characters who can take actions on t hat vessel during starship combat. Larger starships use teams that report to a higher officer who performs an assigned role in starship combat (see Large and Small Crews on page 316 for more about large crews). A starship without its minimum crew can't be operated. • Complement: In a starship stat block,t hissection lists t he total sizeof the crew aboardthat ship. • Crew: In a starship stat block, this section lists thosefilling variousrolesin combat(seepage316),as well astheir bonuses to skills used during starship combatand numberof ranks in thoseskills-see page316 for moreon determining these.Any modifiers listed earlier in the stat blockareaccountedfor here. If a starshiphas teamssupporting officers who fill roles,this entry also lists the number and sizeof teams. This section is
listed only for ships under the GM's control- PCscan perform their own actions aboardstarships they control; for more on theseactions,seeStarship Combat on page316. • SpecialAbilities:Any unique actions or qualit ies a starship hasdue to its crew or its equipment are listed here. • Cost:In a baseframe stat block, this lists the frame'sBuild Point cost.Build Points(BP)are an abstractresource usedfor creatingand upgradingstarships.
BUILDING ASTARSHIP Regardless of starships' size and purpose, they're all created using the same process.GMs and players alike can use the following steps to create an incredibly diversearray of vessels, from sleek science ships and nimble skirmishers to heavily armoredcombatfrigates.Alternatively,you can usethe prebuilt sample starshipsdetailed later in this chapter (seepage305). While it's possible to run a Starf inder game that doesn't involve starships at all, the Starfinder RPG assumesthat PCs have access to a starship. Whether it was built from scrap, received from a generous benefactor, or purchasedwith an exorbitant loan, t he PCs' starship serves as a mobile base of operati ons, a means of reaching distant stars, and a defense against hostile alien vessels. Often, t he PCs'first starship is designed by the GM and can be upgraded or even replaced as the charactersgain experience.However,some GMs might allow the PCsfree reign over t heir starship's creation, lett ing them feel a sense of true ownership over the starship that wil l accompany them t hroughout the campaign. Eit her way, a starship's power level is based on the PCs' Average Party
• Step 2: Determinetier and Build Points. If you are creating
STARSHIP SCALE Though thesizecategories ofstarships havethesamenamesasthe sizecategor ies of crea tures,theyope rate oncomplete ly different scales. Even withinasizecategory, astarship 'sexactmeasurements mightdiffer between base frames andmanufacturers. Thesizeofa starship alsomodif iesitsArmor ClassandTarget lockasindicated.
AC AND TL SIZE
LENGTH
WEIGHT MODIFIER
Tiny 20-60ft. 3-20tons 60-120ft. 20-40tons Small 120-300 ft. 40-150tons Med ium 300-800 ft. 150-420tons large 800-2,000 ft. 420-1,200tons Huge 2,000-15 ,000ft. 1,200-8,000 tons Gargantuan ft. Over8,000 tons Colossal Over15,000
+2 +1 +O -1 -2 -4 -8
•
•
TABLE 9-1:STARSHIP BASE STATISTICS TIER 1/4 1/3 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
STARSHIP BUILD POINTS 25 30 40 55 75 95 115 135 155 180 205 230 270 310 350 400 450 500 600 700 800 900 1,000
SPECIAL •
HPincrease
•
HPincrease
HPincrease •
HPincrease
a PC starship, determine the characters' APL by adding together the characters' levelsand dividing by the number of characters. That number is their ship's tier. If designing enemy starships, decidethe difficulty of the encounter (see DesigningStarshipEncounters on page326)and choosethe enemyship'stier. Onceyou know the tier of the ship,consult Table9-1: Starship BaseStatistics to determine the number of Build Points you can spend to create the starship. Note that a starship receivesa boost to its Hull Points equal to its HP incrementat tiers 4, 8, 12,16,and 20. Step 3: Select a frame. Each starship is built upon one of a variety of framesthat determines its size,maneuverab ility, crew complement,weaponmounts,andother basicstatistics. Eachframecosts a certain numberof Build Points; see Base Framebelow for moreinformation. Step 4: Select a power core. A starship's power core determines its overall power available (listed in power core units, or PCU), so you should spend Build Points on it first (seepage 296). This amount of power can be used as a kind of budget when installing other systems,such as thrusters and weapons-seePower Budgeton page296 for moresuggestions. Step 5: Select thrusters.A starship without a means of propulsionis nothing more than a floating target (or an inert hunk of metalon a planet'ssurface),so spendingBuild Points on the starship's thrusters should be your next priority. On page296, thrusters are listed by starshipsize and speed(in hexes) during combat. Step 6: Select other systems. Next, spend your remaining Build Points on all the other systems you wish to have on your starship. To be effective in combat, a starship needs armor, defensive countermeasures , shields, and weapons. If you wish to travel to locations outside of your home star system, it also needs a Drift engine. Other, more optional purchasesinclude upgrades to the starship's computers, expansionbays, securit y, and sensors.(SeeOtherSystemson page297.) Step 7:Adddetails. Finally,onceall t hesechoiceshavebeen made,you should give your starship a name,determineits relevantstatistics (such as its AC and TL), and add any other details (such as quirks,physical description, and so on).
BASE FRAME HPincrease
Level (APL)-the characters' average character level. See Refitting and Upgrading Starshipson page305 for informat ion on how to adj ust a starship'scapabilit ies when the characters' APL changes. Whencreatinga starship,follow thesesteps. • Step 1: Conceptualize.Start by deciding what type of starship you aredesigning,with a general ideaof its purpose and required crew size. If you are creating a starship to be used by PCs,make sure that all the PCscan fit within the vessel!Someof the choicesyou makelater might dependon your overall concept.
Each starship has a base frame that determines its size, maneuverability, starting weapon mounts, hull strengt h, room for expansion, and other capacities. Although two ships t hat use the same frame might look radically different, t hey both have some of these base statistics in common. The frame of a starship includes all life support and art ificial gravity systems necessaryto keep the crew (and any passengers) alive and comfortable.The starship'sframe is also built with a transponde r that is essentially t he ship's"address" for standard system-wide and unlimited-rangecommunications (see page 430);this t ranspondercan be turned off, during which t ime the starship can't send or receivemessages,but neither can it be tracked down by convent ional means.
The baseframesbelow are organizedby size(from smallest to largest)and cost in Build Points (wit h lessexpensive frames comingfirst within a size).In general,the size and expansion baycapacitiesof a baseframecan't be changedwithout a great deal of time and money (and the GM's permission), so it can be moreeffectiveto just start over with a different baseframe when upgradingthoseaspectsof a starship.
RACER SizeTiny Maneuverability perfect (+2 Piloting, turn 0) HP 20 (increment 5); OT- ; CT4 Mountsforward arc (1light), aft arc (1 light) Expansion BaysMinimumCrew1; MaximumCrew1 Cost4
Maneuverability good(+1 Piloting, turn 1) HP 55 (increment 10); OT- ; CT11 Mountsforward arc (1light), port arc (1 light), starboard arc (1light), turret (1light) Expansion Bays4 MinimumCrew1; MaximumCrew6 Cost12
TRANSPORT SizeMedium Maneuverability average(+0 Piloting, turn 2) HP70 (increment 15); OT- ; CT14 Mountsforward arc (1heavy, 1 light). aft arc (1light), turret (2 light) Expansion Bays5 MinimumCrew1; MaximumCrew6 Cost15
INTERCEPTOR SizeTiny Maneuverability perfect(+2 Piloting, turn 0) HP 30 (increment5); OT- ; CT6 Mountsforward arc (2 light) Expansion BaysMinimumCrew1; MaximumCrew1 Cost6
FIGHTER
DESTROYER SizeLarge Maneuverability average(+0 Piloting, turn 2) HP 150 (increment20); OT- ; CT30 Mountsforward arc (2 heavy), port arc (1 light),starboard arc (1light), aft arc (1 light), turret (1 light) Expansion Bays4 MinimumCrew6; MaximumCrew20 Cost30
SizeTiny Maneuverability good(+1 Piloting, turn 1) HP 35 (increment 5); OT- ; CT7 Mountsforward arc (2 light (1 must be a tracking weaponD, aft arc (1 light) Expansion BaysMinimumCrew1; MaximumCrew2 Cost8
SHUTTLE SizeSmall Maneuverability perfect (+2 Piloting, turn 0) HP 35 (increment 5); OT- ; CT7 Mountsforward arc (1 light) ExpansionBays3 (usually cargo holds or passenge r seating) MinimumCrew1; MaximumCrew4 Cost6
LIGHT FREIGHTER SizeSmall Maneuverability good(+1 Piloting, turn 1) HP40 (increment10); OT-; CT8 Mountsforward arc (2 light), port arc (1 light), starboardarc (1 light) Expansion Bays3 MinimumCrew1; MaximumCrew6 Cost10
EXPLORER SizeMedium
HEAVY FREIGHTER SizeLarge Maneuverability average(+0 Pilot ing,turn 2) HP 120 (increment20); OT- ; CT24 Mountsforward arc (1 heavy, 2 light), port arc (1 heavy), starboardarc (1 heavy) Expansion Bays8 MinimumCrew6; MaximumCrew20 Cost40
BULK FREIGHTER SizeHuge Maneuverability poor (-1 Piloting,turn 3) HP 160 (increment20); OT5; CT32 Mountsforward arc (1 heavy), aft arc (1 heavy),turret (2 light) Expansion Bays10 MinimumCrew20; MaximumCrew50 Cost55
CRUISER SizeHuge Maneuverability average(+0 Pilot ing,turn 2) HP 180 (increment25); OT5; CT36 Mountsforward arc (1 capital), port arc (1 light), starboard arc (1 light), turret (1heavy) Expansion Bays6 MinimumCrew20; MaximumCrew100 Cost60
CORE
POWER BUDGET Most starsh ip systems consu me power.Thestarship's powercore providesthispowerin termsof powe r core units(PCU) . ThePCUs needed for all of a starship'ssyste ms canexceed thetotal PCUs providedby thecore.butusage can'texceed theavailable PCUs-if it would,somesystems must beinactive. Fora starship to befully effective in combat, itsdefens ivecounte rmeasures, shields, thrusters, andweapons shou ldn't consume morepowe r thanthecoreprovides .
CARRIER SizeGargantuan Maneuverability poor (-1Piloting,turn 3) HP240 (increment 30); OT10; CT48 Mountsforward arc (1capital), port arc (3 heavy),starboard arc (3 heavy),turret (2 light) Expansion Bays10 (must haveat least 1 hangar bay) MinimumCrew75; MaximumCrew200 Cost120
BATTLESHIP SizeGargantuan Maneuverability average(+OPiloting, turn 2) HP280 (increment40); OT10:CT56 Mountsforward arc (1capital, 2 heavy),port arc (2 heavy, 1 light), starboard arc (2 heavy,1 light), aft arc (1 light), turret (2 heavy) Expansion Bays8 MinimumCrew100; MaximumCrew300 Cost150
DREADNOUGHT SizeColossal Maneuverability clumsy(-2 Piloting, turn 4) HP400 (increment50); OT15; CT80 Mountsforward arc (2 capital, 2 heavy),port arc (1capit al, 3 heavy),starboardarc (1capit al, 3 heavy),turret (4 light) Expansion Bays20 MinimumCrew125; MaximumCrew500 Cost200
POWER CORE The power core is the most important system on a ship, as it providespowerto every other system.The table below lists the shipsizeeachcoreis designedfor, aswell ast hePCU it provides and its cost. Each Large and smaller ship has room for only a single power core by default , but Mediumand Large starships can be fitted wit h an extra power core housing (seeExpansion Bays on page298). Huge starshipscan have up to two power cores,Gargantuanstarshipscan haveup to three,and Colossal starshipscanhaveup to four. Thoughsomeshipsareexceptions to t his standard, they arerare in design. A power core typically has a backup batt ery system for use in emergenciesthat can provide limited power- enough for life support , gravity, and comms(seepage430), but no other systems-for 2d6 days.
SIZE
MicronLight MicronHeavy MicronUltra ArcusLight PulseBrown PulseBlack PulseWhite PulseGray ArcusHeavy PulseGreen PulseRed PulseBlue ArcusUltra ArcusMaximum PulseOrange PulsePrismatic NovaLight NovaHeavy NovaUltra Gateway Light Gateway Heavy Gateway Ultra
T T T T,S
T.s T,S T,S T, S,M T,S,M T,S,M T,S,M T,S,M S,M,L S,M,L S,M,L S,M,L M,L,H M,L,H M,L,H L,H,G L,H,G H,G,C
BP) PCU COST(IN 50 70 80 75 90 120 140 100 130 150 175 200 150 200 250 300 150 200 300 300 400 500
4
6 8 7 9 12 14 10 13 15 17 20 15 20 25 30 15 20 30 30 40 50
THRUSTERS Ships rely on conventional thrusters to movebetweenlocations in a system,to navigatethe reachesof the Drift oncethey arrive there, to explore,and to engagein combatThey are designed for ships of a specificsize(specified in the Size column of the table below),andt heycan't beinstalledin a ship of an incorrect size. Themaximum speedof a starship'sthrusterseither grants a bonusor impartsa penaltyto Piloting checksto fly the vessel, as notedon the tablebelow. Thrusters are also used when landing on and taking off from a planet. Large and smaller Starships generally have little diff iculty landing on and taking off from a planet with low gravit y or standardgravit y (unlesst here are atmospheric conditions such as high winds or storms).The GM determines whether or not a starship'spilot must attempt a Piloting check to land a starship with a speedlower than 8 on a planet with high gravity, with failure meaningit might crash. Due to their sheersize,Hugeand largerstarshipscan't landon planets,and must useshuttles or ot her meansto ferry crew and goodsto a planetand back.
SPEED PILOTING COST THRUSTERSIZE(INHEXES) MODIFIERPCU (INBP) T6thrusters T8thrusters T10 thrusters T12thrusters T14thrusters S6thrusters SBthrusters S10 thrusters S12 thrusters M4thrusters
T T T T T
s s s s M
6 8
10 12 14 6 8 10 12 4
+1 +O +0 -1 -2 +1 +0 +O -1 +2
20 25 30 35 40 30 40 50 60 40
3 4
5 6 7 3 4
5 6
2
M6thruste rs MBthrusters M10thrusters Ml2 thrusters L4thrusters L6thrusters LBthrusters llOthrusters H4thrusters H6thrusters HBthrusters HlOthrusters G4thrusters G6thrusters GBthrusters C4thrusters C6thrusters CBthrusters
+1
so
Computer
+0
60 70 80 60 80 100 120 80 120 140 160 120 180 240 200 300 400
A computersystemfunctions in many ways as a ship'sbrain. Most computersaboardstarships have at least a rudimentary artificial personality,and while they can't fully perform the duties of a crew member,they can assist crew members in varioustasks.However,manyspacefarers claim that overtime,a starship'scomputerscandeveloptemperamentsandpersonality quirks that set them apart from identical computersin other ships. A starshiphasa basiccomputerof a tier equalto half the starship'stier (minimum1);seethe Computersskill on page137 and Computerson page213for more informationabout how a starship computercan be hackedor upgraded.Which upgrades a crew canpurchasefor its starshipcomputeris determinedby the GM;someupgradescanbe purchasedwith Build Points (see page294). While a starship's computer is responsiblefor operating and managinga wide variety of starshipsystemsat any given point in time,only a starshipwith an integratedcontrol module (ICM)canaid the crew in starship combat(the basiccomputer listed on the table below is the only option that lacks an ICM). In general,an ICM adds a flat circumstancebonus to one or more starshipcombatchecks,decidedjust beforethe check is attempted.An ICMhasa numberof nodes;eachnodegrantsits bonusto onestarship combatcheck per round. Multiple nodes allow an ICM to influence multiple starship combat checks in a round, but they do not allow a computerto add multiple bonusesto the samestarshipcombatcheck. The cost of an ICM for the starship'scomputer is equal to the bonusit grants squared,multiplied by its numberof nodes. ICMscanbe purchasedonly with Build Points, not with credits.
+0 -1 +2 +1 +0
+0 +2 +1
+0 +0 +2 +1 +0 +2 +1
+0
OTHER SYSTEMS Manyothersystemshaverequirementsthat must bemetbefore they can be installedon a ship. Frequently, theserequirements demanda certain amount of poweror a specificstarship sizeor tier. Somesystemsare so standardizedthat the different types available are simply referredto by their mark (mk), expressing the typical bonusprovided.
Armor Armor protects a ship from direct-fire weapons(seeType on page 303), deflecting their energy and preventingdamageto critical ship systems. It grants an armor bonusto a ship'sAC. Armor's cost dependson the bonusit grantsand the ship's size category (for the purpose of this calculation,Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.). Armor is a passive system and doesnot require any PCUto remainfunctional.It provides protection primarily through mass,which can affect a ship's maneuverability(making it harder to turn) and make it easier for opponentsusing tracking weaponsto lock on to the shiptheseeffects are listed in the Specialcolumnof t hetablebelow.
NAME
BONUS TOAC SPECIAL
Mk1armor Mk2armor Mk3armor Mk4armor MkSarmor Mk6armor Mk7armor Mk8armor Mk9armor Mk10 armo r Mk11armor Mk12armor Mk13armor Mk14armor Mk15armo r
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15
COST(IN BP)
1x sizecategory 2 • sizecategory 3 • sizecategory 5 • sizecategory 7 x sizecategory -1TL -1TL 9 • sizecategory -1TL 12x sizecategory 15 , sizecategory -1TL -2TL, +1tumdistance 18x sizecategory -2TL, +1tumdistance 21x sizecategory -2TL,+1tumdistance 25x sizecategory -3TL,+2 tumdistance 30x sizecategory -3TL,+2turndistance 35, sizecategory -3TL, +2turndistance 40• sizecategory -4TL, +3 tumdistance 45, sizecategory
NAME Basic compute r Mk1mononode Mk1duonode Mk1trinode Mk1tetranode Mk2 mononod e Mk2 duonode Mk2 trinode Mk2 tetranode Mk3 mononode Mk3 duonode Mk3 trinode Mk3 tetranode Mk4 mononode Mk4duonode Mk4trinode Mk5 mononode Mk5 duonode Mk5 trinode Mk6 mononode Mk6 duonode Mk7 mononode Mk7 duonode Mk8 mononode Mk8 duonode
BONUS NODESPCU COST(INBP) 0 0 0
+0
+1 +1/tl +1/+1/+1 +1/+1/+1/+1 +2 +2/+2 +2/+2/ +2 +2/t2/t2/+2 +3 +3{+3 +3/+3/+3 +3{+3/+3{+3 +4 +4/+4 +4/+4/+4 +5
+5/+5 +S/+5/ +S +6 +6/+6 +7 +7/+7 +8 +8/+8
10 10 10 10 15 15 15 15 20
20 20 20 25 25 25 30 30 30 35 35 40 40 45 45
1
2 3 4 4
8 12 16
9 18 27 36 16 32 48 25 50 75 36 72 49 98 64 128
NAME
BONU S
Mk9 mononode Mk9 duonode Mk10mononode Mk10duonode
+9 +9/+9 +10 +10/+10
[INBP ) NODE S BCU COST 1 2 1 2
50 50 55 55
81 162 100 200
CrewQuarters Most starshipslarger than Tiny have placeswhere their crew can eat. sleep,and bathe during long journeysthrough space. These quarters can range from hammocksstrung between cargo containers to cozy chamberswith custom furnishings and private bathrooms.Crew quarters consumea negligible amountof PCU.thoughamenitiesin fancierquartersrequirean operationalpowercoreto function.
Common Commoncrew quartersarethe most basictype. Theyconsist of simplebunks(sometimesfolding out from the sideof a hallway) or othersimilarly austereplacesto rest.Crewmemberswhosleep in commonquartersusually keep their personalpossessions in a footlocker. Commoncrew quartersalso includea communal bathroom(which includesa military-styleshower)and a tiny galley (big enoughto prepareonly the most basic of meals). Starshipswith crewsnumberingin the dozensor hundredsoften havemassivebarrackswherecrew memberssleepin shifts.
Good Goodcrew quartersare a bit more upscalethan commoncrew quarters.Theyconsistof dormitory-styleroomsthat canholdone or two small beds(largerstarshipsusuallyrequirelower-ranking crewmembersto sharethesequart ers)andsometimesa personal closetor drawer spacefor eachoccupant.Goodcrew quart ers alsoincludeoneor two shared bathroomswith multiple sinksand showerstalls,anda dining spacewith an attachedgalley.Crews of larger starshipseat in this dining spacein shifts.
Luxur ious Luxuriouscrew quartersarethe pinnacleof comfort.Theyconsist of privateroomsfor eachcrewmember,with personalbathrooms Gncluding showerswith highwater pressure)andfurnishingsthat match the resident'stastes.Someluxurious crew quartersalso featurea kitchene t te,gamingareas,or intimatemeetingspaces.
CR EWQU ARTER S Common Good Luxurious
COST(INBP ) 0 2 5
Defensive Countermeasures Defensive countermeasures systems protect a ship from tracking weaponssuch as missiles,and they make it diff icult for enemiesusing sensorsto get a solid reading on the ship. They do this via a complicated suite of electronic sensorsand broadcas t ing equipmentthat's designedto jam enemysensors and create false readings.Thesesystemsgrant a bonus to a ship'sTL (seepage 320); t he bonus,PCUusage,and cost are listed in the table below.
NAME
BONU STOTL
PCU
CO ST(INBP )
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15
1 1 2 3 4 5 7
2 3 4 6 8 11 14 18 22 27 33 40 50 65 90
Mk1defenses Mk2 defenses Mk3 defenses Mk4 defenses Mk5 defenses Mk6 defenses Mk7 defenses Mk8 defenses Mk9 defenses Mk10defenses Mk11defenses Mk12defenses Mk13 defenses Mk14defenses Mk15defenses
9 11
13 16 20 25 32 45
DriftEngines Theseengineslet youtravel to andfrom the Drift (seepage290). The better the engine rating, the faster you can reachdistant destinations. Drift engines have a PCU requirement and a maximum frame size.The cost in Build Pointsis basedon the starship's size category (for the purposesof this calculation, Tiny = 1,Small = 2, Medium= 3, Large= 4, and so on).Seethe table below for the statistics of the variousDrift engines. For a starship to engageits Drift enginesto either enter or exit the Drift. it must remain stationarywith its conventional thrustersturned off for 1 minute.
ENGINE MIN. DRIFT ENGINE RA TING PCU Signa l Basic Signa l Booster Signa l Major Signa l Superior Signa l Ultra
1 2 3 4 5
75 100 150 175 200
MAX. SIZE
COST[INBP )
2 • sizecategory Huge 5 • sizecategory Large 10• sizecategory Large 15x sizecategory Medium 20• sizecatego ry
Expansion Bays Most starships have room within t heir hull for one or more expansion bays,eachof which can beconvertedto function in a wide variety of roles.Unfilled,these bays are simply storage space(andcount as cargoholds).andfor many large transport vessels,they remain t his way. If a starship'sbays are instead used for guest quarters, the ship can serve as a transport vesselfor soldiers, travelers, or refugees.If its bays are fi lled with medical bays and guest quarters, the ship becomesa mobile hospital. The following options are available for most ships t hat have available expansion bays. If an option requires multiple bays, this is noted in its description;if it must consumePCU to function, the amount is listed in the table on page300. An entire expansionbay must be used for a single purpose,even if it givesyou multiple instancesof that option. For example,if you selectescapepods,that expansion bay gains all six escape pods-you can'tcombinethreeescapepodsand onelife boat. The PCU requirement and the Build Point costs of the expansion bayoptions canbe found on page300.
Arcane Laboratory An arcanelaboratorycontains all the tools and spacenecessary to craft magic items (see page 235), though the crafter must still provide the necessaryraw materials.Such a laboratory reducesthe crafting time by half.
passengersat no cost.A single expansionbay can hold seating for 16 Medium passengers(though seats can be built for larger creatures).This upgrade is appropriateonly for taking many passengerson short trips; starshipson journeys lasting multiple days shouldinsteadhaveguestquartersinstalled.
Cargo Hold
Power CoreHousing
Unconvertedexpansionbayscount as cargoholds.A cargohold cancontain approximately 25 tons of goods,with no item being largerthan Large.A starshipwith multiple cargoholds can hold larger objects; usually 4 contiguous cargo holds are required to hold Hugeobjects and 8 for Gargantuanobjects. Thesesize restrictionscan be overridden at the GM'sdiscretion.
An expansionbay can be set aside for an additional power core (which must be purchasedseparately)and the associated wiring and safety apparatuses.A power core housing can be installed on only a Mediumor largerstarship.
Escape Pods Escapepodsgive the crew of a severely damagedor destroyed starship a way to avoid imminent death. An escapepod fits one Mediumor smaller creatureand has enoughsuppliesand life-supportcapacityfor that creatureto survive for 7 days. It is also fitted with a distressbeaconthat is easily identified by long-rangescanners. An escapepod has heat shields that allow it to crash-land on a planetwith an atmosphere,but no means of propulsion.A single expansion bay can be convertedinto six escapepods.
Guest Quarters Starships that function as passengervessels require spaces apart from their crew quartersfor their gueststo sleep. A single expansionbay can be convertedinto commonquarters(usually simple bunks or hammocks)for six passengers,good quarters (usually a comfortable bed,a desk with a chair,and a small set of drawers)for four passengers,or luxurious quarters (usually a large bed,a wardrobe,a couch,a deskwith a nice chair, and a privatewashroom)for two passengers .
Recreation Suite A recreationsuite includesentertainmentsthat help the crew (or passengers)relax and blow off steam. Thesediversionscan be wide-ranging,with someconsumingmore PCUthan others (seethe table on page300). Examplerecreation suitesincludea gym, sparringarena,or other exercisearea;a trivid den or other comfortable spacein which to consumepassiveentertainment; or a holographicamusementchamber(or HAC),vidgamearcade, or other high-techinteractiveentertainmentcenter.
Science Lab A science lab contains scientific apparatuses and other laboratory equipment to aid in the researchof certain topics. A general sciencelab providesa +1 circumstance bonusto Life Scienceand Physical Sciencechecks(and is called a general sciencelab),a life sciencelab providesa +2 circumstancebonus to Life Sciencechecks,and a physicalsciencelab providesa +2 circumstancebonusto PhysicalSciencechecks.The lab type is chosenwhen the expansionbay is converted.
Sealed Environment Chamber
A hangarbay can be installed only in a Gargantuanor larger starshipand takesup 4 expansion bays.A hangar bay provides a placefor up to 8 Tiny starships to dock.
Occasionally,a starship will need to host an alien or other creature whose biology is radically different from that of the crew. The passengermight be able to breathe only methane gas or can survive in only below-freezing temperatures. In such a case,a sealed environmentchamber is required for the passengerto remaincomfortable(andalive).
LifeBoats
Shuttle Bay
A life boat is a more sophisticated version of an escapepod. It has room for one Large creature, or two Medium or smaller creatures, and enough supplies to last those passengers 15 days (or 30 days of supplies for one Medium or smaller creature). While it has the same kind of distress beaconas an escapepod, a life boat also has an on-boardcomputerthat automatically detectsthe nearesthospitable celestial body and minimalthrusters to get the craft there (thougha life boat can't participatein starship combat).A singleexpansionbay can be convertedinto two life boats.
A shuttle bay can be installed only in a Huge or larger starship and takes up two expansionbays. A shuttle bay provides a placefor a Smallor smaller starshipto dock.
Hangar Bay
Medical Bay A medical bay functions as a medicallab (seepage220).
Passenger Seating An expansionbay can be converted into rows of seating for
Smuggler Compartment Smugglercompartmentsare cargo holds hidden behind false bulkheadsand are shielded from most scanning, allowing a starship equipped wit h them to haul illegal goods without detection. A smuggler compartmen t can contain 10 tons of goods, with no item being larger than Medium. A creature on the starship must succeedat a DC 20 Perceptioncheck to detect a basic smuggler compartment on the starship. A creature scanningthe starship must succeedat a DC 20 Computers checkto detect one (this additional checkis part of the scienceofficer's scan action in starship combat; see page 325). For each Build Point spent over the basecost, these DCs
increaseby 5 (maximum DC50), though the amountof power the compartmentusesalso increasesby 1.
Synthesis Bay A synthesisbaycontainsall the spaceandtools requiredto craft drugs, medicine, or poison (seepage 235), though the crafter must still providethe necessaryraw materials.A synthesisbay reducesthe crafting time by half.
depletedor the hostilecreatureis disabledor flees.Theweapon can'tdetectinvisible(or similarly hidden)creatures.This weapon can't be removedand used by characters. Anyonewith access to the starship'scomputersystemcanactivateor deactivatethe weapon,as well designatewhat kind of targetsare considered hostile. Once installed,this weaponcan't be removedfrom the starship without destroying it.
Biometric Locks Tech Workshop A tech workshop contains all the spaceand tools necessary to craft technologicalitems (seepage235), though the crafter must still provide the necessaryraw materials. Sucha workshop reducesthe crafting timeby half.
EXPANS IONBAY Arcane laboratory Cargo hold Escape pods Guest quarters Hangar bay Lifeboats Medical bay Passenger seating Power corehousing Recreationsuite(gym) Recreation suite(trividden) Recreation suite(HAC) Science lab Sealed environment chamber Shuttlebay Smuggler compartment Synthesis bay Tech workshop
PCU 1 0 2 1 30 5 4 0 0 0
COST(INBP) 1
0 1 1
10 3
Computer Countermeasures When a foe attempts to hack a starship'scomputers and fails, a set of countermeasures can punish the would-behacker.The crew can install one of the countermeasures listed on page 216. following the normal rules for countermeasures.Each countermeasurecosts a number of Build Points equal to the starship'scomputer'stier (halfthe starship'stier: seepage297).
8
0 10
1
3 2 2 10 4 2 3
Thesystemsof a starshipwith biometric lockscanonly be used by certain creatures,designatedwhenthelocks areinstalled;this list canbe updatedby any creaturewho can gainaccessto the ship'scomputersystems.A successfu l Computerscheck (DC= 20 + 1-1/2x the tier of the starship)canbypasstheselocks.
4
2
Security The additions below help to prevent unwanted scoundrels from abscondingwith a starship. Security systems require an operational power core to function, but they consumea negligible amountof PCU. The cost of each option is listed in the table below.
Anti-Hacking Systems By increasing the security of the starship'scomputer, these systemsincreasethe DCto hack into it by 1 (seepage139).This upgradecanbe purchasedup to four times.
Antipersonnel Weapon An antipersonnelweaponmust be mountednear the boarding ramp of a Mediumor smaller starship. Thisweaponcan be any longarmwhoseitem level is equalto or lessthan the starship's tier.By spending 5 additionalBuild Points,the installedweapon can be a heavy weapon(of creaturescale,not starship scale). Whenanantipersonne l weaponis activated,if a hostilecreature approacheswithin the weapon'srange increment,it beginsfir ing with an attack roll modifier equalto the ship'stier (minimum1). It fires once per round during combatuntil its ammunitionis
Self-Destruct System Used most often as a last resort, a self-destruct system completely destroys the starship on which it is installed (as if the ship had taken damageequal to twice its Hull Points), often killing everyoneon board.A starship in a hex adjacent to a starship that self-destructstakes an amount of damage equalto half the destroyedstarship'smaximumHull Points;this damagecanbe mitigated by shields. A self-destructsystemcan be activatedonly by creatureson the starship(by turning a set of keys,typing in a specificpasscode,or other physicalmeans known only to high-rankingmembersof the crew)and can't be activated remotely via hacking. The activating creaturesset a t ime delay for the destruction (at least 1 round of starship combat).The cost of a self-destruct system dependson the size categoryof the ship (for the purposesof this calculation, Tiny= 1, Small= 2, Medium= 3, Large = 4, andso on).
SEC URITY Anti-hacking systems Antipe rsonne l weapon (heavy) Antipersonnel weapon 0ongarm) Biometric locks Computer countermeasures Self-destruct system
COST(IN BP) 3 5 + itemlevelof weapon Itemlevelofweapon
5 Tierof computer 5 x sizecategory
Sensors Sensorsfunction as a starship's eyes and ears, allowing a crew to see what's in the space around the ship, whether planetary bodies,other ships, a dangerousasteroid field, or some monstrosity from the depths of space.Sensorsare a combinationof video cameras,multispectrumscanners,radar arrays,signal interceptors,and optical telescopes . In starship combat,short-rangesensorshave a range of 5 hexes,mediumrangesensorshavea rangeof 10 hexes,and long-rangesensors
havea rangeof 20 hexes. All sensorshavea skill modifier that applies to any skill used in conjunction wit h t hem. Sensors requirean operat ionalpowercore to function, but they consume a negligibleamount of PCU. Sensorsoperate in two modes: passive or active. In passive mode, sensors automat ically scan t he ship's surroundings. Passive sensors detect visible or unhidden objects in a 360-degree field around the ship at a range of up to twice the sensors' range category while in space or in t he Drift (no skill check required). t hough local conditions may affect their range. However, gravitational forces and atmospheric conditions limit starship sensors to a range of 250 feet on most planets, and t heir range might be further limited by terrain, at the GM'sdiscretion. Active sensorsare far morediscerning, and they are required if the scienceofficer wishes to scan enemyvesselsand learn details about them during starship combat (see page 325). The modifier listed in the table below appliesto somechecks attempted by the scienceofficer in starship combatas specified in the scienceofficer's actions (see page324). Active sensors can discern information about a target up to five times the sensors'range away from t he ship, but such checks take a penalt y of -2 for eachrange increment beyondthe first to the target. For example, if short-range sensors(range : 5 hexes) were usedagainsta target12 hexesaway,the checkwould take a -4 penalt y. Outside of starship combat,a crew member can use sensors to scana planet the starship is orbiting, attempting a Computers check(applying the sensors' modifier)to learn basicinformation
LINKING WEAPONS If youinstall two of thesamedirect-fi reweapon in thesamefiring arc, youcanlink themtogetherso theyfire as one.This costsa numberof BuildPointsequa l to half thecost of oneof theweapons (rounded down)andconsumes a negligibleamount of PCU.
about the planet's compos ition and atmosphere.The DCfor this checkis usually 15, but it can be altered at the GM'sdiscretionto accountfor mitigatingfactors or complications.A crew member can also use the starship'sactive sensorsto attempt Perception checksto examine the surroundingareaas if shewere standing outsidethe starship,usingherown senses(suchasdarkvision),but addingthe sensors'modifier asa circumstancebonusto the check.
SENSORS
RANGE MODIFIER COST(INBP)
Cut-rate Budget short-range Bas ic short-range Advanced short-range Budget medium-range Basic medium -range Advanced medium-range Budget long-range Basic long-range Advanced longrange
Short Short Short Short Medium Medium Medium Long Long Long
-2 +0 +2 +4 +0 +2
1 2 3
4 3
5
+4
B
+0 +2 +4
10 14
6
TABLE 9-2:STARSHIP WEAPONS LIGHT WEAPONS
RANGE SPEEO (INHEXES) DAMAGE
PCU COST (INBP)
Short Long Short Short Short Short Short Medium Short
15 10 10 10 10 10
SPECIAL PROPERTIES
DIR ECTFIRE WEA PO NS
Cha incannon Coilgun Flak thrower Gyrolaser Lasernet LightEMPcannon Lightlasercannon Lightparticle beam Lightplasma cannon
6d4 4d4 3d4 1d8 2d6 Special 2d4 3d6 2d12
Ripper
15
6
5
Poin t (+8) Broad arc Point(+10) EMP
5
3 9 8 2
10 10
10 12
4d8 3d8 2d8 2d6 5d8
10
4
5 5
5 4
10 10
3 5
Array, limitedfire5 Irradiate0ow).limitedfire5
7d10 6d6 Spec ial 6d4
40 40 30 15 10 15 35 25 40 30
35 30 24 10
Irradiate (med ium) Tractor bea m EMP Array
TRACKING WEAPONS
Highexplosive missi le launcher Lightplasma torpedolaunche r Lighttorpedo launcher Micromissilebattery Tactica l nuclear missile launcher
Graser Grav ity gun Heavy EMPcannon Heavy laserarray Heavy lasercannon Heavy lasernet Maser Particlebeam Persistent particle beam Plasma cannon
Long Lon g Long Long Long
12 14 16 10
10
Short Medium Medium Short Medium Short Long Long Long Medium
Shields While almostevery ship hassimple navigationalshielding to prevent damage from tiny bits of debris, this protect ion does litt le to stopa starship from beingdamagedby lasers,missiles, and larger impacts.Todefendagainstsuchthreats,a ship has energy shields. Projectorsmountedaroundthe ship createa barrierthat absorbsdamagefromattacks.Eachattackreduces the numberof Shield Points (SP) in a givenarc until that arc's shields are depleted, after which point all further damagein that arc reducesthe ship'sHull Points. SeeDamageon page 304 for more informat ion. Shield Points regenerateover time and can eventually be usedagain, but this regeneration occurs only whenthe ship is not in combator otherwise taking damage.Shieldsmust be attachedto a functional powercore in orderto regenerate;the rate of regeneration is listed in the table below. ThevaluelistedunderTotal SPin the table below is the total numberof Shield Pointsprovidedto the ship. At the start of combat,whenthe starship'screwtakesup battle stationsand the shields areactivated,the Shield Pointsmust be dividedup betweenthe four quadrantsof the ship. No quadrantcan be assigned less than 10%of the total numberof Shield Points available at t he start of combat,or available at the time the shields are balancedagain using the balancescienceofficer action(seepage324).
4d8 5d6 6d10 8d6 10d6 5d12
Limitedfire5 Limitedfire5
8 12 22 15 25 20
Point(+12)
andcost. Thetablealsolists rateof regenera tion,PCUneeded,
SHIELD NAME Bas ic Shields 10 Bas ic Shields 20 Basic Shields 30 Basic Shields 40 LightShields50 LightShields 60 lightShields 70 LightShields 80 Medium Shields 90 Medium Shields 100 Medium Shields 120 Medium Shields 140 Medium Shields 160 Medium Shields 200 Heavy Shields 240 Heavy Shields 280 Heavy Shields 320 Heavy Shields 360 Heavy Shields 420 Heavy Shields 480 Superior Shields 540 Superior Shields 600
TOTAL SP REGEN. PCU COST(BP) 10 1/min. 5 2 20 1/min. 10 3 30 40 50 60 70 80 90 100 120 140 160 200 240 280 320 360 420 480
540 600
1/min. 1/min. 2/min. 2/min. 2/min. 2/min. 4/min. 4/min. 4/min. 8/min. 8/min. 8/min. 16/min. 16/min. 16/min. 32/min. 32/min. 32/min. 64/min. 64/min.
15 15 20 20 25 30 30 30 35 40 45 50
55 60 70 80 90 110 130 160
4
5 6 8 10 12 13 15 17 18 20
22 23 25 27 28 30 32 35 40
TABLE 9-2:STARSHIP WEAPONS (CONTINUED) HEAVY WEAPONS (CONTINUED) RANGE SPEED (INHEXES) DAMAGE
PCU COST (INBP)
Railgun Twin laser X·laser cannon TRACKING WEAPONS Heavy antimatter missi le launcher Heavy nuclear missi le launcher Heavy plasma torpedo launcher Heavy torpedolauncher
8d4 5d8 8d6
20 15 40
15 12 35
line
10d10 10d8 5d10 5d8
15 15 10
12 10 10 8
Limitedfire5 Irradiate (medium), limitedfire5 Limitedfire5 Limitedfire5
CAPITAL WEAPONS DIRECT-FIRE WEAPONS Grav ity cannon Massdriver Particle beam cannon Persistent particlebeam cannon SuperEMPcannon Supe r plasma cannon SuperX·lasercannon Supergraser Supe rlaser Supermaser Vortexcannon TRACKING WEAPONS
Antimatter mega-m issilelauncher Hellfiretorpedolaunc her Nuclear mega-missile launcher Quan tummiss ilelauncher Solartorpedo launcher
Long Long Long Long Long Long Long
8 10 12
10
14 RANGE SPEED (INHEXES) DAMAGE
PCU COST (INBP)
Long Long Long Long Long Medium Long Medium Long Long Medium
2d6X 10 2d6X 10 3d4X 10 2d10X 10 Spec ial 3d6X 10 3d4X 10 2d8X 10 2d4X 10 2d8X 10 2d12X 10
40 25 30 50 45 45 50 50 20 40 55
50 25 30 40 45 35 60 60 20 35 75
4d10X 10 2d10X 10 4d8X 10 2d8X 10 2d6X 10
15 10 15 15 10
25 25 20 20 20
Long Long Long Long Long
6 8 8 12 10
SPECIAL PROPERTIES
SPECIAL PROPERTIES Tracto r beam
EMP line Irradiate(high)
Vortex Limitedfire5 Limitedfire5 Limitedfire5 Limitedfire5,quan tum Limitedfire5
WEAPONS
Type
Whether the PCsare in the Vast or near a PactWorlds planet, spaceis a dangerousplace,plaguedwith hostilealiens,raiders, and worse.As a result, most ships protect themselveswith a varietyof weapons,rangingfrom lasercannonsto solartorpedoes . Weaponsmust be installed on special mounts on a ship, specified in the ship'sbaseframe (seepage294).Thesemounts are designed for optimal firing and are placedso that they can be easily tied into the ship's power and control systems. They also prevent the weaponfrom affecting the courseor speedof a ship when fired. Weaponsare classifiedusing the following key statistics.
Starship weaponsare one of two types.Direct-fire weaponsfire projectilesor beams at amazingspeed,targeting the opposing vessel's AC. Tracking weapons'projectiles are slowerand must home in using a target'sTL. A tracking weapon'sprojectilehas a listed speed;oncefired, it movesthat numberof hexestowardits target.Eachsubsequentroundduringthe gunneryphase,it must succeedat a gunnerycheckagainst the target'sTL to continueto moveits speedtowardits target.Ona failure,the projectile is lost. If the projectile reachesthe target'shex,it dealsthe listeddamage.
Name This is the nameof the weapon.
Class Weaponsbelong to one of three classifications. Light weapons can be mounted on any ship but are most typically found on smallerfighters and bombers.While dangerous,light weapons do not have the firepower necessaryto damagevery large starships. Heavy weaponsare a serious threat to any vessel but can be mountedonly on Mediumor largerstarships.Capital weaponscan be mounted only on Huge or larger starships. Capital weaponscan't be brought to bear againstTiny or Small targetsand are typically usedonly against other largevessels.
Range Weaponshaveoneof three ranges:short range(5 hexes),medium range (10 hexes),or long range (20 hexes).As with character · scale rangedattacks, an attack with a starship weapon takes a cumulative -2 penalty for each range increment (or fraction thereof, beyond the first) betweenit and the target. A gunner firing a tracking weapontakes a rangepenalty only on her first gunnery check,when the target is first acquired. A starship weaponcanfire at a target up to 10 rangeincrementsaway.
Speed This is the distancein hexesa t racking weaponmovestoward its target each round during t he gunnery phase. Projectiles from a tracking weapon have perfect maneuverability, and as such,they havea minimum turn distanceof O [seepage319).
Damage This is the amountof damage(in Hull Points) the weapondeals when it successfully hits a target. SeeShooting Starshipson page 292 for guidelineson how starship weaponscan affect characters.
PCU This is the amount of PCU consumedby the weapon.It uses this amount continuouslywheneverthe weaponis powered up and ready to fire.
Cost This is the cost of the weaponin Build Points.
Special Properties Some weaponshave special properties, as noted in Table 9-2 on pages302-303. Thesespecialpropertiesand how they affect starshipcombatare described here.
Array An arrayweaponfires at all targetswithin a single firing arc.The gunnerattemptsa single gunnerycheckagainsteachtarget in the firing arc,startingwith thoseclosestto herstarship.Eachgunnery checktakesa -4 penalty,which stackswith other penalties.Roll damageonly oncefor all targets.Critical damageis determinedby eachtarget's Critical Threshold. The gunnercan't avoidshooting at allies in the firing arc,nor canshe shootany target more than once.An arrayweaponusestwo weaponmounts.
Broad Arc A weaponwith this specialpropertycan fire in an arc adjacent to the one in which it was installed with a - 2 penalty. A broad arc weaponcan fire at only onetarget at a time.
EMP A weapon with this special property emit s a beam of electromagneticenergyt hat doesnot deal damage to ships or shields, but plays havocwith a ship's electronic systems. On a hit, an EMP weapon scramblesone of the target starship's systems, determined randomly. This causesthat system to act as if it had the glitching condition for 1d4 rounds. A system glitching in this way can be patchedas normal, but if it takes critical damage, its glitching condition becomes constant until the system is patched or repaired (or takes furt her critical damage).Functioning shieldsare unaffected by EMP weapons and completely block an EMPweapon'seffects.
Irradiate A weaponwith this special property createsa wave of harmful radiation (see page403) that penetratesshields and starship hulls. Living creatures on a starship struck by an irradiating weapon are subjected to t he level of radiation noted in parenthesesfor 1d4 roundsof starshipcombat.
Limited Fire A weapon with t his special property can fire only the listed number of times in a starship combat encounter before it
requires a brief period of t ime (10 minutes outside of starship combat) to recharge and rebuild the weapon's inherent ammunition. A weapon with this special property is often a tracking weapon.
Line A weaponwith this specialpropertyfires a beam in a straight line that can pierce through multiple targets. The gunnerattempts a single gunnerycheck and compares the result to the AC of all ships in a line originating from her starship and extending to the weapon'srangeincrement. Roll the weapon'sdamage onceand apply it to each target with an AC equal to or lower than the gunner's result, starting with the closest.If any of that damageis negateddue to a ship'sDamageThreshold , the beamis stopped andthe attack doesn'tdealdamageto targetsfarther away.
Point A weaponwith this specialproperty is always short rangeand can't be fired against targets that are outside the first range increment.If a tracking weaponwould hit a ship in an arc that containsa weaponwith the point specialproperty, the gunnerof the targetedstarship can attempt an immediategunnery check with the point weaponagainst the incoming tracking projectile using the bonus listed in parenthesesin the weapon'sSpecial entry (insteadof her usual bonusto gunnerychecks).The DCfor this gunnerycheck is equal to 10 + the tracking weapon'sspeed. If the attack hits, the tracking weaponis destroyedbefore it can damagethe ship. A point weaponcanbeusedto attempt only one suchfree gunnerycheck eachround,but this usagepotentially allowsa point weaponto be fired twice in a singleround.
Quantum Oncea gunner firesa quantum weapon,he canreroll onegunnery check (seepage243)for that weapon after its launch if the result would be a miss.Only tracking weaponshave this specialproperty.
Ripper Firing a blast of metal shards,a weaponwith this specialproperty deals terrific damageto a ship's hull but is almostentirely negated by functioningshields.Halve all damagedealt by ripper weapons to shields. Ripperweaponsare alwaysshort range.
Tractor Beam A weapon with this special property can generate a stable beam of gravitons, creating a tractor beam that can move other ships. In addition to dealing damage,a hit with a tractor beam prevents the target ship from moving normally. The gunner can pushor pull the target ship (at a rate of 2 hexesper round, resolved at the beginning of t he helm phase).or hold the target ship in place. The pilot of the targeted starship can attempt a Pilot ing check (DC = 15 + 1-1/2 x the tier of t he f iring ship) to break free of t he tractor beam as her action in a round. Whena t ractor beamweaponis locked on to a starship, it can't be used as a regular weapon.A tr actor beam is effective only against ships of t he same size as the firing ship or smaller; larger ships are unaffected by the t ractor beam.
Vortex A weaponwith this specialproperty createsa spiraling cyclone of gravitons that tears, crushes,and twists everything in its path, reducinga target ship's speed by half and reducing its maneuverabil ity by one step for 1d4 rounds on a hit. A ship protectedby functioningshields takesno damagefrom a vortex weapon,but the target ship'spilot must succeedat a Piloting check (DC = 15 + 1-1/2 x the target starship'stier) or the hit depletesall Shield Pointsin that arc.
REFITTING ANDUPGRADING STARSHIPS As the PCsgo on adventuresand gain experience,they need an increasinglypowerful starship to face tougher challenges. When the characters'Average Party Level increases,so does the tier of their starship(seeTable 9-1: Starship BaseStatistics on page294). The PCs receivea numberof Build Points equal to the Build Points listed for their starship'snew tier - those listed for its previoustier, which they can use to upgradetheir starship. Forexample,a group whoseAPL increasesfrom 2 to 3 receives 20 BP that the PCscan use to upgradetheir starship. This could represent salvage gathered during their exploits, an arrangementwith a spacedoc k, or called-in favors from a wealthy patron. SomeGMs might require PCs to visit a safe, inhabitedworld before they can spendthese Build Points, but this shouldn't be allowedto impactthe campaigntoo much. Also rememberthat at tier 4 and every 4 tiers thereafter, the starship gains an increase in Hull Points equal to the HP incrementlisted for its baseframe.
RefittingSystems If the PCswant to alter their starshipbeforereceiving addit ional Build Points (for instance,replacing a weapon with one that costsfewer Build Pointsor consumeslessPCU),they cando so at a friendly spaceport(or safelandingzone)given enoughtime. If they replacea system or option with one that costs fewer Build Points, they can immediately spend the excess Build Points. Refitting a single system or starship weapon usually takes1d4days.
Upgrad ing Systems PCswith Build Pointsto sparecan replacea systemor weapon with one that costs more Build Points by paying only the differencein cost betweenthe two systems.If the cost is the same,the systemcan be upgradedfor free, but the crew should keep the amount of PCUthe starship'spowercore producesin mindsothey don't exceedtheir powerbudget.Whenupgrading a weapon,rememberthat the starship'sframestartswith a certain number and type of weapon mounts (but see New Weapon Mountsbelow).Installinga single upgradeusuallytakes1d4days. PCscan't upgradethe baseframeof their starship. They can rebuild their starship with a new baseframe if they so desire (within the limits of their budgetof Build Points, of course),but that new starship will havea different look(andshouldprobably havea different name).PCscan purchaseHugeand larger base framesonly at the GM'sdiscretion,as theseusually require large crewsand thus are normallyreservedfor NPCstarships.
Buying a whole new starship is a process that can take between1d4 days and 1d4 months,depending on whether the PCsare purchasinga usedstarship from a spacedockor having a customvessel built from scratch.
NewWeapon Mounts Greater dangers means the PCs will require more powerful weaponsin order to survive and triumph. Unless they begin flying around with an escort of armed battlecruisers, the weaponsthey start with will eventually becomeinadequate. Biggerweaponsrequire the correct weaponmounts,however. By spending 4 BP, the crew can upgrade a light weapon mount in any of the aft, forward, port, or starboard arcs to a heavyweaponmount.By spending 6 BP,the crew can upgrade a light weaponmounton a turret to a heavyweaponmount.By spending5 Build Points, the crew can upgradea heavyweapon mount in any of the aft, forward, port, or starboardarcs to a capital weaponmount.Heavyweaponscan be mountedon only Mediumor largerstarships.Capital weaponscan be mountedon only Huge or largerstarships and can't be mountedon turrets. By spending3 BP,the crewcan fit a new light weaponmount in any of the aft, forward, port, or starboard arcs with enough freespace.By spending5 BP,the crewcanfit a new light weapon mount on a turret that has enoughfree space.Tiny and Small starships can haveonly two weaponmounts per arc (and per turret).Mediumand Largestarshipscan haveonly threeweapon mounts per arc (and per turret). Hugeand larger starshipscan haveonly four weaponmountsper arc (andper turret).
SAMPLE STARSHIPS Pages306-315 present a handful of ship models common(or at least well-known)within the Pact Worlds and allied planets. While these have been divided into particular groups, this doesn'tmeanthat only characters of that group can be found flying these ships. Rather, each group reflects the stylistic differencesin starship designsand chassis due to the cultural herit age and preferencesof the manufacturers.For example, sinceVeskarians developedstarshiptravel independentlyof the Pact World races,their ship designsnaturally have a different feel, showcasing their race'sparticular aestheticsand values. Thanks to interplanetary trade, however,no one in the Pact Worlds today t hinks it odd to find a vesk flying a shirren-style ship,or vice versa.Furthermore,mostshipbuildingconsortiums have seen the advantagesof interchangeableparts, meaning repairinga ship of one style with parts salvagedfrom another is usually effective. Evenwithin a givengroup,however, starshipsarenot uniform. The Pact Worlds alone havedozensof starship manufacturers, eachwith its own uniquemodelsand specializations.and these have beenmodified further to meet the goals of their clients. While more unusual ships-from Kuthite Shadowtears,whose tortured pilots lance through enemy formations like spears, to the massive lomedaeancathedralships,whose proprietary archon drives carry legionsof armored crusadersto regions of the galaxy under threat- aren't detailed here,they do exist. Whatever your specific needs,there'sa starship companyout there readyto build you the perfectship- if you can afford it!
U
nlike many Pact Worlds, Eox has never ful ly offered its ship technology to the wider market-nor is anyone particularly eager for them to. That's because Eoxian ships are grotesque,baroque blendings of technology and strange magic, designedspecifically for the comfort of their undead users. Atmosphereis an unnecessaryinconveniencefor most elebrians,and thus many Eoxianships are open to t he void in places,t heir hulls shapedlike the rib cagesof great beasts.(In somecases,t his is actual truth, with walls or ornaments built from the bonesof some of the largestcreaturesto wander the planes, but more often these frames are made of hardened ceramicor nanocarbon.) Unshieldedreactors flood engineering levels with devastat ing radiation, galleys and sleeping quarters are rarely required, and skeletal repair crews and fire teams skitter along the outer hulls even in the hottest dogfights wit hout so much as a safety line, heedlessof the void yawning abovetheir heads. Smallwonder,t hen, that only the BoneSages and their subjects would fly suchmonstrosities. Of all the starship styles presentedhere, Eoxian-style ships arethose most strongly associated with the racethat developed them, and they are primarily owned by elebrians and other undead,whether they be governmentofficials, private citizens, or membersof the rogueCorpseFleet-the exiled branchof the Eoxian Navy that now preys on citizens of the Pact Worlds. Yet, Eoxianships retrofitted to accommodate living creatures are favored by some criminal organizationsand mercenaries looking to intimidatetheir foes,or smugglershopingthat no one will bother- or dare- to interfere with what appears to be a Bone
Sagecourier ship. And of course,like any sensibleplutocrats, the Bone Sagesmaintain ships capable of safely transporting and defendingtheir many living servantsand businesspartners from other worlds. Some of the largestmanufacturers of Eoxian-styleships are Death'sHead,makersof the coffin-likeNecrogliderfighters,whose pilots fly feet-f irst toward the enemy; Blackwind Engineering, which operatesout of Orphys;and ThaumtechUnlimited, whose self-contained mining-manufactoriesare scattered throughout the ThousandMoons. Though sometimes owned outright by a single Bone Sage,most of these companiesdo their best to remain neutral, as they can make as much money from bribes and politicking as they do from their starships.After all, no Bone Sagewants to take the chanceof a rival gaininga technological advantage,and thus it can be quite profitable to agreenot to sell one'sstarships to particular clients. Often,thesesamecompanies use the vast resources thus acquired to fund their researchand development teams,creating evermore dangerousweaponsthat they can sell to their benefactors, quietly peddleoff-planet, or licenseto manufacturers unrestrainedby undeadpolitics.
DEATH 'SHEAD NECROGLIDER
TIER 1/2
Tiny interceptor Speed12; Maneuverability perfect (turn 0) AC16;TL16 HP30; OT-; CT6 Shieldsbasic10 (forward 3, port 2, starboard 2, aft 3) Attack(Forward)gyrolaser(1d8),light EMP cannon(special)
PowerCoreMicron Heavy(70 PCU);Drift Engine none; Systemsbasiccomputer, budget short-rangesensors,mk 3 armor, mk 3 defenses;ExpansionBaysnone Modifiers+1Piloting; Complement 1
Pilot Piloting +11(5 ranks) ScienceOfficerComputers +13(5 ranks)
CREW Pilotgunnery +5, Piloting+11 (1rank)
Gargantuanbattleship Speed4; Maneuverabilityaverage(turn 2); Drift 1 AC27; TL 27 HP400; OT10;CT80 Shieldsheavy240 (forward 60, port 60, starboard60, aft 60) Attack(Forward)heavylaser cannon(4d8), superEMP cannon(special) Attack(Port)heavy laser array (6d4) Attack(Starboard) heavylaserarray (6d4) Attack(Aft)tactical nuclearmissile launcher (5d8) Attack(Turret)heavytorpedolauncher (5d8), heavytorpedo launcher(5d8) Power CoreGatewayHeavy(400 PCU);Drift EngineSignal Basic; Systemsadvancedmid-rangesensors,basiccomputer, crew quarters (common),mk 7 armor, mk 8 defenses,security (biometric locks); Expansion Bayshangar bays(2) Modifiers+4 Computers, +2 Piloting; Complement 200
BLACKWIND SEPULCHER
TIER5
Mediumt ransport Speed8; Maneuverability average(turn 2); Drift 2 AC20;TL 20 HP 85; OT-; CT17 Shields light 60 (forward 15,port 15, starboard15, aft 15) Attack(Forward)heavy EMP cannon(special),light laser cannon(2d4) Attack (Aft)gyrolaser(1d8) Attack(Turret)light torpedo launcher(2d8),light torpedo launcher (2d8) PowerCorePulse White (140 PCU) ; Drift EngineSignal Booster; Systemsbasic computer, basic long-rangesensors, crew quarters(common),mk 5 armor,mk 6 defenses; Expansion Bayscargoholds (5) Modifiers+2 Computers;Complement 6 CREW Captaingunnery+ 11,Intimidate+11 (5 ranks), Piloting+11 (5 ranks) EngineerEngineering+16 (5 ranks) Gunner s (2) gunnery +11
THAUMTECH OMENBRINGER
TIER14
CREW CaptainDiplomacy+25 (14 ranks). gunnery +25, Intimidate +30 (14 ranks).Piloting +25 (14 ranks) Engineers (3 officers, 35 creweach)Engineering +25 (14 ranks) Gunners(5 officers,15 creweach)gunnery +25 Pilot (1officer,5 crew)Piloting +32 (14 ranks) ScienceOfficer(1officer,4 crew)Computers+29 (14ranks)
N
early all new kasathan-style ships found in the Pact
often be recognized by th e golden sheen of their canopies
Worlds are manufactured by the government of the
and viewports. This is the result of a proprietary acrylic-like
ldari, produced in th e ship's massive state-run engineering
material called esaris, which is capable of shielding pilots
bays called the Crucibles. Those few kasat han ships old enough
from blinding light or radiation and incorporating incredibly
to have arr ived in the system alongside the /dari-perhaps
detailed active displays wh ile preserving perfect clarity.
even having been manufactur ed on Kasath itself-are either
Though other manufacturers have att empted for years to buy,
worthless or priceless: pitted and rusting hulks just barely
retroengin eer, or steal t he formula, so far t hey have all failed,
holding toget her, or marvels of custom engineering reserved
with rumors circu lating that th e material has some greater
for the Ooyenate and t heir top emissaries and warr iors.
significance known only to t he Ooyenate, possibly related to
Kasathan ships are generally art istic and graceful, wi t h smoot h, ornate designs perfected long ago and only reluctantly
the Outer Planes. Another feature that sets kasathan ships apart is t heir
modified
modularity. Unlike normal ships, some kasathan ships use
to
incorporate
technological advances. Wh ile
kasathan ships are in some ways similar to designs originating
magnetic fie ld locks instead of convent ional welds, allowing
in the Pact Worlds, w ith thei r smaller vessels echoing the
them to bind parts together w ithout them actually touching,
predatory spearheads of atmospheric combat, other aspects
or even rearrange sect ions into new configurations on t he fly.
of their design befuddle human pilots. Consider, for instance,
Few sights can compare to the eerie beauty of an ldaran Saga-
the classic ldaran Trigrammaton heavy figh ter, feared for both
class warship spreading its wings in preparation for batt le, and
its speed and t he number of armaments it can bring to bear on
these locks also allow some of the largest ships to break apart
anyone entering t he vicinity of t he ldari withou t permission.
into smaller, indiv idually self-sufficient units when necessary,
Unlike most f ighters, which carry a single pilot , or at most
eith er to abandon damaged modules or to better surround and
a pilot and a gunner, Trigrammatons require thr ee crew
entrap an enemy.
members who share roles in perf ect synchronizat ion, giving them an unparalleled awareness of their surroundings and
IDARAN VOIDRUNNER
TIER 1/3
the enemy and allowing them to pull off maneuvers that leave
Tiny racer
solo pilots shaking in t heir flight suits. Whi le not all kasathan
Speed12; Maneuverability perfect (turn 0) AC15;Tl 14 HP20; DT-; CT4 Shieldsbasic 10 (forward 3, port 2, starboard 2, aft 3)
ships are this unique, even t heir most basic fre ighters often look stat ely and regal, generally incorporati ng a number of secondary pod-hulls or outrigge rs. Kasathan ships can also
Attack (Forward)gyrolaser(1d8) PowerCoreMicron Heavy(70 PCU);Drift Engine none; Systemsbasiccomputer,basicmid-rangesensors,mk 2 armor,mk 1 defenses;Expansion Baysnone Modifiers+2 Computers,+1Piloting;Complement 1
CREW PilotComputers+7 (1rank),gunnery +5, Piloting+11(1 rank)
IDARAN VANSERAI
TIER4
Large heavyfreighter average(turn 2); Drift 1 Speed6; Maneuverability AC16;TL15 HP 140; OT-; CT28 Shieldslight 40 (forward 10, port 10, starboard10, aft 10) Attack(Forward)heavylasercannon(4d8) Attack(Port)heavylasercannon(4d8) Attack(Starboard) heavylasercannon(4d8) PowerCoreArcusUltra (150PCU);Drift EngineSignal Basic; Systemsbasiccomputer,budgetshort-rangesensors,crew quarters(common).mk 4 armor,mk 3 defenses;Expansion Bayscargoholds (8) Modifiers+1Piloting; Complement 10
CREW CaptainBluff+ 15 (4 ranks),Computers+10 (4 ranks), Diplomacy+15(4 ranks), Engineering +10 (4 ranks), gunnery +10, Pilot ing+ 11(4 ranks) Engineers (3) Engineering+10 (4 ranks) Gunner s (3) gunnery +10
Pilot Piloting+16 (4 ranks) ScienceOfficers(2) Computers+10 (4 ranks)
IDARAN MILLENNIA
TIER12
Gargantuancarrier poor (turn 3); Drift 1 Speed4; Maneuverability AC23; TL23 HP 330; OT10;CT66 Shieldsmedium160 (forward 40, port 40, starboard40, aft 40) Attack(Forward)super plasmacannon(3d6•10) Attack(Port)heavy lasercannon(4d8) Attack(Starboard)heavylasercannon(4d8) Attack(Turret)high explosivemissilelauncher (4d8),high explosive missile launcher(4d8) PowerCoreGatewayHeavy (400 PCU);Drift Engine SignalBasic;Systemsbudget long-rangesensors, crew quarters (common),mk 5 armor,mk 6 defenses,mk 2 t rinode computer;Expansion Bayscargoholds (2), hangarbays(2) Modifiers+2 any three checksper round,+1 Piloting; Complement 120
CREW CaptainBluff +22(12 ranks),Diplomacy+22(12ranks), gunnery+22,Intimidate+22 (12ranks),Piloting+23(12 ranks) Engineer s (2 officers,30 creweach)Engineering+22 (12ranks) Gunners(3 officers,15 creweach)gunnery +22 Pilot(1officer,4 crew)Piloting +28 (12ranks) ScienceOfficer(1officer,3 crew)Computers +22 (12 ranks)
PACT
T
WORLDS
SHIP
STYLES
,1
he Pact Worlds have a long history of travel between
Despite sharing certain elements of design, th e umbrella
even
of Pact World ship chassis contains plenty of diversi ty. No
before th e Gap v ia magical portals and the technomagical
one is likely to confuse a dwarven rock-hopper from the
the planets of th eir solar system, stretching back
aeth erships of Verces. As trade increased and spaceflight
Diaspora's mining wor lds for a big-bellied, ysoki-operated
became more commonplace, ideas flowed quickly
Sanjaval Redsun trader, let alone an Abal lonian autofreighter
and
furiously, w ith designs converging as var ious corporations
or Skyfire Legion carr ier. Even ships of t he same model can
and milita ries stole or purchased the best advances from other
stil l vary w ildly than ks to paint schemes, decorative body
wor lds. Castrovelian shipyards known for thei r delicate f ins
flourishes, and other aftermar ket modifications, and many
and speed in a vacuum adopted th e ruggedness of Akiton's
captains choose their ships' aest hetics as careful ly as t heir
sandstorm-blasted atmospher ic flie rs, whi le both incorporated
own clothes. Certai n fact ions employ only a single brand of
the latest dr ive systems and armament advances fro m Verces
ship, whi le oth ers are a hodgepodge of makes and models.
and Absalom Station, plus powerfu l (but carefully limi ted)
Not all groups wi thi n the Pact Worlds have allowed
Abal lonian Als to aid in everyaspect of piloting and navigatio n.
economic incent ives to draw them into th e engineering melting
Today, millennia after tho se early ships, the most common
pot , however. In addit ion to th e Eoxians (see page 306), many
ship designs in the Pact Wor lds have blended togeth er so
other Pact Worlds peoples have maintained proprietary
thoroughly th at most are no longer st rongly associated with
designs, from the sleek, magical vessels of Kyonin's elves to
any part icular race, but simply with the system as a whole. Whether produced by AbadarCorp's ATech subsidiary,
the half-sentient biological vessels of the Brethedans and Xenowardens, and more.
Castrovel's Kevolari Collective, Sanjaval Spaceflight Systems of Akiton, Verces' Ringworks Industries, or any of a thousand
RINGWORKS WANDERER
TIER 1/4
smaller shops, Pact Worlds ships tend to share certain similar
Small shuttle
features. Many of the smaller freighters and fighters show their
Speed6; Maneuverability perfect (turn 0) AC14;TL 13 HP35; DT-; CT7 Shieldsbasic 10 (forward 3, port 2, starboard 2, aft 3) Attack(Forward)light laser cannon (2d4) PowerCoreMicron Light (50 PCU); Drift Enginenone; Systemsbasic computer, budget short-range sensors,
evolut ion from atmospheric jet fighters and orbital spacecraft, w ith functiona l wings, fins, and streamlined profiles. This grace gives way to the blocky bulk of larger ships that will never be used in an atmosphere, yet
even massive ships like the ATech
Immort al Series- a staple of the Stewards' peacekeepingfleet possessa certain severe, military beauty.
mk 2 armor, mk 1 defenses;Expans ion Bayscargoholds (2), passengerseating 4 Modifiers+3 Piloting; Complement
ATECH IMMORTAL
CREW EngineerEngineering+5 (1rank) Gunnergunnery +5 Pilot Piloting+13 (1rank) ScienceOfficerComputers +5 (1 rank)
KEVOLARI VENTURE
Pilot Piloting+12 (1rank) ScienceOfficerComputers +10 (1 rank)
TIER1
Medium explorer Speed6; Maneuverability good(turn 1); Drift 1 AC14; Tl 12 HP55; OT-; CT11 Shieldsbasic 20 (forward 5, port 5, starboard5, aft 5) Attack(Forward)light lasercannon (2d4) Attack(Turret)high explosivemissilelauncher (4d8) PowerCorePulse Gray (100 PCU);Drift EngineSignalBasic; Systemsbasiccomputer, budget mid-rangesensors,crew quarters(common).mk 3 armor, mk 1 defenses;Expansion Bayscargoholds (3), physicalsciencelab Modifiers+2 Piloting; Complement 6
CREW CaptainBluff +5 (1 rank), Computers +5 (1 rank). Diplomacy+5 (1rank).gunnery +5, Intimidate +5 (1 rank), Piloting +7 (1rank) EngineerEngineering+5 (1rank) Gunners(2) gunnery +5
TIER 10
Hugecruiser average(turn 2); Drift 1 Speed8; Maneuverability AC22; Tl 22 HP230; OT5; CT46 Shieldsmedium200 (forward 50, port 50, starboard 50, aft 50) Attack(Forward)particle beamcannon(3d4x10) Attack(Port)light plasmacannon(2d12) Attack(Starboard)light plasmacannon(2d12) Attack(Turret)heavyplasma torpedo launcher (5d10) PowerCoreNovaUltra (300 PCU); Drift EngineSignalBasic; Systemsbasiclong-rangesensors, crew quarters (good), mk 4 armor,mk 4 defenses,mk 3 duonodecomputer; Expansion Bayscargo holds(3), life boats,medical bay, shuttle bay Modifiers+3 any two checks per round,+2 Computers; Complement 60
CREW CaptainBluff+ 19 (10 ranks).Computers +21(10ranks), Diplomacy+19 (10 ranks),Engineering+19 (10 ranks), gunnery+19, Intimidate+19(10 ranks) Engineer(1 officer,20 crew)Engineering+19 (10 ranks) Gunners(3 officers,10 creweach)gunnery +24 Pilot(1officer,3 crew)Piloting+19 (10ranks) ScienceOfficerComputers +21(10 ranks)
asedonSwarm technology,shirrenshipsaremanufactured in dry docks like any ot her, yet incorporate organic parts grown in specialized assembly vats. Often off-putting to members of ot her races, the twisting, hive-like corridors on shirrenships makethe insect peoplefeel instantly at home. Since shirren technology originated as an almost entirely biological enterprise,the ships resembleshirrens in many ways. Smooth,shell-like hulls guard blisters of eye-like windows and clusters of thin, protrudingweaponsandsensor arrays.While the Swarm (andthus, by extension, shirrens)learnedto incorporate more conventional industrial processesas it overwhelmed and consumedother races,it never quite lost its instinctive desire to model its creations upon itself. From the wasplike Drone Mk Ill to the hulking Titan Haulers, shirren ships are known for their dependabilityand versatility, and they can often be found retrofitted with accommodations for non-shirren races. Still, not every mechanic likes dealing with a ship whose components might bleedor shudderwhen operated upon. A variety of organizationsproduceshirren-style ships, often includingas manymembers of other racesasshirrenst hemselves. The largest,the pacifist collective HivonyxIndustries,churnsout a tremendousnumber of freighters and couriers, but includes software locking all the ship'sarmaments to keepthemfromfiring unlessthe ship hasfirst taken damage- restrictionsmost of their customers immediately remove.Hivonyx's closest competitors,
8
Starhiveand United Interfaith Engineering,publicly respecttheir rival'smoral stance,yet add no such safeguards.
STARHIVE DRONE MKIll
TIER 1
Smalllight freighter Speed8; Maneuverability good (turn 1); Drift 1 AC14;TL 13 HP40; DT-; CT8 Shieldsbasic10 (forward 3, port 2, starboard 2, aft 3) Attack(Forward)linkedgyrolasers(2d8) Attack(Port)light torpedo launcher (2d8) Attack(Starboard) light torpedolauncher(2d8) PowerCorePulseBrown (90 PCU);Drift EngineSignal Basic; Systemsbudget mid-rangesensors,crew quarters (basic), mk 2 armor,mk 1 defenses,mk 1 mononodecomputer; Expansion Bayscargo holds (2), escapepods Modifiers+1 any one checkper round,+1 Piloting; Complement 6
CREW CaptainComputers+5 (1 rank), Diplomacy+5 (1 rank), Engineering +5 (1 rank), gunnery +5 EngineerEngineering+10 (1rank) Gunners (2) gunnery +5 Pilot Piloting +6 (1rank) ScienceOfficer Computers +5 (1 rank)
UIEHIVEGUARD
TIER6
Large destroyer Speed8; Maneuverability average(turn 2); Drift 1 AC19; TL 19 HP 170; DT -; CT34 Shieldslight 60 (forward 15, port 15, starboard15, aft 15) Attack(Forward)heavy laser net (5d6),twin laser(5d8) Attack(Port)flak t hrower(3d4) Attack(Starboard) flak thrower (3d4) Attack(Turret)light torpedo launcher(2d8) PowerCoreArcus Maximum (200 PCU); Drift EngineSignal Basic;Systemsbasic long-rangesensors,crew quarters (common),mk 4 armor, mk 4 defenses,mk 1 trinode computer; Expansion Bayscargobay,escapepods(3) Modifiers+1 any three checksper round,+2 Computers; Complement 13
CREW CaptainBluff+ 13 (6 ranks),Computers+15 (6 ranks), Diplomacy+13(6 ranks),Engineering +13 (6 ranks), gunnery+ 13, Intimidate +13 (6 ranks), Piloting +13 (6 ranks) Engineer(1officer,3 crew)Engineering+18 (6 ranks) Gunners(2 officers,2 creweach)gunnery+13 Pilot Piloting+13 (6 ranks) ScienceOfficerComputers+ 15 (6 ranks)
HIVONVX TITAN HAULER
TIER9
Hugebulk freighter Speed6; Maneuverability poor (turn 3); Drift 1 AC22; TL 21 HP 200; DT5; CT40 Shieldsmedium100 (forward 25, port 25, starboard 25, aft 25) Attack(Forward)maser(6d10) Attack(Aft) particle beam (8d6) Attack(Turret)heavyplasma torpedolauncher (3d8),heavy plasma torpedolauncher (3d8) PowerCoreNovaUltra (300 PCU); Drift EngineSignalBasic; Systemsbasiclong-rangesensors, crew quarters (common), mk 5 armor,mk 5 defenses,mk 3 mononodecomputer; Expansion Bayscargo holds (5),escapepods(5) Modifiers+3 any one checkper round,+2 Computers; Complement 35
CREW CaptainBluff +17 (9 ranks),Computers +19 (9 ranks), Diplomacy+17 (9 ranks),Engineering+17 (9 ranks), gunnery+17, Intimidate+17 (9 ranks), Piloting+17 (9 ranks) Engineer(1officer,15crew)Engineering+17 (9 ranks) Gunners(2 officers,5 creweach)gunnery +17 Pilot(1officer,2 crew)Piloting +22 (9 ranks) ScienceOfficer(1officer,2 crew)Computers+19 (9 ranks)
ike vesk themselves,Veskarium-style ships tend to be brutish and pugnacious.They bristle with weapons and armor without regard for aesthetics, and many of their shapes were originally inspired by the sharklike reptilian predators in the seasof Vesk-2. Though the Veskarium is a monolit hic military-industrial complex, its government is strangely permissive of its manufacturerssellingshipsto its rivals.Some believethis is due to the vesk's inherentsenseof honor-there'slitt le joy in beating a poorly armed opponent-while others fear government· mandated back doors into ship Als, or chalk it up to the power of crony capitalism. Regardless,Veskarium ships are extr emely popularamongthe rough-and-tumble sorts of the PactWorlds: corporations, criminals, and mercenariesthat need a lot of firepowerwithout a lot of questions.Most military organizat ions old enoughto remember the war with the Veskarium, such as the Stewards and the Knights of Golarion, respect the vessels but would never include them in their fleets. Ships by the Norikama Syndicate, based on a neutral colony world of the same name and specializing in knockoffs of other companies' designs, are most commonly encountered in Pact Worlds space,yet many ships by Veskarium-basedcorporations such as Dashadz Industries, Vindicas,and the Blood Mountain Clans regularly make t heir way into circulation via military salvage, the gray market, or honestsale.Perhapsthe most commonand
L
recognizable of all Veskarium ships is the BMCMauler. With its distinctive Y-shapedoutline, createdby wing arms descending to the central bubble cockpit, the Mauler proves shockingly maneuverable and once chewed through squadronsof Pact Worlds defenders. Today,the Mauler remains the default fighter on most vesk carriers and servesas the weaponof choice for vesk pilots engagingin honor duels.
BMC MAULER
TIER 2
Tiny fighter Speed10; Maneuverability good (turn 1); Drift 1 AC19;TL 18 HP35; OT-; CT7 Shieldsbasic40 (forward 10, port 10, starboard 10, aft 10) Attack(Forward)light plasmacannon(2d12),tactical nuclear missile launcher(5d8) Attack(Aft)flak thrower (3d4) PowerCorePulseBrown (90 PCU);Drift EngineSignal Basic; Systemsadvancedmid-rangesensors, mk 5 armor,mk 5 Baysnone defenses,mk 1 mononodecomputer; Expansion Modifiers+1any onecheckper round,+4 Computers, 2 +1Piloting;Complement
CREW PilotComputers+ 11(2 ranks),gunnery+7, Piloting+12(2 ranks) Gunnergunnery+ 12
NORI KAMA DROPSHIP
TIER8
VINDICAS TYRANT
TIER16
Mediumtransport Speed12; Maneuverability average(turn 2); Drift 2 AC24; TL 23 HP100; OT-; CT20 Shieldslight 80 (forward 20, port 20, starboard20, aft 20) Attack(Forward)coilgun (4d4), persistent particle beam(10d6) Attack (Aft)coilgun(4d4) Attack(Turret)light plasmacannon(2d12),light plasma cannon(2d12) PowerCorePulse Orange(250 PCU); Drift EngineSignal Booster; Systemsbasic long-rangesensors,crew quarters (common), mk 6 armor, mk 6 defenses,mk 3 duonode computer; ExpansionBays guest quarters (5, common) Modifiers +3 any two checksper round, +2 Computers, -1 Piloting; Complement 5
Colossaldreadnough t Speed4; Maneuverability clumsy (turn 4); Drift 1 AC28; TL 26 HP600; OT15; CT120 Shieldsmedium200 (forward 50, port 50, starboard 50, aft 50) Attack(Forward)heavylasercannon(4d8),particle beam cannon(3d4•10) Attack(Port)heavytorpedolauncher(5d8), superlase r (2d4x10) Attack(Starboard)heavytorpedo launcher(5d8),superlaser (2d4x1Q) Attack(Turret)linked coilguns(8d4) PowerCoreGatewayUltra (500 PCU); Drift EngineSignal Basic; Systemsbasiccomputer, budgetmid-rangesensors, crew quarters (common), mk 10 armor,mk 10 defenses; Expansion Bayscargoholds(12), hangarbays(2) Complement 300
CREW
CaptainDiplomacy+28 (16ranks),Engineering +28 (16ranks), gunnery+28, Intimidate +33(16ranks),Piloting +28(16ranks) Engineers (3 officers, 45 creweach)Engineering +28 (16ranks) Gunners(5 officers,25 creweach)gunnery +33 Pilot(1officer,12 crew)Piloting +28 (16ranks) ScienceOfficers(2 officers,8 creweach)Computers +28 (16ranks)
CaptainEngineering+16 (8 ranks),gunnery+ 16, Intimidate+16 (8 ranks),Piloting+15 (8 ranks) EngineerEngineering +16 (8 ranks) Gunnergunnery+ 16 Pilot Piloting +20 (8 ranks) ScienceOfficerComputers +18 (8 ranks)
CREW
ROLES The actions crew memberson a starship can take dependupon their roles.For most roles,multiple peoplecan perform actions eachround,but for other roles,only one personcan fill that role and only one action for that role can be performedeachround. Yourrolealsodetermineswhenyouact in combat.Starship combat usesthe five rolesbelow. Youshoulddeclareyour role when you boarda ship (if you declareyourselfa passenger, however,you take no special actions in combatunlessyou assumea role),though you can changeyour role in the heat of combat(seepage322). See Building Starshipson page292 for information on starship terminology,systems,andstat blocks.
Capta in Yourrolein combatis aboutencouragingthe crewwhile taunting enemiesinto making critical mistakes.A starship can haveonly one captain, and a character can assume that role only if it is currently vacant.Thecaptainalonecanact in any phaseof combat. Theactionsa captaincantakearedescribedstartingon page322.
Engineer Youwork with your starship'spowercore and enginesto achieve maximum efficiency,grant extra power in times of need,and divert power to vital systems as necessary . You can also repair damagedsystems.A starship can haveany number of enginee rs. An engineeracts duringthe engineeringphase(seepage317).The actionsan enginee r cantakeare describedstarting on page323.
Gunner You operate your starship's various weapon systems, using them to neut ralize or destroy enemy vessels.A starship can haveat most one gunner(or gunner team) per weaponmount. A gunner acts during the gunnery phase(see page 317). The actionsa gunner can take are described on page324.
Pilot You plot the courseof the ship. Eachstarship has speedand maneuverability ratings,but you can pushyour starshipbeyond theseboundarieswith enoughskill. A starship can haveonly one pilot, and a character canassumethat roleonly if it is vacant. The pilot acts during the helm phaseof combat (seepage317). The actionsa pilot cantake are describedon page324.
LARGE ANDSMALL CREWS A starship's baseframedeterm inesthe minimum andmaximum numberof crew membe rs neededto operate that vessel .A starshipwithout its minimumcomp lement can't be flown. However , whena largeNPC starship with its full complement enters starship combat , eachindividual crew membe r doesn 't take a regula r action- it wouldtake hoursto resolvea single round! In such cases,usually on Large or largerstarships,most rolessimulate entire teams of personnel. Thenumber of crew membersrequiredto assis t a singleofficerwhowantsto attemp t a checkin that roleis listedafter therole'sname ina starshipstat block.Thisnumber varies betweenstarships,andsomevesse ls might havea crew large enoughto allowmultiple checks for a singlerole- for instanc e, adreadnough t might haveseveralteams of enginee rs or gunners.
Science Officer Youusethe starship'scomputers,scanners,and othersystems to identify threats,targetfoes,and navigatehazards.A starship can haveany number of scienceofficers.A scienceofficer actsduring the helm phaseof combat (seepage317).The actions a science officercantakeare describedstarting on page324.
PREPARING FOR STARSHIP COMBAT Starship combat is played on a grid of hexes with figures representingthe starship combatants. StarfinderFlip-Mat: Basic Starfieldandthe starshippawnsin StarfinderCareRulebaakPawn Collectionmakeperfectaccesso ries for this portion of the game. The hexesdon't representa specific distance,as Starfinder's portrayal of movementand combat in three-dimensionalspace is more fluid and narrative than realistic. Unless otherwise specified, eachship occupies 1 hex, regardlessof its size.
BEGINNING STARSHIP COMBAT Whenthe crewof a starship hashostileintentionstoward another vessel,theygo to their battle stationsandactivate their starship's targeting systems.This is clearly obviousto all other starships in the vicinity with working sensors,though there could still be a chancea hostilevesselcanbe talkeddown,if the GMallowsit.
In general, the GM decideswhen starship combat begins, where the combatantsare, and which way their starshipsare facing. This might mean that both sides are facing eachother from opposite sidesof the grid. However,their relativepositions and facing can also be establishedrandomly. Roll 3d6+5 to determinehow many hexesseparatethe opposing sides. If either sideconsistsof morethan onestarship,this result is the distance betweenthe highest-tierstarship on one side of the battle and its counterpart on the other. Other starships should be placed within 3 hexesof an allied starship.Then,roll 1d6for eachgroup of starshipsto determinethe facingof the starshipsin that group, with a 1meaningthe starships arefacingthe top edgeof the grid, andwith 2 through6 proceedingclockwisearoundthe hex.
ROUNDS ANDPHASES like combat betweencharacters,starshipcombatoccursover a numberof roundsuntil one side flees,surrenders,or is otherwise defeated.Unlike roundsin combatbetweencharacters,a round of starship combatdoesn'tcorrelateto a specificamountof time. Eachround of starshipcombat is divided up into three phases, resolvedin order.Eachcharacteraboarda starshiptypically acts in only oneof thesephases,dependingon her roleon the starship.
1.Engineering The engineers on all ships (if present)each take an action to repairthe starships'systemsor give them a boost.Theseactions occursimultaneously,so they can be resolvedin any order.
2.Helm Eachstarship's pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by
the next lowest, until all starships have moved. This check is repeated each round during the helm phase,so the order of movementcan changefrom round to round.If a starship hasno one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a t ie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in questionshouldeachroll anotherPiloting checkand compare the results; the pilot with the lowest result movesfirst. As they move their starships,pilots can attempt addit ional skill checks to perform dangerousmaneuversor push their vesselsbeyondt heir specifications. Also during this phase,any charactertaking on the role of scienceofficer can use the starship's systemsto scanvesselsor target foes.Scienceofficers must act immediately beforeor after their starship'spilot,but they canjointly decide the orderthey act.
3.Gunnery During the gunnery phase, gunners fire their starships' weapons.Starshipsfire in the sameorder in which their pilots actedduring that round'shelm phase,but the effectsof damage are not taken into accountuntil the end of the phase,meaning that all starships can fire, even if they take enoughdamageto be disabled or destroyed during this phase. Onceall of the phaseshave been resolved, if there are still combatantsengagedin the fight, the next round begins,starting with a new engineeringphase.
MOVING The pilot of a starship has a variety of actions (seepage 324) that allow her to guide her starship through the cold vastness of space.Unlike in battles betweencharacters,starships face a
specificdirection,and this determinestheir firing arcsandshield quadrants,aswell as their directionof movement.
the enemystarshipcan't makea free attack.A weaponusedfor this freeattack canstill be usedas normallater in the round.
Speed
Stunts
A starship'sspeedis the numberof hexesit typically movesin a round.It can instead movefewer hexesthan this amount,as determinedby the pilot. Thismovementis in a straight linein the direction the starshipis facing, thougha starship'sfacingcan be alteredwhile it movesby makingturns (seebelow).A starship's maximumspeedmodifiesPilotingchecksfor that starship.
Insteadof ordinarymovement,pilots canattemptstuntswith their starships (seeStunt on page 324), pushing them beyondtheir designspecificationsto enactdaringmoves.Severa l stuntsaffect your starship'sArmor Class(AC)andTargetLock(TL).
SPEED 4 orless
6 8-10 12 14ormore
PILOTING CHECK MODIFIER +2 +1 -1 -2
BackOff Thestarship movesup to half its speedin the direction of the aft edgewithout changing facing. It can't take any turns during this movemen t. Toperformthis stunt, you mustsucceedat a Piloting check(DC= 10+ 2 x your starship'stier). Ona failed check,your starshipmovesbackwardonly 1hex. If you fail this checkby 5 or more, your starship doesnot moveat all and takesa -4 penalty to its ACand TL until the start of the next round.
Turns
Barrel Roll
While moving,a starship can make turns, altering its forward movementdirection,firing arcs,and shieldquadrants.Oneturn changesa starship'sforward facing by 60 degrees,or one side of a hex. Every round in which a starshipturns, it must move a certain numberof hexesbeforeeachturn, determined by its maneuverab ility (seethe table below).For example,a ship with averagemaneuverabilitymakingtwo turns in a roundmustmove at least 2 hexesbeforeits first turn, and at least 2 more hexes beforeits secondturn. If a starshiphas perfectmaneuverability (thedistancebetweenturns is O).the shipcanmaketwo turns for eachhexthat it moves(allowing it to turn arounda single point). The number of turns per rounda starshipcan take is limited only by its speed and maneuverabil ity. Turns don't count against a starship'smovementspeed.If a ship with average maneuverab ility has a speedof 8, it can usually turn a total of four timesduring a singleround. A ship'smaneuverab ility also modifies Piloting checksfor it.
Thestarshipmovesup to half its speedand flips alongits central axis.For the next gunneryphase,the starship'sport shieldsand weaponsfunction as if they were in the starboardfiring arc and viceversa.Thestarshiprevertsto normal at the beginningof the next round.To perform this stunt, your starship must be Large or smaller and you must succeedat a Piloting check(DC= 10+ 2 x your starship'stier). On a failed check,the starshipmoveshalf its speedbut doesn'troll. If you fail by 5 or more.your starship moveshalf its speed,doesn'troll, and takesa -4 penaltyto its AC andTL until the start of the next round.
MANEU VER ABILITY Clumsy Poor Average Good Perfect
DISTANCE BETWEENPILOTIN GCHECK TURNS MODIFIER 4 -2 -1 3 2 0 +1 0 (see above) +2
Evade The ship movesup to its speedand can turn as normal, but it gainsa +2 circumstancebonusto its AC and TL until the start of the next round.Toperformthis stunt, you must succeedat a Piloting check(DC= 10 + 2 x your starship'stier). If you fail, the starshipmovesas normal. If you fail the checkby 5 or more,the starshipmovesas normal,but it alsotakesa -2 penaltyto its AC andTL until the start of the next round.
FlipandBurn The ship movesforward up to half its speed(without turning) and rotates 180 degreesto face the aft edgeat the end of the movement.Toperformthis stunt, you mustsucceedat a Piloting check(DC= 15 + 2 x your ship'stier). If you fail this check, your starshipmovesforward half its speedbut doesn'trotate.
Moving through OtherStarships Since the hexes in starship combat aren't representa t ive of three-dimensional distance,starshipscan move through hexes containing other starships,but they can't end their movement there. If a starship movesthrough a hex containing an enemy starship,the enemystarship can fire any one of its direct-fire weaponsfrom any arc at the movingstarship,targeting its aft quadrant.This free attack doesn'tbenefit from any bonusesor additional abilities from other actions taken aboardthe enemy starship,such as divert or lock on. Any charactercurrently in a gunnerrole can makethis attack. If no one is designatedas a gunner(often the casein starshipswith only one crew member),
Flyby The ship moves as normal, but it can move through 1 hex occupied by an enemystarship without provokinga free attack (as describedin Moving through Other Starships).During the followinggunneryphase,you canselect onearc of your starship's weaponsto fire at the enemyvesselas if the vesselwere in close range (treat the range as 1 hex). against any quadrant of the enemystarship.To perform this stunt, you must succeedat a Piloting check(DC = 20 + 2 x the tier of the enemystarship). If you fail this check, your starship still movesas described above,but you follow the normalrules for attacking(basedon
your starship'sfinal position and distance),and the movement provokesa free attackfrom that starshipas normal.
Slide The starshipmovesup to its speedin the direction of either the forward-port or forward-starboardedge without changing its facing. To perform this stunt, you must succeedat a Piloting check(DC= 10 + 2 x your ship'stier). If you fail this check,the shipmovesforwardup to half its speedandcan'tmakeany turns.
TurninPlace The ship does not move but instead can turn to face any direction. If the ship has a maneuverabi lity of clumsy,it takes a -4 penalty to its AC and TL until the start of the next round. If it has a maneuverab ility of poor,it insteadtakesa - 2 penalty to its AC and TL until the start of the next round.Shipswith a maneuverabilityof averageor better do not take a penalty. This stunt doesn'trequirea skill check.
ATTACKING Wheneverone starshipfires a weaponat another starship, that actionis resolvedwith a gunnerycheck.Attacksaremadeduring the gunnery phaseof combat,in the order determined during the helm phase,but the damageand critical damageeffects (see page 321) are applied after all of the attacks have been made(meaningevery starship gets to attack, even if it would be destroyedor crippled by an attack that happenedduring the samegunneryphase).With only very rare exceptions,eachof a starship'sweaponscan be fired only onceper round.Youmake an attack usingthe following procedure.
hit the target and damageis determinedas normal(seeDamage below).A target'sAC is determinedusingthe following formula. AC= 10 + the pilot's ranks in the Piloting skill + the ship's armor bonus+ modifier basedon the ship'ssize + bonuses and penalties from successfu l or failed stunts and actions
If the attack is made with a tracking weapon such as a missile launcher(see page303) and the result of the gunnery check equals or exceedsthe target'sTL, the tracking weapon's projectilemovesits speedtowardthe target,makingturns during this movementas needed(a projectile from a tracking weapon has perfectmaneuverabi lity). If it interceptsthe target beforeit reachesthe endof its movement,it explodesanddealsdamageas normal(seeDamagebelow). If not, attempta newgunnerycheck at the start of the next gunneryphaseto determinewhether the projectilecontinuesto movetowardthe target;you don't receive any bonusesfrom computersystemsor actionsby your fellow crew membersfrom previousroundsor the current round,but you can take penalties,suchas from an enemyscienceofficer's improvecountermeasures action(seepage325). If the resultof a gunnerycheckfor a trackingweaponiseverlessthanthe target's TL,the weapon'sprojectileis destroyedand removedfrom play.A target'sTL is determinedusing the followingformula.
TL= 10 + the pilot's ranks in the Piloting skill + the ship's bonusfrom defensivecountermeasures+ modifier basedon the ship'ssize + bonusesand penalties from successfulor failed stunts and actions
Range andArc
DAMAGE
First,determinethe rangebetweenthe two starships(countedin hexes)and the arc of attack. For every rangeincremen t beyond the first, the gunnerychecktakes a cumulative-2 penalty. The attacking starship can fire a weaponagainstonly ships in the samearc as that weapon;see the diagram on page318. If the targeted starship is in a hex that lies in two arcs (the shaded hexesin the diagram),the gunnerdecideswhich arc'sweapons target it; it can't betargetedby weaponsin two arcs.
Combatin spacecan be highly dangerousto t he vesseland its crew.Oncea starship hasbeendamaged,critical systemsmight malfunction or shut down altogether, leaving its passenge rs without electricity, gravity, or even air. Such damagemight alsocausea starshipto loseits sensors,propulsion,or weapons systems,which couldspell defeatduring an activeengagement. Whena gunnerhits with an attack,sherolls the damagedealt by the weaponsheis usinganddetermineswhichquadrantof the targetedstarship she hits. A starship'sshieldquadrantsare the sameas its firing arcs(seethe diagramon page318). Damageis first appliedto any shieldsthe target starship hasin the quadrant hit by the attack,depleting a numberof ShieldPointsequal to the amountof damagedealt.If that quadrant'sShield Pointsreach0, that shieldis entirely depleted and any excessdamageis applied to the targetstarship'sHull Points.If the ship doesn'thaveshields or if its shields in that quadrant have already been depleted, applyall damagedirectly to the target'sHull Points. If a starship has a DamageThreshold (see page 292), any attack that would deal damageto its Hull Points equal to or lessthan this DamageThresholdfails to damagethe ship'sHull Points.If the damageis greaterthan the DamageThreshold, the full amountof damageis dealt to the ship'sHull Points. If a ship is reducedto O or fewer Hull Points,it is disabled and it floats in its current direction of travel at a rate of half its speeduntil it is repaired, rescued,or destroyed.Crewmembers
Gun neryCheck Attempt a gunnerycheckfor eachweaponfired against a target (exceptfor linkedweapons,which are resolved usingoneaction and a singlegunnerycheck;seethe sidebaron page301). Gunnery Check= 1d20 + the gunner'sbaseattack bonus or the gunner'sranks in the Piloting skill + the gunner's Dexterity modifier + bonusesfrom computersystems + bonusesfrom the captain and scienceofficers + range penalty
Determ iningtheOutcome Comparethe result of the gunnery checkto the target'sArmor Class(AC)or Target Lock (fl), dependingon the weaponused. If you attack with a direct-fire weapon(seepage303) and the result of the gunnerycheckequalsor exceedsthe target'sAC,you
aboardsuch shipsare not in immediatedangerunlesstheir lifesupport system is wrecked,but they might eventuallydie from starvation and thirst if they haveno way to repairthe ship. If a ship evertakesdamagethat exceedstwice its Hull Points, it is destroyedandcan'tbe repaired.All systemsstopfunctioning, andthe hull is compromised. Thecrew might initially survive, but without protection,they won't live very long.
31-60
Weapons array
61-80
Engines
81-100 Powercore
Critica l Damage Starship systems can take critical damage,causing them to becomelessfunctional and eventuallystop working altogether. Critical damageis scoredwhenevera gunnery checkresults in a natural 20 on the die and damageis dealt to the target ship's hull. The critical rangeis expandedto a natural 19 or 20 on the die if the target starshipwas the subjectof a successful target systemscienceofficer action (seepage325). Criticaldamageis alsoscoredwheneverthe target starship's hull takes damagethat causesits total amount of damageto exceedits Critical Threshold (see page 292) or a multiple of that threshold. Forexample,a starshipwith 100 Hull Points and a Critical Threshold of 20 takes critical damageeach time its total amountof Hull Point damageexceeds20, 40, 60, 80, and 100 points (and so on). An individual attack does not need to deal morethan 20 damageto scorecritical damageagainst this starship;it just needsto be the attack that pushesthe starship's total damageabovea multiple of its CriticalThreshold. A starship can take critical damageevenwhen its total Hull Pointsare below0.
Shields A starship takes criti cal damagefrom an at tack only if that attack deals damage to the ship's Hull Points, even if the result of t he gunnery check is a natural 20. If the attack's damage only reduces a starship's Shield Points, no critical damageoccurs.
Critical Damage Effect Whencritical damageis scored,the attacking PCshouldroll on the table belowto randomly determine which of t he target starship's key systemsis hit; that system gains a critical damagecondition (seebelow),with the effect listedon the table. If the systemisn't currently critically damaged,it gainsthe glitchingcondition. If it is criticallydamagedagain,its critical conditionchangesby onestep of severity (glitching becomesmalfunctioning;malfunctioning becomeswrecked). Theseconditions and their effects on crew actionsare explainedin Critical DamageConditions. To determinewhich system is affected,roll d%and consult the table below. If a systemalreadyhas the wrecked condition (or in the caseof the weaponsarray,if all weaponarcs have the wrecked condition),apply its critical damageto the next system down on the chart. If you reachthe bottomof the chart,instead deal damageto oneof the crew (asdescribedbelow).
0%
SYSTEM
EFFECT
1-10
Lifesupport Sensors
Condit ionappliestoallcapta in actions Cond itionappliestoallscience officeractions
11-30
Random ly determineonearc containing weapons; conditionappliestoallgunner actionsusingweapons in thatarc (a turretcountsasbeinginallarcs) Condit ionappliestoallpilot actions Conditionappliesto allengineeractions exceptholdit togetherandpatch;a malfunctioning or wrecked powercore affects othercrewmembers'actions (seeCritical Damage Conditions below)
CrewDamage If the starship'score has the wrecked condition and further criticaldamageis dealt to the core, no critical damageconditions are applied to the ship. Instead,one of the crew (determined randomly)is injured,taking an amountof Hit Point damageequal to the Hull Point damagedealt by the attack(without the increase for starship weaponsagainst humanoidtargets; see Shooting Starshipson page292).That crew membercanattempt a DC 20 Reflexsaveto take only half damage .
Critica l Damage Conditions Thefollowingare the criticaldamageconditionsand their effects, ordered by severity.Theseeffects apply primarily to starship combatand rarely impactnoncombatplay (wreckedenginescan still beusedto get a starship to a safeplaceto repair,for examplethoughthe GMmight rule that it takeslongerthannorma0.
GIitching A glitching system isn't operating at peak performance. Crew actions involving the system (exceptthe hold it together and patchengineer actions;seepage323) take a -2 penalty.
Malfunctioning A malfunctioning system is difficult to control. Crew actions involving the system (except the hold it together and patch engineeractions)takea -4 penalty.Also,crewmemberscan't take pushactions (seepage322)usingthat system.If the powercore is malfunctioning,all actionsaboardthe starship not involvingthe power coretake a -2 penalty;this penalty stackswith penalties from critical damageconditionsaffecting other systems.
Wrecked A wrecked system is minimally functional. Crew act ions involving the system (except the hold it together and patch engineer actions and minor crew actions; see page 326) automatically fail. If the power coreis wrecked, all crew actions aboard the starship not involving the power core take a -4 penalty;this penalt y stackswith penalties from critical damage conditionsaffecting other systems.
Restoring Shields andRepairing Damage When a starship combat encounteris over,t he crew members can repair damagedone to their starship, provided it hasn't been destroyed and they haven't been captured! Shields regenerate Shield Points at a set rate (dependingon the type of shield; see page 302) as long as the starship's power core isn't wrecked. Youcan double this rechargerate for 10 minutes
Push
OTHER ACTIONS INSTARSHIP COMBAT While your roledetermines whatactionsyou cantakeduringa starship combatencounter , onoccasion youmightwantto perform someotherkindof action,suchascastinga spellor usinga class feature.TheGMhasthe final sayon whatkindof regularactions youcantake,but generally, youcantakeonlya moveor standard actionin a singleround,andyoucantakeonly a minorcrewaction (seepage326)duringthatround.Youaren'tassumed to beadjacent to anyof youralliesduringstarship combat, sotheGMmightalso decide thatyouneedto takeanadditional roundto getcloseenough to anally to affecthimwith anability or spell.Anysuchaction is resolved atthebeginningof theround,beforetheengineering phase.
by taking 1 minute and succeeding at an Engineeringcheck (DC = 15 + 2 x the starship'stier). Any penalties from critical damageconditionsapply to this check. Youcanremovethe critical damageconditionfrom a systemby taking 10 minutesand succeed ing at an Engineering check.The DCdependson the severity of the condition (DC15for glitching, DC20 for malfunctioning,and DC25 for wrecked).Thesystemis no longercritically damaged[it hasnocritical damageconditions) andcan functionas normal. Repairing damage to the hull (restoring lost Hull Points) is more difficult. You must first stop the starship completely, usuallyat a safelocation(for instance,a world with a nonhostile atmosphereor a dock on a spacestation), and the repairing characteror charactersmust have accessto the outside of the hull. On mostof the PactWorlds, the crew canpay mechanics to repair the starship; the cost andt imeneededare up to the GM.If the crew is on its own in unchartedterritory, it canstill repair the starship'shull. Doing so costs10 UPBs(seepage233) per point of damageto be repairedand requires5 hoursof work regardless of the numberof points repaired. A characterwho succeedsat an Engineeringcheck(DC= 15 + 2 x the starship'stier) can cut either the cost or the time in half. For every 10 points by which she exceedsthe DC,she can reduceone of thesefactors by half (or by half again),to a minimum of 1UPBper point of damageand 1 hour.Any numberof alliescan use the aid another action (see page133)to assistwith this Engineering check.Failing the check to reducethe time or cost insteadincreasesthe cost by 5 UPBs per point of damage.
CREW ACTIONS As starship combat progresses,the various crew members aboardeachvesselcan take the actionstheir roles allow.
Actions Youcan take one action (usuallydefinedby your role) per round of starshipcombat.Certainactionsrequirea minimumcharacter levelor numberof ranksin a certain skill. NPCcrewmembers are assumedto havea numberof ranksin the appropriateskill equal to the starship'stier. Classfeaturesand itemsaffect crew actions only if specifically notedin the classfeature or item. If a starship's tier is lessthan 1, treat it as1 for this purpose.
Push actions (indicated in an action'sheading)are difficult to perform but can yield greater results. You can't perform a push actionif the necessarysystemis malfunctioning or wrecked(as noted in CriticalDamageConditionson page321).
Changing Roles You can switch between roles (or assumea role if you don't already have one), but this changemust occur at the start of a round before the engineering phase.You can switch to the captain or pilot role only if that role would otherwisebe vacant (or if the characterin that role is unableto take actions).
Starship Combat Resolve As your combatexpertise grows,you gainextra resolvethat can help with high-levelcrew actions. At 8th leveland again at 16th level,you gain1 Resolve Point at the start of any starship combat encounter.Thesepoints can exceedyour normalpoolof Resolve Points;unspentpoints gainedthis way are lost at the end of the encounter.
Capta inActions As a captain, you can take any of the following actions, depending on your characterlevel, during any phaseof combat.
Demand (AnyPhase) You can make a demandof a crew memberto try to improve his performance . Yougrant a +4 bonusto one specific checkby succeedingat an Intimidatecheck(DC= 15 + 2 x your starship's tier).Youmustusethis actionbeforethe associatedcheckis rolled, andyou cangrant this bonusto an individualcharacteronly once per combat.Demandmight result in negative consequences if usedon NPCs,and you can't makedemandsof yourself.
Encourage (AnyPhase) You can encourageanother memberof the crew to give her a bonusto her action. This works like aid another(seepage133), granting a +2 bonusto the checkrequired by a crewactionif you succeedat a DC10 checkusingthe sameskill. Alternatively,you can grant this samebonusby succeedingat a Diplomacycheck (DC= 15 + your starship'stier).Youcan'tencourageyourself.
Taunt(AnyPhase, Push) Youcanusethe communications system to broadcasta taunting messageto the enemyvessel.Youselect an enemyvesseland a phaseof combat (engineering,helm, or gunnery),and then attempt a Bluff or Intimidate check(DC = 15 + 2 x the enemy starship's tier). If you are successful, each enemy character actingduring the selectedphasetakesa -2 penalty to all checks for 1d4rounds;the penalty increasesto -4 if the enemy's check is madeas part of a push action. Onceused against an enemy starship, regardlessof the outcome,taunt can't be usedagainst that starshipagainduring the samecombat.
Orders (AnyPhase, Push) At 6th level, you can grant an additional action to one member of the crew by spending1 Resolve Point and succeed ing at a
difficult skill check at the beginning of the phasein which the crew memberwould normallyact. Thetype of checkdependson the role of the crew membertargeted: a Computers checkfor a scienceofficer,an Engineering checkfor an engineer,a gunnery check (seepage 320) for a gunner,and a Piloting check for a pilot. The DCof this checkis equalto 10 + 3 x your starship'st ier. If the checksucceeds,the crew membercantake two actions in her role this round (both when shewould normally act),but she can't take the same action twice. Youcan't give yourself orders.
the engines,your starship's speedincreasesby 2 this round. If you sendit to the scienceequipment,all scienceofficers receive a +2 bonus to their crew actions this round. If you send it to the starship'sweapons,treat eachdamagedie that rolls a 1 this round as having rolled a 2 instead.If you sendit to the shields, restorean amountof ShieldPoints equal to 5%of the PCUrating of the starship'spower core (seepage 296), up to the shields' maximum value. Evenly distribute the restored Shield Points to all four quadrants(putting any excessShield Points in the forward quadrant).
Moving Speech (AnyPhase) At 12th level, you can spend1 ResolvePoint and useyour action to give a moving speechto the crew during one phaseof combat with a successfulDiplomacycheck(DC= 15 + 2 x your starship's tier). For the remainder of that phase,your allies can roll twice and take the better result when performingcrew actions.
Engineer Actions As an engineer, you can take any of the following actions, depending on your ranks in the Engineering skill. These actions can be taken only during the engineering phase. Unlessotherwise noted,eachaction can be performedonly once per round,no matter how many engineersare on a starship.
Divert(Engineering Phase) You can divert auxiliary power into one of your starship's systems,giving it a boost.Thisrequires a successfulEngineering check (DC= 10 + 2 x your starship'stier),and the resultsdepend on where you decideto send this extra power.If you send it to
HoldIt Together (Engineering Phase) You can hold one system together by constantly patchingand modifying it. If you succeedat an Engineeringcheck(DC = 15 + 2 x your starship'stier), you can selectone system;that system is treatedas if its critical damagecondition were two steps less severefor the rest of the round (wreckedbecomesglitching,and a malfunctioning or glitching systemfunctions as if it had taken no critical damage).This check isn't modified by penaltiesfrom critical damageto the powercore.
Patch (Engineering Phase) Youcan patcha systemto reducethe effectsof a critical damage condition. The numberof actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged,as indicated on the table on page 324. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch.
The number of actions required can be reduced by 1 (to a minimumof 1 action)by increasingthe DCby 5. If you succeed at this check,the severity of the critical damageis unchanged, but it is treatedas one step lessseverefor the remainder of the combat,until 1hour haspassed,or until the systemtakescritical damageagain (which removesthe patch and applies the new severity).This action can be taken more than once per round, andthis checkis not modifiedby any critical damageto the core.
CRITICAL DAMAGE ACTIONS TO CONDITION PATCHDC Glitching Malfunctioning Wrecked
1
2 3
10+2 x yourstarship's tier 15+2 x yourstarship 'stier 20+2 x yourstarship 's tier
are depleted beforeyour attack, you deal critical damageto a random system. If the attack would normally cause critical damage,the normal critical damageappliesas well (meaning your attackcould potentially dealcritical damagemultipletimes; determinewhich systemis damagedas normal eachtime).
PilotActions As a pilot, you can take the following actions, dependingon your ranks in the Piloting skill. Theseactionscan be taken only during the helm phase.
Fly(Helm Phase) Youmoveyour starship up to its speedand can makeany turns allowedby its maneuverability.Thisdoesn'trequirea skill check.
Overpower (Engineering Phase, Push)
Maneuver (Helm Phase)
If you haveat least6 ranksin Engineering,you canspend1Resolve Point and attempt an Engineeringcheck (DC = 10 + 3 x your starship'stier) to squeezemoreout of yourship'ssystems.If you're successfu l, this functionsas the divert action,but you can send extrapowerto any threesystemslistedin that action. This action andthe divertaction can'tbe takenin the sameround.
You moveyour starship up to its speed.You can also attempt a Piloting check (DC= 15 + 2 x your starship'stier) to reduce your starship'sdistancebetweenturns by 1(to a minimumof 0).
Quick Fix(Engineering Phase)
Stunt(Helm Phase, Push) Youcan attempt any one of the stunts describedon page319. The DCs of the Piloting checks required and the results of successand failure are described in eachstunt's description.
If you haveat least12 ranksin Engineer ing,you cantry to repair a systemquickly by spending1 ResolvePoint and attempting an l, Engineeringcheck(DC= 15+ 2 x you starship'stier).If successfu you remove the critical damage condition from one system for 1 hour (allowing it to function as if it had taken no critical damage),after which time it must be repairedas normal.
If you haveat least 6 ranks in Piloting, you can spend1 Resolve Point to move your starship up to 1-1/2times its speed. You can make turns during this movement,but you add 2 to your starship'sdistancebetweenturns.
Gunner Actions
Audacious Gambit (Helm Phase)
As a gunner, you can take any of the actions below, depending on your characterlevel. Theseactions can be taken only during the gunneryphase.Thougheachof a starship'sweaponscan be fired only once per round,multiple gunnerscan take actionsto fire different weaponsin a single round. Actions that allow you to fire starshipweaponsusethe rules for attackingon page320.
If you haveat least12 ranksin Piloting,you can spend1Resolve Pointand attempt a Piloting check (DC=15 + 2 x your starship's tier) to pull off complexmaneuvers.Youcan moveyour starship up to its speed,treating its distancebetweenturns as if it were 2 lower (minimum 0). You can also fly through hexesoccupied by enemyvessels without provoking free attacks.At the end of your starship'smovement, you can rotate your starship to face in any direction. If you fail the check,you insteadmoveas if you had takenthe fly action (but still losethe ResolvePoint).
FireatWill(Gunnery Phase, Push) Youcan fire any two starship weapons,regardless of their arc. Eachattack is madeat a -4 penalty.
Full Power (Helm Phase, Push)
Science Officer Actions Shoot (Gunnery Phase) Youcan fire one of your starship'sweapons. If you use a turret weapon,you can target a ship in any arc.
As a scienceofficer, you can take any of the following actions, depending on your ranks in the Computers skill. Theseactions canbe takenonly duringthe helmphase.
Broadside (Gunnery Phase, Push)
Balance (Helm Phase)
At 6t h level,you can expend 1 Resolve Point to fire all of the starshipweaponsmountedin onearc (includingturret-mounted weapons).Eachweaponcan target any vesselin that arc.All of theseattacks are madewith a -2 penalty.
Youcanbalancethe shields,redirectingpowerfrom onequadrant to protect another.With a successfulComputerscheck(DC= 15 + 2 x your starship'stier), you canshift ShieldPoints (SP)from the shield in onequadrantto the shield in anotherquadrant,including to depletedshields (after rebalancing,every shield must haveat least 10%of the total current SP).Alternatively,you canaddup the SPfrom all the remainingshieldsandevenlydistributethemto all four quadrants, putting any excessSPin the forward quadrant.
Precise Targeting (Gunnery Phase) At 12th level, you can performa very precisestrike by spending 1 Resolve Point andfiring onestarship weaponat a single target. If the att ack hits and the enemyship'sshieldson that quadrant
Scan (Helm Phase) Youcan scana starship with your sensorsto learn information about it. Thisaction requiresyour starship to havesensors(see page 300). You must attempt a Computerscheck, applying any modifiers from the starship's sensors. You can attempt this checkuntrained.The DC for this check is equal to 10 + the tier of the starship being scanned+ its bonus from defensive countermeasures(seepage 298). If you succeedat this check, you learnthe first unknownpieceof informationon the following list. For every5 by whichyouexceedthe check,you learnanother unknown piece of information. Subsequentchecks reveal new piecesof information,continuing down this list. 1. Basic Information : Living crew complement and ship classification, size,speed,and maneuverability. 2. Defenses : AC, Tl, total and current Hull Points, total and current Shield Points in eachquadrant,and core PCUvalue. 3. Weapon: Informationabout one weapon,including its fir ing arc and the damageit deals,starting with the weaponthat usesthe most PCU.Repeatthis entry until all the starship's weaponsare revealed. 4. Load:Information about how the starship's expansionbays are allocatedand any cargo the starshipmight be carrying. 5. Other:Any remaining ship statistics.
Target System (Helm Phase, Push) Youcan use your starship's sensorsto target a specificsystem on an enemystarship.This action requiresyour starship to have sensors.You must attempt a Computerscheck, applying any modifiersfromthe starship'ssensors.TheDCequals15+ the tier of
the enemystarship+ its bonusfrom defensivecountermeasures (seepage298). If you succeed,chooseonesystem(core,engines, life support,sensors,or weapons) . Thenext attack made by your starshipthat hits the enemyship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage,it affects the chosensystem.For any further critical damageresulting from the attack,determine which system is affectedrandomlyas normal. Yourstarship'ssensorscan target only one systemon a specific enemy starship at a time, though this action can be used to concurrentlytarget systemson multiple starships.
LockOn(Helm Phase, Push) If you have at least 6 ranks in Computers,you can lock your starship's targeting system on to one enemy vessel.You must spend1 Resolve Point and attempt a Computerscheck.The DC equals 15 + the tier of the target starship+ its bonusfromdefensive countermeasures (seepage298). If you succeed,your starship's gunnersgaina +2 bonusto gunnery checksagainstthe target for the restof the round.Thisaction canbe takenonly onceperround.
Improve Countermeasures (Helm Phase) If you have at least 12 ranks in Computers,you can try to foil enemy targeting arrays and incoming projectiles by spending 1 ResolvePoint and attempting a Computerscheck. The DC equals10 + 2 x the tier of the target starship + its bonusfrom defensivecountermeasures (seepage298). If you're success ful, gunnersaboardthe target starship roll twice and take the worse result for gunnerychecksduringthis round (includingchecksfor tracking weapons).
TELEPORTING BETWEEN STARSHIPS Starshipsincombat areconstantly in motion, soit isimpossible for a PCtocasta spellwiththeteleportat iondescr iptor to travelbetween vesse ls. Evenif a spellcaste r hasseenthe insideof the target starship,therelativespeeds betweentwomovingvessels meanthat thedestinat ionhaschanged beforecastingthespelliscomplete.PCs canteleportonlybetween stationarystarships.
DIFFICULTY
ENEMY STARSHIP TIER
Easy Average Challenging Hard Epic
PCstarship tier- 3 PCstarsh ip tier- 2 PCstarsh ip tier- 1 PCstarship tier PCstarsh ip tier+1
MultipleShips
Minor crew actions are computer-aidedactions that allow a starship limited functionalityif it doesn'thavethe necessarycrew to fill all the roles(for instance,the lonecrew member aboarda Tiny starshipmight alwaysbethe pilot but may needto fire one of the vessel's weaponsin an emergency).Youcan take a minor crew action regardless of your current role, but only if no other actionwas performedthis roundfor the role associatedwith that minor crew action.A minor crew action can be performed only onceper roundand doesn'tcount asyour action.
If the PCshavemorethan onestarship,usethe highest-tier ship's tier as a baseand add 1 to this valuefor eachadditionalstarship within at least 2 tiers of that starship. If noneare within 2 tiers, addup the tiersof all the additionalstarshipsandadd1to the base value if the total is equals or exceedsthe basestarship'stier. Use this modifiedvaluewhen determiningthe encounte r's difficulty. If there are multiple enemy starships,treat every pair of enemystarshipsof the sametier asa singlestarshipof the pair's tier + 2 (andeverytrio asa single starshipof the trio'stier + 3). If therearea numberof shipsof different tiers,usethe formulafor multiple PC shipsto determinethe final difficulty For example, if the enemyconsistsof three tier 1 starships,a tier 4 starship, anda tier 7 starship, the final result would be a tier 8 challenge.
Glide (Helm Phase, Minor)
CrewLevel
Youmove the starship at half its normalspeed.The starshipcan take turns during this movement,but the starship's distance between turns increasesby 2. You can add your ranks in the Piloting skill to the starship'sACand TL for this round. Youcan only take this action if no other pilot actions have been taken during the helm phase(includingglide).
Most starship combat encounters are between characters of roughlyequal levelandskill, regardlessof the tier of the starships they areaboard. If there is a large level discrepancybetweenthe combatants , adjustthe difficulty of the encounterup or down a tier to compensate.In any case,combatsbetweencrewsthat are more than 4 levels apartshould be avoided. In general, the skill ranksof an NPCcrew member are equalto the CRof the NPCor the tier of theenemy starship (minimum1). To determinethe skill modifiers of an NPCcrewmember, first decide whether the NPChas mastered the skill or is simplygoodat the skill. Usually, one crew memberwill be a master at one skill; the rest of the crewwill havegoodskills.Theskill modifierfor a master skill is equal to 9 + 1-1/2 x the NPC's ranks in the skill. The skill modifier for a goodskill is equal to 4 + 1-1/2 x the NPC'sranks in the skill.Alternatively,youcandetermineNPCskill ranks andmodifiers using the master andgood skill modifiers for the combatantarray from the monster buildingrulesin the StarfinderAlienArchive.Of course,if you havefull stat blocksfor the NPCcrewmembers,you should usetheir actual skill ranksandmodifiers.
MinorCrewActions
Snap Shot(Gunnery Phase, Minor) Youcan fire one of your starship'sweaponswith a -2 penalty to the gunnerycheck. Youcan take this action only if no other gunner actions have been taken during the gunnery phase (includingsnapshot).
DESIGNING STARSHIP ENCOUNTERS From a simple skirmish against pirates to a massive fleet engagement,designing a fun and challenging space combat requiresthoughtful planningandcareful design on the part of the GM. A crew of PCscan't simply spendtheir hard-earnedcredits to upgrade their starship between encounters as they could with ordinary gear. In addition, often due to the circumstances of the story, the charactersmight find themselvesin a ship t hat is significantly more or less powerful than t heir AverageParty Level might indicate.The GM needsto take these factors into accountwhen deciding what sort of enemies the PCswill face.
Cha llenge Combat between starships of equal tiers is more evenly matched than a fight between PCs and opponents of an equal CR. Usually,there is only one PC ship in the fight, containing the entire party. This meansthat if the battle is lost, t he PCs might be taken capt ive or perish. As a result, starship combats where t he PCs faceoff againsta ship of equal tier andcapabilit y are very diff icult. Most encounters shouldbe against ships of a lower t ier. Use the following table asa guideline.
Experience forStarship Combat PCs should earn experience points (XP) for defeating enemy ships.ToawardXP,compare the difficulty of the encounter (see Challengeabove)to Table 11-1:EncounterDifficulty on page390 to find the ChallengeRating equivalentof the encounter. Look up the value of that CRon Table11-3:ExperiencePointAwards (alsoon page390) to find the party's XP awardfor the encounter. For example,supposethe PCshave an AverageParty Level (APL)of 10 and are flying a tier 10 starship. They encounter and defeata tier 9 enemystarship. As the enemy starship's tier equalsthe PCs'starship'stier -1 , this wasa challengingencounter. Lookingat Table 11-1:EncounterDifficulty,a challengingencounter hasa CR equivalen t of APL + 1, making it a CR 11encounter. The PCsshould earn12,800 XPtotal for the encounter.
The Necroglider is 15 hexesdirectly behindyou, but with its sleek design, it looks poised to make up that distance with ease. Your starship is currently facingawayfrom it. We start the first roundwith the engineeringphase. Rose-5:Since our shields are at full power and nothing's brokenyet, I use the divert action to boost our weapons.
Sincethe PCs'starshipis tier 1,the DCof the Engineeringcheckto performthis actionis 17.Rose-5 rollsa d20 andaddsher modifier of +7 to the result,getting a total of 20. A success!If any of the Amethyst'sweaponshit this round,any 1sthat comeup on the damagedicewill be treatedas 2s.
@
Next is the helm phase.Pleaseattempta Pilotingcheck for your ship,while I attempt onefor the Necroglider.
TheGMgetsa total of 13for the Necroglider's pilot, while Twitch getsa total of 18. Since the Necroglidergot the lower result , it moves first. I think it's just going to close, using the fly action and its speedof 12. The Necroglideris now only 3 hexesbehindthe Amethyst. Twitch: Well, that's much too close.I might try some evasive maneuvers,but I'll keep that flying corpse within range.
I
Koranwa:Beforeyou do t hat, let me t ry to target its engines.Maybewe can slow it down a bit.
Koranwa takes the target system action. The GM informs him that with the Necraglider's bonus from its defensive countermeasures (+3), the DCis 19(eventhoughthe Necroglider is a tier-1/2 starship,a minimumof 1 is addedto the DCfor the target'stier). Unfortunately, Karanwarolls poorly: evenwith his +7bonus,his result is only an 11.
I
Koranwa:Thesebony ships are too weird. I can't eventell where the enginesare! Twitch: No worries. Now it's t ime for my fancy footwork. Finwork?Nevermind.
Twitch attempts the evadestunt, and since the DCis only 12, they easilysucceedwith their +8 bonus. TheAmethystgainso +2 bonusto ACand TLuntil the start of the next round. Twitchalso turns the starshipsoit 's nearlyalongsidethe enemy's starboard. The gunnery phase is next. You've managed to maneuverthe Amethyst so that you're outside of the Necroglider's forward fir ing arc, but it can use its gyrolaserto fire into an adjacent arc with a penalty. Let'sseehow that goes. The pilot of the Necroglidermust take the snap shot minor crew action to fire, compoundingthe penalty from the brood arc weapon.With o final gunnery checkmodifier of +1,the GM doesn't holdmuchhopefor it working. She'sright to beskeptical, assherollsa total of 9- not enoughto hit the Amethyst'sACof 16 (includingthe bonusfrom the evadestunt). Wothar: But our missile launcheris on a turret, so it can fire in any arc! Okay, let's make this dead thing evendeader!
Elidu: One second,let me give you some inspiring words with the encourage action. Ahem. "Let's make this deadthing evendeader!" Eliduisn't sogreatat gunning, sosheattemptsa DC15Diplomacy checkhopingto grant Wathar a bonus. Rollinga 12and adding her +7 bonus, she succeeds.Thegunnerreceivesa +2bonusto his next check. Wothar: Truly inspiring, captain.
TheAmethyst's high explosivemissileis a tracking weapon, so Wathar targets the Necroglider's TL with his gunnery check. With the captain's help,he has a gunnery checkmodifier of +6. He rolls a 16, so his result is 22. The GM informs him that this is a hit! Wothar then rolls 4d8 for the damage,getting a 1, a 3, and two 5s. Thanksto Rase-5, that 1countsas a 2, making the total damage15.Lookingat the relative positionsof the vessels, this damageis appliedta the Necroglider's starboardquadrant, depleting its 2 Shield Points. The remaining 13 damage is applied directly to its hull. TheNecraglider's Critical Threshold is 6, so the vesseltakes two critical damageeffects! The GM rolls a d%twice, getting a 9 and an 86, meaningthat both the
CASTING SPELLS Whenyour Starfindercharactercastsa spell, she is harnessing the latent magical energy that permeates the universe to achieve specific, measuredeffects. Whether you're playing a mystic or a technomancer.or a character who has gained the ability to manipulatemagical energies through someother more unusual means,casting a spell in Starfinder follows one basic process.as described below. A cast spell always has obvious effects that are noticeable by nearby creatures; it is not possible to clandestinely cast a spell. For information about casting a spell as a spell-like ability, see Spell-Like Abilities on page262.
Choos ingaSpell The first step in casting a spell is to choosewhich spell to cast. Yourclass'sSpellssecti on describeswhich class'sspell list you can choosefrom, how to determinethe number of spells you know, and at which levels you can learn new spells. You also might know spells from a different source, in which casethat sourceprovidesthe details you needto know. When you cast a spell, you can select any spell you know, provided you are capable of casting spells of that level or higher.Cast ing a spell counts against your daily limit for spells you cast of that spell level (your "spell slots'1, but you can cast t he same spell again if you haven't reachedyour limit. For more information on how to choose which spells your charactercan access,seeyour class'sinformat ion on spells.
SpellLeve l, Caster Level , andSpellSlots Once you've chosena spell to cast, take note of its spell level, and then determine the caster level at which you cast it. A spell's spell level (also referred to as simply "a spell's level") defines at what class level you can cast the spell. In the case of variable-level spells,the spell's level determinest he spell's exact effects (see Variable-Level Spells below). On the other hand,t he caster level at which you cast a spell governs many aspects of how the spell works, often including its range and duration. The following sect ions further describe and differentiate spell level and caster level. Some of the rules in this chapter make referenceto spell slots. The number of spell slots of any given level that you haveis equalto the number of spellsof that level that you can cast eachday (for details about exactly when you regain your
daily spell slots, see RegainingDaily-UseAbilities and Spellson page262). When the rules say you must have an available spell slot. it meansthat you can't have cast all of your spells per day of that level. When the rules say that you lose a spell slot or the spell fails, that meansthat you haveexpendedone of the total numberof spells of that level that you can cast per day.
Spel l Level A spell level expressesa spell'srelative power. Aspell's level is listed in its spell description directly to the right of the spell's classicon.and it may vary by class. For example. it is possible for a spell to be a 2nd-level spell for a mystic but a 3rd-level spell for a technomancer . In somecases,a spell's level is listed in its description as" - ·. This means you must gain accessto the spell through a class feature and can't add it as a spell known through the normal progression of learning spells. Unlike your caster level, which you can always choose to lower,a spell'slevelis static unlessit is a variable-levelspell.
Variable-Leve l Spells A variable-level spell is a spell that has different effects depending on the level of the spell slot you use to cast it. The spell description of a variable-levelspell lists t he spell level as a range ("1-6" for example) and notes how the spell's effects changewhen cast at different spell levels. When you learn a spell that can be cast at variable spell levels, you gain the ability to cast it at the spell levelyou know and at every level belowthat. For example,let's say Keskodaiis a 9th-level mysticwho hasmysticcure(whichis a variable-level spell that can be cast at spell levels ranging from 1st-6th) as a 2nd-levelspell known. When Keskodaichoosesto cast mystic cure,he can cast it as a 1st-levelor 2nd-level spell. His caster level is still 9th, regardless of the spell level at which he casts the spell.Keskodai can'tcastmystic cureasa O-levelspell (since mysticcuredoesn'thavea O-level version)or asa 3rd-levelspell (since he doesn't know mysticcure as a 3rd-level spell). The effect of mystic curewhen Keskodai casts it is detailed in the spell'sdescriptionand dependson the spell level at which he choseto cast it. If you know a variable-level spell and later select it again as a higher-level spell known, you can immediately select a new spell known to replace the lower-level version of the variable-
level spell. For example, when Keskodai becomesa 10th-level mystic, he selectsmysticcure as a 4th-level spell known. He alsoimmediately selects a new 2nd-levelspell knownto replace the 2nd-level version of mysticcure. He can now cast mystic cure as a 1st·,2nd-,3rd-,or 4th-levelspell.
CasterLevel Your caster level (or CL) representsyour aptitude for casting the spellsyou know,andit is equal to the total numberof levels you have in spellcastingclasses.For characterswith a single spellcasting class,this is equal to your classlevel in that class. Youcancasta spell at a lower casterlevelthan normal,but the caster level you choosemust be high enoughfor you to cast the spell in question,and all level-dependentfeaturesmust be basedon the samecaster level. If you wish to cast a spell at a lower caster level than normal,you must decidethis before you make any other decisionsabout the spell'seffects. Once a spell has been cast. the spell effect has a caster level that is equal to the caster level at which you cast the spell. Manyof a spell's effectsare basedon the spell'scasterlevel. In the event that a class feature or special ability provides an adjustmentto your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt) but also to any caster level checks you attempt (see below) and DCs based on caster level (such as the DC to dispel your spells).
provokesan attack of opportunity unless the spell specifies otherwise.Formoreon attacks of opportunity,seepage248. Normally,you canconcentrate evenin a distractingsituation, but if you'recastinga spell and you take damagefrom either a successfulattack that targetedyour ACor from an effect that you failed a savingthrow against,the spell fails. Youare most at risk of taking damagewhile casting when a spell's castingtime is 1 round or longer,you haveprovokedan attack of opportunity,or a foe readied an action to attack you when you beganto cast. However,if you are taking ongoing damage(such as if you are bleedingor on fire). your spellsare not disruptedin this way. If you ever try to cast a spell in conditions where the characteristics of the spell can't be made to conform, the spell fails. Forexample, if you try to cast a spell that targetsa humanoidon a non-humano id, the spell fails.
Concentrating inHarsh Environments If you attempt to cast a spell in environmenta l conditions that make spellcasting impossible, the spell fails. You can typically cast spells in bad weather or when your ship is making tricky maneuvers , but at the GM's discretion, if you aresubject to extremely violent motion (such as an earthquake) or extremely violent weather (such as a hurricane), you can't concentrate to cast spells. For more information on environmen t s and their rules effects, seepage394.
CasterLevel Checks The rules sometimes require you to make a caster level check. To attempt a caster level check (such as to overcome a creature's spell resistance), roll 1d20 and add your casterlevel.
Concentrat ion andInterrupted Spells To successfully cast a spell, you must concentrate. The length of time you must concentrateto cast a spell is specifiedin the Casting Time entry in the spell'sdescription.Your foes can interrupt your spellcastingin a few ways,as describedbelow. The concentration required to cast a spell is sufficient to causeyou to briefly lower your defenses. If a foe t hreatens the space you are in, casting a spell
TheSpell's Resu lt For details about a spell's range, targets, and other mechanicaldetails, see t he spell descriptions on pages 340-385, where the details of Starfinder'sspells are presented. Onceyou know which creatures (or objects or areas)are affected,and whether they have succeededat their saving throws (if any were allowed),you can apply whatever result s a spell entails. Spell effectstend to vary by school, which are alsodescribedin School and Descriptor on page333. Manycommon spelleffects aredescribedin DefiningEffects beginning on page268.
Attacks Some spell descript ions refer to attacking. All offensive combat act ions, even those that don't damage opponents,
are consideredattacks. Anytime you would need to make an attack roll to determinewhether your spell hits a target,you are consideredto be making an attack. Even an effect that is inoffensive or beneficial to some affected creatures still counts as an attack if it would be consideredoffensiveto any affected creature.Spells that deal damage,spells that opponentscan resist with saving throws (and that are not harmless),and spellsthat otherwise harm or hampersubjectsare attacks.
Different Strengths In caseswhen two or morespells produceidenticaleffectsin the sameareaor on the sametarget,but at different strengths(such asone spell granting fire resistance5 and another granting fire resistance10),only the one with the highest strength applies. If a previouslycast spell lasts longerthan a morerecently cast spell producing the sameeffect, and the most recent version expires, the previously cast spell resumesits effect for the remainderof its duration.
Bringing BacktheDead
Multiple Mental Control Effects
Magic and technology can restore slain characters to life. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body. NegativeLevels: Any creaturebrought back to life by raise deadusually gains 2 permanentnegative levels(seepage252 for moreinformationon how negativelevelswork).Theselevels apply a penalty to most rolls until removedthrough spells such asrestoration. Thereis an exceptionto this rule,though. If the characterwas 1stor 2nd level (or CR2 or lessfor a monster)at the time of death, instead of gaining negativelevels,the character'sConstitution scoreis permanently reducedby 2 (or its Constitution modifier is permanentlyreducedby 1 for a monster). PreventingRevivification:Enemiescan take steps to make it more difficult for a characterto be returned from the dead using normal magicalmeans.Keepingthe body of a deceased individual, for instance,preventsothers from using raisedead to restore the slain character to life. Additionally, finding a way to capture the slain creature'ssoul prevents any sort of revivification unless the soul is first released,since raisedead and similar magic works by returning t he deceasedindividual's soul to his body. RevivificationAgainst One's Will: A soul can't be returned to life if it doesn'twish to be. A soul automaticallyknows the alignment and patron deity (if any) of the characterattempting to revive it, which may be a reasonit refusesto return.
Sometimes magical effects that establish mental control render each other irrelevant, such as spells that remove the subject'sability to act. Forexample,a creatureunderthe effect of a hold person spell cannot be compelledto move using a dominatespell, becausethe hold person effect prevents the creaturefrom moving. Mental controls that don't remove the target's ability to act don't usually interfere with each other. If a creature is under the mental control of two or more creatures,it tends to obey eachto the best of its ability and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously,the competing controllers must attempt opposedCharismachecks to determine which one the creature obeys.
Countering andNegating Somespells can be used to counter other specific spells, as noted in their spell descriptions. For instance, you can use slow to counter a casting of haste. This works exactly like the counter eff ect of t he dispelmagicspell (seepage351), except you don't needto attempt a caster level check;if the target is in range,the spell is automatically countered and fails. Many t imes, these same spells note that they negate one another as well. This meansthat a successful casting of one spell on a target under the effects of the secondspell undoes thoseeffects,and the effects of the first spell don't occur.
COMBINING MAGIC EFFECTS
SPECIAL ABILITIES
Spells or magical effects usually work as t heir descriptions state, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Severalother general rules apply when spells or magical effects operate in the sameplace.
A number of classesand creatures gain the use of special abilities, many of which function like spells. A special ability is either a spell-like ability, a supernatural ability, or an extraordinary ability. See Special Abilities on page 262 for more information.
Duplicate Effects Spellsandeffectsthat provide bonusesor penaltiesto attributes suchasattack rolls, damagerolls,and saving throws usually do not stackwith themselvesif multiple effectswould apply to the sameattribute. More generally,two bonusesof the sametype do not stack even if they come from different spells or from effectsother than spells(seeBonuseson page266). However,damagefrom multiple spells that deal damageis alwayscumulative.
SPELL DESCRIPTION FORMAT The descriptions of Starfinder's spells are presented in a standard format, as shown in the sample spell descript ion on page 333. Each category of information found in the spell descriptions is explainedand defined in the appropriate sections that follow the sample (along with references for further information). Not all Starfinder spells contain each boldfacedentry headinglisted in the sample,but for purposes of completeness,all entry headingsused in the various spell descriptions are included. The sample also includes either typical languagefound in most spell entries or a summary of what the entry typically contains.
* . . -~
tb_,
Mystic Spells
is listed directly to the right of each class icon. Variable-level spells expresstheir levels in a range.SeeSpell LevelandVariableLevelSpellson page330 for moredetails.
TechnomancerSpells
School andDescriptor
SPELL NAME 8
n:s:)Q:o=sl
Schoolmagictype [descriptor] CastingTime action or time Rangepersonal,touch, or a specified distance Areaaffected space(S) Effectt he spell'smechanicaleffect (if it doesn'thave an area or targets) Targetsone creature or multiple creatures Durationrounds,minutes,or hours (D) SavingThrownone,partial, or negates;SpellResistance yes or no The spell's effects are described here.
SpellName The first line of every spell description gives the nameby which the spell is commonlyknown.A spell'snamegenerally indicates what effects it createsor how it manipulates its areaor targets.
SpellLevel The spell level for eachclass that can cast the spell (typically a number betweenOand 6 that indicatesthe spell'srelative power)
Beneaththe spell'snameis an entry list ing the spell's school of magic. Nearly every spell in Starfinder belongsto one of eight schools of magic.A school of magic is a group of related spells that work in similar ways. In rare cases,a spell harnessest he power of all of the magicschools. In t his case,the spell's school is listed as "universal." Many spells have one or more descriptors.Thesecan affect how t he spells interact with other magic and effects, and some descriptors have specific rules associated with them. See Descriptorson page269 for more information.
Abjuration Abjurations are protect ive spells. If an abjuration creates a barrier that keepscertain types of creatures at bay,that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure,the spell ends, even if the spell would normally work or its normal duration has not yet elapsed.
Conjuration Conjuration spellsbring creatures,objects, or energy (potentially including healing energy) into being or transport them to new locations. A conj ured creature or object must arrive in an open
location on a surface capable of supporting it. It can't appear inside another creature or object. The conjured creature or objectmustappearwithin the spell'srange,but onceconjuredit doesnot haveto remainwith in the range.
Divination Divination spells enable you to learn long-forgotten secrets, predict the future, find hidden things, and pierce deceptive spells.In most circumstances,attempts to use divination magic to gleaninformationabout eventsduring the Gapfail.
Enchantment Enchantmentspells affect the minds of others, influencingor controlling their behavior. All enchantmentsare mind-affecting spells and have that descriptor. Most enchantments are either charmsor compulsions and have those descriptors. See Descriptorson page269 for moreinformation.
Evocation Evocation spells manipulatemagicalenergy or tap an unseen sourceof power to producea desired result created entirely with magic. Many of these spells producespectaculareffects, and evocation spells can deal large amounts of damage. Evocation spellsoften produceeffects that manifestas various kinds of energy,or as an energytype of the caster'schoice,as noted in an individualspell'sdescription.
take 1 round or more, while a few powerful special abilities allow a characterto casta spellas a moveaction.A few reactive spellscan be cast as reactions,but they are generallylimited in nature,such as the 1st-levelcastingof flight. When you begin casting a spell that takes 1 round or longer to cast, you must maintain your concentrationfrom the current round to just before your turn in the next round (at least). If you loseconcentrationor take another action (evena reaction) beforethe casting is complete,the spell fails. Youmakeall pertinent decisionsabout a spell (range,target, area,effect,and so forth) when the spellcomesinto effect. 1 round:Castinga spell with a castingtime of 1 roundis a full action. The spell comes into effect just beforethe beginningof your turn in the round after you begancasting the spell. You then act normallyafter the spell is completed. 1 minute:A spellthat takes1 minute to cast comesinto effect just before your turn 1 minute later (and for each of those 10 rounds,you are consideredto be castinga spell asa full action, just as noted above for 1-roundcasting times).Theseactions must be consecutiveand uninterrupted; otherwise the spell automatically fails.
Range Aspell's rangeindicateshow far from you it can reach.For more informationon how rangeswork, seeRangeon page271.
Area,Effect, andTargets Illusion Illusion spells deceive the senses or minds of others. They causepeople to seethings that aren't there, not seethings that are actually there, hear phantom noises,or rememberthings that never really happened . By default, illusions createactual sensorystimuli in muchthe samemanner as a hologrammight. DisbelievingIllusions : Creatures encountering an illusion usually don't receive saving throws to recognize it as illusory until they study it carefully or interact with it in somefashion, which typically requires spending at least a move action focusingspecifically on the illusion. A creature that succeedsat its saving throw to disbelieve can tell the illusion is false (but still sees a visual illusion as a translucent outline). A failed saving throw indicatesthat a characterfails to notice somethingis amiss.A characterfaced with proof that an illusion isn't real needsno saving throw to disbelieve it. If any observer successfullydisbelievesan illusion and communicatesthis fact to others,each such observercan attempt a savingthrow to disbelievewith a +4 bonus.
Necromancy Necromancyspells manipulate the power of death, unlife, and life force,including spellsinvolving creatingundeadcreatures.
Transmutation Transmutationspells changethe propertiesof some creature, thing, or condition.
Casting Time Most spells havea casting time of one standardaction. Others
Whena spell you castcomesinto effect,you must make choices aboutwhat the spellis to affect or wherean effect is to originate, dependingon the spell'stype. A spell's descriptiondefines the spell'sarea,its effect, or its target (or targets),as appropriate.
Targets Somespells haveone or more targets. You cast thesespellson creaturesor objects,as defined in the spell'sdescription. You must be able to seeor touch the target (unlessthe spell has an attack roll; see Spells with Attack Rolls below),and you must specificallychoosethat target. You do not haveto select your target until you havefinished castingthe spell. If the target of a spell is yourself (which is the case for all personalrange spells),you don't receive a savingthrow and spell resistancedoesn'tapply. TheSavingThrow and Spell Resistance entriesare omittedfrom the descriptionsof suchspells. Some spells restrict you to willing or unconscioustargets. A creaturecan declareitself a willing target at any time (evenif it's flat-footed or it isn't that creature'sturn). Characterswho are consciousbut immobileor helplesscanstill chooseto be unwilling. Many spells affect "living creatures," which means all creatures other than const ructs and undead (artificially created beings that are not undead or constructs are consideredliving for t his purpose). Creaturesin the spell'sarea that are not of the appropriate type don't count against the number of creaturesaffected. Otherspellsallow you to target other categories of creatures or items, such as construct, corpse,or object.This works like targeting a creature,and the target's spell resistance,if any, applies.Seepage265 for moredetails.
Somespellsallow you to redirect the effect to new targets or areasafter you cast the spell. Redirecting a spell is a move action that doesn'tprovokeattacks of opportunity. Spellswith AttackRolls:Somespellsrequire an attack roll to hit. For these spells, you don't need line of sight to the target, but you still needline of effect (seepage271).Thesespellscan scorea critical hit just asa weaponcan,and dealdoubledamage on a successfulcritical hit. If one of thesespells hasa duration, it refers to the duration of the effect that the attack causes,not the length of time that the attack itself persists.
Effect Some spells create or summon things rather than affecting thingsthat arealreadypresent.Youmust designatethe location wherethesethings are to appear,either by seeingit or defining it. The spell's range determines how far away an effect can appear, but if the effect is mobile, after it appearsit can move regardless of the spell's range.For clarity, somespellsspecify the type or sizeof effect createdin a separateEffect entry.
Area Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually a spell's area is described as a burst, emanation, or spread,and as a cone, cylinder, line, or sphere(seepage268). Aspell's area may also be shapable, which is indicatedwith "(S)"after the listed area. Regardlessof the shape of the area, you select the point where the spell originates. You don't otherwise control which creaturesor objectsthe spell affects; it affects all valid targets in the area. When determining whether a given creature is wit hin a spell's area,count out the distancefrom the point of origin in squares,just as you do when moving a character or determining the rangefor a rangedattack. The only difference is that insteadof countingfrom the center of one square to the center of the next, you count from intersectionto intersection. Youcan count diagonally acrossa square,but rememberthat every seconddiagonalcountsas2 squaresof distance.If the far edgeof a square is within the spell's area,anything within that squareis wit hin the spell'sarea.If the spell'sarea touchesonly the near edgeof a square, however,creaturesor objectswithin that squareare unaffectedby the spell. Other: A spell can have a unique area, as defined in its spell description.
Duration Aspell's Durationentry tells you how longthe magical energyof the spelllasts.A spell may alsobedismissible,which is indicated with "(D)" after the listed duration. For more information, see Duration on page270. Areas, Effects, and Targets: If a spell affects creatures direct ly, t he result travels with the target for the spell's duration. If the spell createsan effect, the effect lasts for the duration. The effect might moveor remain still. Suchan effect can be destroyedprior to t he expiration of its duration. If the spell affects an area,then the spell stays within that area for its duration. Creaturesbecomesubject to the spell when they enter the areaand are no longer subject to it when they leave.
Sav ingThrow Usuallya harmful spell allowsa target to attempt a saving t hrow to avoid someor all of the effect. The SavingThrow entry in a spell's description defineswhich type of savingthrow the spell allows (a Fort itude, Reflex,or Will savingthrow) and describes how savingthrows against the spellwork, includingfor objects and harmless effects. Most often, a successfulsaving throw negatesa spell's effects, halves the damageit causes,allows the creatureto suffer only partial effects of the spell, or allows the disbelief of an illusion effect (see Illusion on page 334). Your class's Spells section describes how to calculate your spells' saving throws. For more informationon saving throws, seepage241.
SpellResistance Spellresistance,often abbreviatedas SR,is a special defensive ability of many creatures that functions much like an Armor Class against magical attacks. If your spell targets a creature with spell resistance,you must attempt a caster level check (1d20 + your caster level); only if the result equalsor exceeds the creature'sspell resistancecan the spell affect that creature. A spell's Spell Resistanceentry and the descriptive text of a spell description tell you whether spell resistance protects creaturesfrom the spell. In manycases,spell resistanceapplies only when a resistant creature is targeted by the spell, not when a resistant creature encountersa spell that is already in place. The terms "object"and "harmless"meanthe samething for spell resistanceas they do for saving throws (seepage 241). A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by such spells wit hout forcing the caster to attempt a casterlevelcheck. For more information on spell resistance,see page265.
Descriptive Text This port ion of a spell description details what the spell doesand how it works. If one of the previousentries in the description includes"seetext," this is where the explanation is found.
SPELL LISTS There are dozens of spells available to spellcasters in the Starfinder RPG. The following pagespresent the spell lists for the mystic and technomance r. A superscript "R" (_ll)appearing at the end of spell'snamein t he spell lists denotes a spell that requiresan expenditure of Resolve Points to cast. Order of Presentation : In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain groupings.When a spell's name begins wit h "lesser," "greater," or "mass,"t he spell is alphabetized under t he second word of the spell name instead. CasterLevel: A spell'spower often dependson caster level, which is defined as the caster'sclass level for the purposeof casting a particular spell. A creature usually has a caster level equalto its CR(1stif a creaturehas a CRlessthan 1).Theword "level" in t he short descriptions that follow usually refers to caster level.
,.*~ MYSTIC
SPELL
LIST
0-LEVEL
Daze:Humanoidcreatureof CR3 or lower is dazed. DetectAffliction:Determine whether a creature or object has been poisoned,is diseased,is cursed, or is suffering a similar affliction. DetectMagic:Detect spells and magicitemswithin 60 feet. Fatigue: Touchedcreatureis fatigued. GhostSound:Createminor illusory sounds. GraveWords:Forcea corpseto babble. Psychokinetic Hand:Telekinetically movean object of 1 bulk or less. Stabilize: Causea dying creatureto stabilize. Telekinetic Projectile :Telekinetica lly hurl an object, dealing1d6 damageto the target and object. Telepathic Message: Senda short telepathicmessageand hear simple telepathicreplies. TokenSpell:Performsimple magicaleffects. lST - LEVE L
CharmPerson:Make one humanoidcreature believethat it is your ally. Command: Onecreatureobeysa selectcommandfor 1 round. Confusion , Lesser : One living creatureis confusedfor 1round. DetectRadiation: Detect radiation within 120 feet. DetectThoughts : "Listen"to surfacethoughts. Disguise Self:Changeyour appearance. Fear:Frighten a single living creature that's of CR4 or lower for 1d4 rounds. Identify:Gain a +10 bonusto identify items of a magic or technological nature. KeenSenses :Targetgainslow-light visionand a +2 bonusto Perceptionchecks. LifeBubble: Encasetargeted creatureswith a shell of tolerableatmosphere. MindLink: Instantlyand telepathically communica t e information
to a creature. MindThrust:Mentallydeal 2d10damageto onetarget. MysticCure:Restore1d8 + your Wisdommodifier Hit Points to a living creature. Reflecting Armor:Sheathof mystical forcecan reflect damage backon foe. RemoveCondition , Lesser : Remov e one minor harmful condition affectinga creature. ShareLanguage :Targetunderstandschosenlanguages . WispAlly:Createwisp of energythat shineslight and distracts an enemy. 2NO-LEVEL
AuguryR : Learnwhetheran actionwill be goodor bad. CommandUndead:Undeadcreatureobeysyour commands. Darkvision: Grantability to see60 feet in total darkness. DazeMonster:Targetliving creatureof CR5 or lower is dazed. Fear: Frighten multiple creaturesof CR4 or lowerfor 1 minute.
.~
FogCloud:Createa fog that obscuresvision. ForceBlast:Conedeals2d6 forcedamageand bull rushes creatures. HoldPerson : Paralyzeonehumanoid. HurlForcedisk : Disc deals 3d6 forcedamageto one targetthen ricochetsto other targets.dealing 2d6 forcedamage . InflictPain:Wracking pain imposes-2 penaltyto ability checks. attack rolls,and skill checkson one target. MindThrust:Mentallydeal 4d10damageto onetarget. MysticCure:Restore3d8 + your Wisdommodifier Hit Points to a living creature. RemoveCondition : Remov e one moderate harmful condition affectinga creature. Restoration, Lesser:Dispelmagicalability penalty or cure 1d4 ability damage. SeeInvisibility:Seeinvisible creatures or objects. ShieldOtherR: Youtake half of the target'sHit Point damage. SpiderClimb:Grantability to walk on walls and ceilings. Status:Monitorconditionand positionof allies. Zoneof Truth:Creatureswithin rangecan't lie. 3RD -L EVE L
BestowCurse:Targettakes -4 penalty to attack rolls, saves,and checksor 50%chanceof not acting on eachof its turns. CharmMonster: Makeone creaturebelieveit is your ally or one day per level. Clairaudience/Clairvoyance: Hear or seeat a distancefor 1 minute per level. DeepSlumber: Put a numberof creatureswhoseCRstotal 8 or less to sleep. DispelMagic:Cancelone magicalspellor effect. Fear:Targetsof CR8 or lower within a coneare panicked for
1 minute. Haste: Onecreatureper levelmoves and acts faster. HologramMemory:Extract a creature'smemory and replay it as a hologram. Irradiate: Floodareawith dangerousradiation. MindThrust:Mentallydeal 7d10damageto onetarget. MysticCure: Restore5d8 + your Wisdommodifier Hit Points to a living creature. Psychokinetic Strangulation: Concentrateto immobilizetarget and deal3d8 damageper round. Rayof Exhaustion : Raymakestargetexhausted . RemoveAffliction:Neutralizecurses,diseases,infestations, poisons,and other harmful conditionsaffecting a creature. Resistant Armor,Lesser:GrantDR5/- or energy resistance5 against two energytypes. Slow:Onecreature per levelmovesandacts slower. Speakwith Dead:Corpseanswersup to six questions. Suggestion : Compela target to follow statedcourse of action. SynapticPulse:Stunall creatures within 20 feet for 1round. Tongues: Targetcanspeakand understandany language.
YTH-LEVEL
AnimateDead: Createcontrolled undeadcreaturesout of target corpses. Confusion: Targets behaverandomly for 1 round per level. CosmicEddy:Whirlwind deals4d6 damageand knocks creaturesprone. DeathWard:Targetgains+4 bonusto savesagainstdeath spells, and is immuneto negative energyandgaining negative levels. DiscernLies:Revealdeliberatefalsehoods. Dismissal: Forcea creatureto return to its nativeplane. DivinationR: Gainusefuladvicefor specific proposedactions. Enervation: Ray imposes2 negativelevels. Fear:All targets within a cone are panicked for 1 minute. HoldMonster:Paralyzeonecreature. Mind Probe:Potentially accessa target creature'smemories and its knowledge. MindThrust:Mentally deal 10d10damageto and fatigue a single target. MysticCure: Restore12d8 + your Wisdommodifier Hit Points to a living creatureor restorelife to a recently slain creature. PlanarBinding: Trapan extraplanarcreatureof CR4 or lower until it performsa task. Reincarnate:Bring a target deadcreature back to lite in a randombody. RemoveRadioactivity: Removeongoing radiationeffects from a creatureor object. Resistant Armor: Grant DR10/- or energyresistance10 to three energytypes. RestorationR: Restores ability score drain and negativelevels. TelepathicBond:link allowsallies to communicate. STH-LEVEL
BreakEnchantment: Free creaturesfrom curses,enchantmen t s, and transmutations. CallCosmos: Raincosmic particleson targets,dealing4d6 fire damageand 3d6 colddamage. Command, Greater:Onecreatureper level obeysselect commandfor 1 roundper level. Commune With Nature: Learnabout terrain for 1 mile per level. ContactOtherPlane: Ask questionsof extraplanarentity. CrushSkull: Deal18d8 damageto living creature'shead. Dismissa l: Force extraplanarcreatureswhosetotal CRis no greaterthan your level + 2 to return to their native planes. DispelMagic,Greater:Cancel multiple spellsor effects. DominatePerson: Control humanoid telepathically. Feeblemind: Target's Intelligenceand Charisma scores dropto 1. MindThrust:Mentally deal15d10 damageto and exhaust onetarget. ModifyMemory:Change5 minutes of target'smemories. Mystic Cure:Restore 16d8 + your Wisdom modifier Hit Points to a living creature or rest ore lite to a recently
slain creature. MysticCure,Mass:Restore 3d8 + your Wisdommodifier Hit Points to one living creatureper level. PlanarBinding: Trapan extraplanar creatureof CR 7 or lower until it performs a task.
RaiseDead:Restorelife to a creaturethat died no more than 1 day per level ago. RemoveCondition , Greater:Removeall harmful conditions affecting a creature. ResistantAegis:Grant up to 10 creaturesDR5/- or energy resistance5 to all energytypes. Retrocognition: Gain psychic impressionsof past events in a certain locat ion. SynapticPulse, Greater:Stun all creatures wit hin 20 feet for 1d4 rounds. Telepathy:Communicate mentally with any creatureswithin 100 feet. Wavesof Fatigue : Several targetsbecomefatigued. 6TH-LEVEL
ControlGravity:Alter gravity in an area. ControlUndead:Undeadcreatures follow your commandsand don't attack you. Enshrining Refuge:Targetscan't attackor be attacked, but can exist comfortably. EtherealJaunt:You become ethereal for 1 roundper level. Fleshto Stone: Turn a creatureinto a statue. Gravitational Singularity:Particlewith infinite density pulls creaturesandobjectsinto it, dealing 12d6damageeachround to thoseinside. Inflict Pain,Mass:Wracking pain imposes-2 penalty to ability checks, attack rolls,and skill checkson one target per level. MindThrust: Mentallydeal 17d10 damageto, exhaust, andstun onetarget. MysticCure:Restore 20d8 + your Wisdommodifier HP to a living creature or restorelife to a recent ly slain creature. MysticCure,Mass: Restore5d8 + your Wisdom modifier Hit Pointsto one living creatureper level. PlanarBarrier:Sealan areaagainst all planar travel into or within it. PlanarBinding:Trapan extraplanarcreature of CR 10 or lower until it performs a task. PlaneShift:As many as eight creatures travel to another planeyou choose. PsychicSurgery:Cure all Intelligence,Wisdom, and Charisma damageand drain, plus remove other mental afflict ions
and conditions. Regenerate: Grow backtarget'ssevered limbs, restore 12d8 Hit Points,and removeexhaustion andfatigue. ResistantArmor, Greater:Grant DR 15/ - or energy resistance 15 against four energy types. ShadowWalk:Step into a shadowy realm to travel to a destinat ion rapidly. SnuffLife:Instantlykill or massively damageone creature per 2 caster levels,dependingon targets' CRs. SubjectiveReality:Youconvinceyourselfonecreatureor object is an illusion. Suggestion, Mass: Compel onetarget per levelto follow stated courseof action. Telepathic Jaunt: Useyour telepathic bondwith a creature to teleportto its location. TrueSeeing:Targe t canseethingsas they really are. VisionR: Answer a question abouta person,place,or object.
!: TECHNDMANCER 0-LEVEL
DancingLights:Createand direct up to four lights. Daze: Humanoidcreature of CR3 or lower is dazed. DetectAffliction:Determine whether a creatureor object has been poisoned,is diseased,is cursed,or is suffering a similar affliction. DetectMagic:Detect spells and magicitems within 60 feet. EnergyRay:Ray deals 1d3 acid,cold, electricity, or fire damage . GhostSound:Createminorillusory sounds. Mending:Restore1d4 Hit Points to an objector construct. PsychokineticHand:Telekinetically movean obj ect of 1 bulk or less. TelepathicMessage: Senda short telepathicmessageand hear simple telepathicreplies. TokenSpell: Performsimple magicaleffects. TransferCharge:Move chargesfrom one powersourceto anothersource of the sametype. !ST-LEVEL
Comprehend Languages: Youunderstandall spoken,signed,and written or tactile languages . DetectRadiation:Detect radiation within 120feet. DetectTech:Detect technological items with chargesor that replenishchargeswithin 60 feet. Disguise Self:Changeyour appearance . Erase: Removewritings of either magicalor mundanenature. Flight: Onecreatureor objectper levelfalls slowly. Grease : Make a 10-ft. squareor oneobjectslippery. HoldPortal: Hold a doorshut. Holographic Image: Createa silent hologramof your design. Identify:Gain +10 bonusto identify items of a magic or technological nature. JoltingSurge:Touchdeals4d6 electricity damage. KeenSenses : Targetgainslow-light vision anda +2 bonus to Perceptionchecks. Life Bubble: Encasetargeted creatureswith a shell of tolerableatmosphere. MagicMissile:Twomissilesdeal1d4+1 force damage . Overheat:Deal 2d8 fire damageto creaturesin cone. Supercharge Weapon:Touchedweapondealsextra damage. UnseenServant:Invisible forceobeysyour commands. 2ND-LEVEL
CausticConversion: Fling magicalnanites as a rangedattack that deals 4d4 acid damageto one target, plus 5 additional damagein subsequent rounds. CommandUndead: Undeadcreatureobeysyour commands. Darkvision: Grantability to see60 feet in total darkness. DazeMonster:Targetliving creatureof CR5 or lower is dazed. Flight: Targetmovesup anddown at your direction. FogCloud:Createa fog that obscuresvision. HolographicImage: Createa hologramwith somesoundof your design.
SPELL
LIST
,,
ImplantData:Embedone pieceof data per level in a target computeror system. InjectNanobots:Touchdeals4d8 damageto target and causes the confusedcondition. Invisibility:Targetis invisible for 1 minute per level or until it attacks. Knock:Opensa lockedor magically sealeddoor. LogicBomb:Targetcomputerdeals 6d6 energydamageto the first creaturethat tries and fails to use it. Make Whole:Restore5d6 Hit Points to an object or construct. MicrobotAssault:Cloud of tiny robots harassescreatures within it. Mirror Image: Createdecoyduplicatesof yourself. Recharge R: Replenishchargesin a battery or item capable of holdingcharges. SecuritySealR:Magically lock a portal, a container,or a security system. SeeInvisibility: Seeinvisible creaturesor objects. SpiderClimb:Grantability to walk on walls and ceilings. 3RD-LEVEL
ArcaneSight: Magicalsourcesbecomevisible to you. ArcingSurge:Deal10d6 electricity damagein a 120-foot line. Clairaudience/Clairvoyance: Hearor seeat a distancefor 1 minute per level. Discharge:Disruptsor depowersone target technological item or construct. DispelMagic:Cancelone magicalspellor effect. Displacement: Attacksmisstarget 50%of the time. EntropicGrasp:Touchdecaysa constructor nonmagica l manufactureditem onceper roundper level. ExplosiveBlast:Deal 9d6 fire damageto creaturesin a 20-foot radius. Flight:Targetfliesat a speedof 60 feet. HandyJunkbot:Createa temporaryrobot madeof junk to performComputers,Engineering, Piloting, and Sleight of
Handtasks. Haste: Onecreatureper levelmovesand actsfaster. HealingJunkbot: Robot madeof junk can perform Medicine tasksand drag unconsciouscreatureto safety. Holographic Image: Createa hologram with sound,smell,and thermaleffectsof your design that lastsas long asyou concentrate, plus 3 additionalrounds. InstantVirus: Inflict technological construct with disease. Irradiate: Floodareawith dangerousradiation. NondetectionR: Hide target from divination and
surveillance. ProbabilityPrediction:Rerollone attack roll, save,or check. ResistantArmor,Lesser: GrantDR5/- or energyresistance5 against two energytypes. Slow:Onecreature per levelmovesandacts slower. Tongues : Targetcan speakand understandany language.
4TH-LEVEL
AnimateDead:Createcontrolledundeadcreaturesout of target corpses. ArcaneEye:Invisiblefloatingeye moves30 feet per roundand sendsyou visualinformation. Corrosive Haze: Clouddeals 4d8 acid damageper round,plus10 additionaldamage. Creation:Createoneobject madeof vegetablematter. Destruction Protocol : Turnnonhostiletechnologicalconstruct againstyour foes. Dimension Door:Teleport a short distance. Dismissal: Forcea creatureto return to its nativeplane. Flight:Target flies at a speedof 70 feet. HolographicImage:Createa hologramwith sound.smell, and thermal effects that follows a script determinedby you. Invisibility , Greater:Targetis invisible for 1roundper level. even if it attacks. OverloadSystems : Targetcreature has a 50%chanceto lose eachaction. PlanarBinding:Trapan extraplanarcreatureof CR4 or lower until it performsa task. RemoveRadioactivity: Removeongoing radiation effectsfrom a creatureor object. ResilientSphere:Forceglobeprotectsbut trapsone target. ResistantArmor: GrantDR10/- or energyresistance10 to three energytypes. RewireFlesh:Turntarget partially into a robot,dealing 3d6 damageper roundand reducing speed. SoothingProtoco l: Calma target hostiletechnological construct. Wall of Fire: Blazing curtaindeals 2d6 fire damageout to 10 feet and1d6fire damageout to 20 feet; passingthroughthe wall deals 5d6 fire damage. STH-LEVEL
BreakEnchantment: Freecreaturesfrom curses,enchantmen t s, and transmutations. ContactOtherPlane:Ask questions of an extraplanar entity, with questionableresults. ControlMachines:Commandtechnological constructswithin rangetelepat hically. Creation:Createa single object madeof vegetable or
mineral matter. Dismissal:Forceextraplanar creatures whose total CRis no greater than your level + 2 to return to their native planes. DispelMagic,Greater: Cance l multiple magical spellsor effects. Flight:You can fly at a speedof 70 feet and can hustle over long distances. Heatl eech: Deal 13d8cold damageto creaturesin a cone. HolographicImage:Createa detailed hologram that is permanentor is triggered by conditions you set. HolographicTerrain:Createa large hologramthat depicts terrain and structures. Mislead: Makeyourself invisible and create an illusory doubleof your likeness. Passwall:Createa passagethroughmost walls. PlanarBinding : Trapan extraplanarcreatureof CR7 or lower until it performsa task.
PrivateSanctum : Preventanyonefrom viewingor scryingan areafor 24 hours. PryingEyes:Twentyfloating eyesscoutfor you. RapidRepair:Constructor weaponregains 2d8 Hit Points per roundfor 1 minute. ResistantAegis:Grantup to 10 creaturesDR5/- or energy resistance5 to all energytypes. SynapseOverload: Targettakes18d8damageand is staggered for 1 minute. Telekinesis:Movean object.attack creatures,or hurl objects or creatureswith your mind. Teleport:Instantly teleport asfar as 2,000 miles. Unwilling Guardian:Charma target into protecting you during combat. Wallof Force:Invisible wall is difficult to destroy. 6TH-LEVEL
BattleJunkbot:Createa temporary robot from randomjunk, turning it into a deadly combatant. ChainSurge:Deal 13d12electricity damageto primary target and up to 10 secondarytargets;one of the primary target's electrical devicesstopsfunctioningfor 1 round. ControlGravity:Alter gravity in an area. ControlUndead:Undeadcreatures follow your commandsand don't attackyou. Discharge , Greater:Disruptsor depowersmultiple technological itemsor constructs. Disintegrate: Rayreducesonecreatureor objectto dust. EtherealJaunt:You becomeethereal for 1roundper level. Flight: Multiple targetscanfly at a speedof 60 feet. HolographicImage:Illusory double of your likenesscantalk and cast spells. InterplanetaryTeleportR: Teleportbetweenplanets. Invisibility , Mass: Multiple targets are invisiblefor 1minuteper level or untiI onetarget attacksor movesawayfrom other targetsaffectedby spell. PlanarBarrier:Sealan areaagainstall planartravel into or within it. Planar Binding:Trapan extraplanarcreatureof CR10 or lower until it performsa task. PlaneShift:As many as eight creaturestravel to another planeof your choice. ResistantArmor, Greater:Grant DR 15/- or energy resistance 15 against four energy types. RewireFlesh,Mass: Deal3d6 damageper round and reducing targets' speedduring that time. ShadowWalk: Step into a shadowy realm to travel to a destinat ion rapidly. ShadowyFleet:Illusion of starships deals 3d6 piercingdamage and 3d6 fire damageto all creaturesin the affectedarea. Sympathetic Vibration:Deal2d10damageper roundto freestanding structure. TerraformR: Alter terrain and climate. True Seeing:Targetcan seethings as t hey really are. Veil:Changeappearanceof a groupof creatures. Wall of SteelR:Wall has 45 Hit Points per inch of thicknessand
hardness15.
SPELL
DESCRIPTIONS
The following spells are presentedin alphabeticalorder, with the exception of those whose names begin with "greater," "lesser,"or "mass"(seeOrderof Presentationon page335).
ANIMATE DEAD ~
~
Schoolnecromancy CastingTime1 standardaction Rangetouch Targetsoneor morecorpses Durationinstantaneous SavingThrow none;SpellResistance no This spell turns corpsesinto undeadcreaturesthat obey your spoken commands.The undeadcan be madeto follow you, or they can be madeto remain in placeand attack any creature (or a specific kind of creature)enteringthe area.Theyremain animateduntil they are destroyed.A destroyedundeadcan't be animatedagain. Youcan createone or moreundeadcreatureswith a total CRof no morethan half your casterlevel. Youcan only create one type of undeadwith eachcastingof this spell.Creating undeadrequiresspecial materials worth 1,000 creditsx the total CRof the undeadcreated;thesematerials are consumed as part of castingthe spell. Theundeadyou createremainunderyour control indefinitely. No matter how manytimesyou use this spell,however,you can controlonly a numberof undeadwhosetotal CRis no greater than your casterlevel.If you exceedthis number,all the newly createdcreatures fall underyour control andany excessundead from previouscastings becomeuncontrolled.Youchoosewhich creaturesare released.Oncereleased,suchundeadhaveno particularfeelingsof loyalty to you,and in timethey maygrow in power beyondthe undeadyou can create. Thecorpsesyou use must be as intact as the typical undead of the type you chooseto create.For example,a skeleton can be createdonly from a mostly intact corpse (that hasbones)or skeleton. A zombie can be createdonly from a creaturewith a physicalanatomy.
ARCANE EVE~ Schooldivination(scrying) CastingTime10 minutes Rangeplanetary Effectmagical sensor Duration1minute/level (D) SavingThrownone;Spell Resistance no Youcreatean invisiblemagical sensorthat sendsyou visual information.Thesensorappearsat any point within line of sight, but it canthentravel beyondyour lineof sightwithout hindrance. An arcaneeyetravelsat 30 feet per round(300 feet per minute) if viewing an area aheadasa humanoidwould (primarily lookingat the floor) or 10 feet per round(100 feet per minute)if examining the ceiling andwalls as well asthe floor ahead.The arcaneeyeseesexactlyasyou wouldseeif you werethere.
·.
Thearcaneeye can travel in any direction as longas the spell lasts. Solid barriers block its passage,but it can pass through a hole or spaceassmall as 1 inch in diameter. The arcaneeye can't enter anotherplaneof existence,even through Drift travel or a magical gateor similar magicalportal. Youmust concentrateto use an arcaneeye. If you do not concentrate,the sensoris inert until you concentrateagain.
ARCANE SIGHT m,) Schooldivination CastingTime1standard action Rangepersonal Duration1 minute/level (0) This spell allows you to seemagicsourceswithin 120 feet of you. Theeffect is similar to that of a detectmagicspell, but arcanesight doesnot require concentration and discerns informationmorequickly. Youknow the location and caster level of all magicsources within your sight. If the magicsourcesare in line of sight, you canattempt a DC28 Mysticismcheck(onecheckper source) to determine the school of magicinvolved in eachsource. If you concentrateon a specificcreaturewithin 120 feet of you as a standardaction,you can determinewhether it hasany spellcasting or spell-likeabilities and the caster level of the most powerful spellor spell-likeability the creature currently hasavailablefor use. As with detectmagic,you can use this spell to identify the propertiesof magicitems,but not of artifacts.
ARCING SURGE m,) Schoolevocation (electricity) CastingTime1 standard action Range120 ft. Area line-shapedburst Durationinstantaneous SavingThrowReflex half; Spell Resistance yes Youcausean electrical device in your possess ion to surge in powerand unleash a line of electricity from the massive oversurge.This deals 10d6 electricity damageto all creatures and objects in the area.
AUGURY ~ Schooldivination CastingTime1 minute Rangepersonal Durationinstantaneous Casting augurycan tell you whethera particular action will bring goodor badresults for you in the immediatefuture. Casting this spelltakesintensepersonalfocusand requiresyou to spend1 ResolvePoint. Thechancefor success f ully receiving a meaningful reply
is 75%;this roll is madesecretly by the GM.A questionmay be sostraightforwardthat a successfu l result is automatic, or it may be so vagueas to haveno chanceof success.If the augury succeeds,you get one of four results. • Weal (if the actionwill probablybring goodresults). • Woe(for bad results). • Weal and woe (for both). • Nothing(for actionsthat haveneither especially goodnor especially bad results). If the auguryisn't successful,you get the "nothing" result. A spellcasterwho gets the "nothing" resulthasno way to tell whetherit was the consequence of a failedor successfu l augury. Theaugury can seeonly about 30 minutesinto the future, so anything that might happenbeyondthat time framedoes not affect the result. Thus, the result might not take into accountthe long-termconsequences of a contemplatedaction. Multiple castingsof augury by the samecreatureabout the sametopic use the samedie result as the first casting.
BATTLEJUNKBOT ~ Schoo l transmutation CastingTime1 round Rangetouch Targetsat least 1 bulk of inert electronic equipment; seetext Duration1 round/level SavingThrownone;SpellResistance no Youturn a pile of technologicaljunk into a vicious robot that can hunt down and attack your enemies. Youmust target inert, nonworkingelectronicequipment of at least1 bulk. Validtargets includea largebrokencomputer system,nonworkingor unconnectedcomputeror robot parts, a destroyedrobot or anothersuchtrashedmechanicalsystem, or any related electroniccomponentsor combinationof the aboveas long as t he junk is found in a largeenoughquantity. Creatinga battle junkbot also requires one ultra-capacity battery. Casting this spell drainsall of the battery's charges. While casting this spell, you useyour magicand technological know-howto rearrangethe junked parts and infusethem with aggressionand martialskills. A battle junkbot is Small,its KAC and EAC are eachequal to 15 + your technomance r level, it has hardness15,and it hasa numberof Hit Points equalto half of your own (but no Stamina Points).It usesyour saving throw bonuseswhen it is the target of spellsand other targeted effects. It hasa land speedof 30 feet and a fly speedof 15 feet with averagemaneuverab ility. For purposesof spells and
effectsthat target the junkbot. it is treatedasa construct with the magicaland technologicalsubtypes. The battle junkbot hasfour hands.It is treatedas if it had the DeadlyAim and ImprovedCombatManeuver(Bull Rush, Grapple,Trip) feats. It has an attack bonusequalto 6 + your technomancerlevel;in one handit wieldsa specialbuzzblade daggerthat deals6d8+6 damageinsteadof its normaldamage, and a secondhandcarriesa speciallight laserpistol that deals 6d6 damageinsteadof its normal damage.Damagefrom the junkbot'sspecial weaponscounts as magic for the purposeof overcomingdamagereduction.
Youcan give new basic commandsto your battle junkbot telepathically on your turn as a moveaction. and the junkbot can take actions as if it were a normal creature.Youare aware when the robot has madean attack or combatmaneuver and whether or not it was successful, as well as when the battle junkbot has beenattacked,has taken damage,or is destroyed,but you can perceive nothing else through this basic telepathic link. When the battle junkbot is destroyedor this spell ends, the electronic equipmentyou used to createthe junkbot falls apart into refuse. its circuitry fried beyondanything recognizable.Youcannot use this refuse as a target to create another junkbot.
BESTOW CURSE ~ Schoolnecromancy(curse) CastingTime1 standardaction Rangetouch Targetsonecreature Durationpermanent SavingThrow Will negates:Spell Resistanceyes Youplacea terrible curseon the target, stealingeither its overallcompetencyor its ability to think and act on its feet. Chooseone of the following. • The target takes a -4 penalty to ability checks. attack rolls. saving throws. and skill checks. • Eachturn. the target hasa 50%chanceto act normally; otherwise,it takes no action. Youcan also invent your own curse(seeAfflictions on page414 for a few ideas),but it shouldbe no morepowerful than thosedescribedabove. Thecursebestowedby this spell cannotbe dispelled,but it can be removedwith a break enchantment,miracle,removeaffliction, or wish spell. Casting this spell doesn'tprovokeattacks of opportunity. Bestowcursecountersremoveaffliction.
BREAK ENCHANTMENT ~ ~ Schoolabjuration CastingTime 1 minute Rangeclose(25 ft. + 5 ft./2 levels) Targetsup to one creatureper level,no two of which can be morethan 30 ft. apart Durationinstantaneous SavingThrow none;SpellResistance no This spell freesvictims from curses,enchantments,and
transmutations.Breakenchantmentcan reverseevenan instantaneouseffect. For eachsucheffect.you attempt a casterlevel check(1d20+ your casterlevel,maximum+15) against a DCequal to 11 + the casterlevelof the effect.Success meansthat the creatureis free of the spell,curse,or effect. For a cursedmagicitem, the DCof the casterlevel checkis equal to the DCof the curse. If the spell is one that can't be dispelledby dispelmagic, breakenchantmentworks only if that spell is 5th levelor lower.If the effect comesfrom a permanentmagicitem,break
enchantmentdoesn'tremovethe cursefrom the item but it doesfree the victim from the item's effects.
CALL COSMOS ~ Schoolevocation CastingTime1standardaction Rangelong (400 ft. + 40 ft./level) Areacylinder (20-ft. radius,40 ft. high) Duration1 round/level (D) SavingThrownone;SpellResistance yes Youevokea vertical column of dangerousmaterial from across the universethat rains down uponcreaturesin the area.This matteris madeup of bits of burningstarsand chunksof frozen comets,and it deals4d6 fire damageand 3d6 cold damage to everycreaturein the area. This damageoccursonly once, when the spell is cast.Forthe spell's remainingduration,the fallenstarstuff makesthe entireareadifficult terrain,and thick, swirling cloudsof particulatespacemattermagically block vision. This obscuresall sight beyond5 feet, including darkvision andother vision-basedsenses(including vision-based blindsightand sensethrough),but doesn'tpreventblindsense .A creaturewithin 5 feet of its attacker hasconcealment(attacks havea 20%misschance).Creaturesfarther awayhavetotal concealment(50%misschance,and the attackercan't usesight to locatethe target).Additionally,the swirling cosmic particles are distractingto spellcastersin the area,who havea 20% chanceof losing any spell they attempt to cast in the area.At the end of the duration, the starstuff disappears,leavingno aftereffects(otherthan the damagedealt).
CAUSTIC CONVERSION ~ Schoolevocation(acid) CastingTime1 standard action Rangemedium(100 ft. + 10 ft/level) Targetsonecreature or object Duration1 round + 1 round/3 levels SavingThrownone;SpellResistanceyes Youfling magicalnanites that convert water vapor around your target into deadly acid. Makea rangedattack roll against your target's EAC.If you hit, the target takes4d4 acid damage and it takes5 additionalacid damageat the end of its turn eachround for the spell'sduration.
CHAIN SURGE fE) Schoolevocation(electricity) CastingTime1 standard action Rangelong (400 ft. + 40 ft/level) Targetsone primary target and up to 10 secondary targets,
no two of which can be more than 30 ft. from the primary target Durationinstantaneous SavingThrowReflex half, seetext; SpellResistance yes Choosea primary target as well as up to 10secondarytargets within 30 feet of the primary target. The primary target must
be carrying or wieldingsome kind of equipmentthat uses electricity. This spell causesthe primary target'selectrical equipmentto surgewith deadly electricity, which arcs out to strike the secondarytargets,dealing 13d12electricity damage to all targets chosen. If the primary target fails its Reflexsave,the spell also shortsout one of that target'selectrical items (your choice)for 1 round,meaning the primary target can't use it for that period. If the primary target negatesthe effect entirely (suchas with evasion), the secondary targetsalso suffer no effects.
CHARM MONSTER ~ Schoolenchantment(charm,mind-affecting) Targetsone living creature Duration1 day/level Thisspellfunctionslike charmperson,exceptthe effect is not restrictedby creature type.
CHARM PERSON 8-::D Schoolenchantment(charm,mind-affecting) CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsone humanoid creature Duration1 hour/level SavingThrowWill negates;SpellResistance yes Thischarmmakesa humanoidcreatureregardyou asits trusted friendand ally (treatthe target'sattitude asfriendly). If the creatureis currently beingthreatenedor attacked by you or your allies,however,it receivesa +5 bonusto its savingthrow. The spelldoesnot enable you to control the charmed creatureas if it were an automaton.It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friendsor allies.Youcan try to give the target suggestions,but you must succeedat an opposedCharismacheckto convinceit to do anything it wouldn't ordinarily do. (Retriesof this check are not allowed.)An affectedcreature neverobeyssuicidal or obviously harmful suggestions. Any act by you or your apparent alliesthat threatens the charmedcreature breaks the spell.Youmust speakthe creature'slanguageto communicate your suggestions,or else be goodat pantomiming.
CLAIRAUDIENCE /CLAIRVOVANCE ~ mJ Schooldivination (scrying) CastingTime10 minutes Rangelong (400 ft . + 40 ft/leve l) Effectmagical sensor Duration1 minute/level (D) SavingThrownone;SpellResistance no Youcreatean invisible magicalsensor at a specific locat ion that enablesyou to hear or see(your choice)almost as if you were there. Youdon't needline of sight or line of effect to createt his sensor in a specific spot within range,but the locale must be either a placethat's familiar to you or an obvious location,such as insidea cavewhoseentranceyou can see.
The sensordoesn'tmove,but you can rotate it in all directions to view the areaas desired. This spell functionsonly on the planeof existenceyou are currently occupying.
COMMAND 8:D Schoolenchantment (compulsion, language-dependent, mind-affecting) CastingTime1 standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsone living creature Duration1 round SavingThrowWill negates;SpellResistanceyes Yougive the target one of the following commands,which it obeysto the best of its ability at its earliest opportunity. If the target can't carry out your commandon its next turn, the spell automatically fails. Approach : Thetarget movestoward you as quickly and directly as possible for 1 round,taking no other actionsand triggering reactions(suchas att acks of opportunit y) for this movementas normal. Drop: The target dropswhatever it is holding. It can't pick up any droppeditem unt il its next turn. Fall: The target falls to the ground and remains pronefor 1 round. It can otherwise act normally. Flee:Thetarget movesaway from you as quickly and directly as possible for 1 round,taking no other actionsand provokingreactions (suchas attacks of opportunity) for this movementas normal.
Halt: The target is dazedfor 1 round.
COMMAND , GREATER ~ Schoolenchantment(compulsion, language-dependent, mind-affecting) Targetsup to one creature/level,no two of which can be more than 30 ft. apart Duration1 round/level This spell functions like command,exceptyou can affect up to one creatureper level and the targets continuethe specified activity beyond1 round. At the start of eachcommanded creature'saction after the first, it canattempt another Will saving throw to breakfree from the spell. Eachcreature must receive the samecommand.
COMMAND UNDEAD ~
fE)
Schoolnecromancy(sense-dependent) CastingTime1standardaction Rangeclose (25 ft. + 5 ft./2 levels) Targetsone undeadcreature Duration1 day/level SavingThrowWill negates,seetext; SpellResistance yes This spell allows you a degreeof control over an undead creature.If the target is intelligent, it perceives your words and actionsfavorably (treat its attitude as friendly).It will not attack you while the spell lasts. Youcan give the target suggestions, but you must succeedat an opposedCharismacheck to
convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commandedundeadneverobeys suicidalor obviouslyharmful suggestions, but it might be convincedthat somethingvery dangerous is worth doing. An unintelligent undeadcreature gets no savingthrow against this spell. Whenyou control a mindless being, you can communicate only basic commands,such as·come here; "Go there,""Fight," "Standstill," and so on. Unintelligent undead won't resistsuicidal or obviouslyharmful orders. Any act by you or your apparentallies that threatensthe commandedundead(regardlessof its Intelligence)breaks the spell. You commandthe undeadcreatureby voice and it understandsyou, no matter what languageyou speak.
COMMUNE WITHNATURE ~ Schooldivination CastingTime10 minutes Rangepersonal Durationinstantaneous You becomeonewith nature,attaining knowledgeof the surroundingterritory. You instantly gain knowledgeof up to three facts from amongthe following subjects:the groundor terrain, plants,minerals,bodies of water,people,general animal population,presenceof nativecreatures, presenceof powerful unnaturalcreatures, or general state of the natural setting. In outdoor settings,the spell operatesin a radiusof 1 mile per casterlevel.In naturalundergroundsettings-caves, caverns,and the like-the spell is lesspowerful and its radius is limited to 100 feet per casterlevel.Thespell doesnot function where nature has beenreplacedby construction or settlements,suchas in cities,factories,and starships.
Duration1 round/level SavingThrowWill negates;SpellResistance yes This spell causesconfusionin all creaturesin the area,making them unable to determinetheir actions.Any confusedcreature that is attackedautomatically attacks or attempts to attack its att ackers on its next turn, as long as it is still confusedat the start of its next turn. Notethat a confusedcreaturewill not make attacksof opportunity against any foe that it is not alreadydevotedto attacking(either becauseof its most recent actionor becauseit hasjust beenattacked).Forconfused creaturesthat havenot beenattacked,roll on the following table at the start of eachaffected creature'sturn eachround to seewhat it doesin that round.
D%
BEHAVIOR
1-25 26- 50 51-75
Act normally. Do nothing but babble incoherently. Deal1d8+ Str modifier damageto self with item in hand. Attack nearest creature.
76-100
A confusedcreaturethat can't carry out the indicatedaction doesnothing but babble incoherently. Attackers are not at any special advantagewhen attackinga confusedtarget.
CONFUSION, LESSER 82)
COMPREHEND LANGUAGES QI)
Schoolenchantment(compulsion,mind-affecting) CastingTime1 standard action Rangeclose(25 ft. + 5 ft./2 levels) Targetsone living creature Duration1 round SavingThrowWill negates;SpellResistance yes This spell causesa single creatureto becomeconfused(as per the confusionspell)for 1 round.
Schooldivination CastingTime1 standardaction Rangepersonal
CONTACT OTHER PLANE ~~
Duration10 minutes/level Youcan understandthe spokenor signedwords of creatures or readotherwise incomprehensiblewritten or tactile messages.Theability to readdoesnot necessa rily impart insight into the material, merely its literal meaning. The spell enablesyou to understandor readan unknown language,not speakor write it. You can't use this spell to read magicwriting or encodedmessages(though it doesreveal if a messageis magic or encoded),but you can use it to readraw computer codeor foreign programming languages,allowing you to understandenoughto attempt Computers checkson those materials without penalties.
CONFUSION ~ Schoolenchantment (compulsion, mind-affecting) CastingTime1 standardaction Rangemedium (100 ft. + 10 ft/level) Area 15-ft.-radius burst
Schooldivination CastingTime10 minutes Rangepersonal Durationconcentration Yousendyour mind to anot her planeof existence(an ElementalPlaneor someplanefurt her removed)in order to receiveadvice and information from powers there. The powers reply in a languageyou understand,but t hey resent suchcontact and give only brief answers to your questions. All questions are answeredwith "Yes,""No," "Maybe,""Never," "Irrelevant," or someother one-word answer. You must concentrate on maintainingthe spell in order to ask questionsat t he rate of one per round.A question is answered by the powerduring the sameround.You can ask onequestion for every 2 caster levels.On rare occasions,this divination may be blockedby an act of certaindeit ies or forces. Contacting a minor planar power is relat ively safe but may not result in useful answers.For eachquestion you ask, the GM secretly rolls 1d20.
1-2: The powergives you no answer,the spell ends,and you must attempt a DC7 Intelligencecheck. On a failed check, your Intelligenceand Charismascoreseachfall to 8 for a week and you are unable to cast spellsfor that period. 3-5: Youreceive a randomanswerto the question. 6-10: Youreceivean incorrectanswerto the question. Basedon the natureand needsof the creaturecontacted,this may be a lie designedto harmyou. 11-15:Youreceive no answerto the question. 16 or More:Youreceivea truthful and usefulone-word answer.If the question can't be truthfully answeredin this way,no answeris received. Contactwith minds further removedfrom your home planeincreasesthe probabilitythat you will incur a decrease in Intelligenceand Charismadue to your brain being overwhelmedby the power'ssheerstrangenessand force, but it also increasesthe chanceof the power knowingthe answer and answeringcorrectly. Youcan add any valuefrom +1 to +5 to the d20 roll to representcontactingincreasingly powerful planarbeings. However,on a roll of 1 or 2, the result is still no answer,the spellends,and you must attempt an Intelligence checkto avoid losing Intelligenceand Charisma.The DCof this Intelligencecheckis increasedby the sameamountaddedto the d20 checkto contacta planarcreature.
CONTROL GRAVITY ~~ Schooltransmutation CastingTime 1 standardaction Range medium(100ft. + 10 ft/level) Areaup to one10-ft. cube/2 levels(S) Duration1 round/level(D) SavingThrowFortitude negates,seetext; SpellResistanceno Youcan control gravity in an area,causing it to reverse, becomezero-g,or becomeextremely strong.A creatureor objectwithin the areathat succeedsat its savingthrow is unaffected(thoughif it stays in t he area,it must succeedat a new saveeachroundor becomeaffected),but it might still suffer secondaryeffects(suchas an object flying up from reversedgravity, or an object falling upon it when the spell ends). Youchoosehow to havethis spell affect gravity when you cast it, and you cannotchangeit without recastingthe spell. It two control gravity spellsaffect the samearea,they negateeachother in the areaof overlap. If you reversegravity in an area,you causeunattached objectsand creaturesin the areato fall upwardand reach the top of the affectedareain 1 round.If a solid object (such asa ceiling) is encounteredin this fall, falling objectsand creaturesstrike it in the samemanneras they would during a normal downwardfall. It an objector creaturereachesthe top of the spell's areawithout striking anything, it remains there, oscillating slightly, until the spellends.At the end of the spell's duration, affected objects and creaturesfall downward. Creatureswho can fly or levit ate can keepthemselvesfrom falling in either direction. It you increasegravity in the area,creaturesandobjects weightwice as muchas normal,moveat half speed,canjump
only half asfar asnormal, andcan lift andcarry only half as muchas normal. Any flying target hasits maneuverability worsenedby onestep(fromaverageto clumsy,for example; minimumclumsy)and plummetsto the groundunlessit succeedsat a DC25 Acrobaticscheckto fly to remainin the air. An areaof zero-gworks like the zero-genvironment(see page402). Youcanalso use this spell to makeareasof zero-g, heavygravity, or light gravity act as normalgravity for the duration (seepage402).
CONTROL MACHINES ~ Schooltransmutation CastingTime 1standardaction Rangemedium(100 ft. + 10 ft./level) Targets constructsof the technologicalsubtypewith individual CRsno greaterthan your level + 1and a total CRno greater than twice your level,no two of which can be morethan 30 ft. apart Durationconcentration,up to 1 round/level SavingThrow Will negates;SpellResistanceno Youwrest control of the target constructsand commandthem telepathically. Youcan issuecommandsto any numberof controlled constructson your turn, beginning when you cast this spell,as part of the concentrationrequiredto sustainits duration (a standardaction). If any of the constructsare under the control of a hostile creature,that controllingcreaturecan attempt a Will saving throw (DCequal to this spell's)to negatethis spell'seffect. Eachconstruct underthe control of another creaturegrants its controllingcreaturea separatesavingthrow to negatethe
effect for that construct. While this spell is in effect, the affectedconstructsfollow any commandyou give them,even if it would be dangerous to the controlled constructs. At the end of the spell,the constructsrevertto their normal behavior.If they are intelligent, they know and rememberthat you usedmagic to control them.
CONTROL UNDEAD ~~ Schoolnecromancy Casting Time 1 standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsundeadcreatureswith individualCRsno greaterthan your level + 1 and a total CRno greaterthan twice your level,no two of which can be more than 30 ft. apart Duration1 minute/level SavingThrowWill negates;SpellResistanceyes This spell enables you to control undeadcreaturesfor a short periodof time.Youcommandthem by voiceand they understandyou, no matter what languageyou speak.No matter what, the controlledundeaddo not attack you. At the end of the spell, the targetsrevert to t heir normal behavior. If any of the undeadare under the control of a hostile creature,that controllingcreaturecan attempt a Will saving throw (DC: the spell'sDC)to negatethis spell'seffect if the creaturefailed its initial savingthrow. Eachundeadunderthe
control of another creature grants its controlling creaturea separatesaving throw to negatethe effect for that undead. Intelligent undeadcreaturesrememberthat you controlled them,and they may seekrevengeafter the spell'sduration ends.
CORROSIVE HAZE ~ Schoolevocation(acid) CastingTime1 standardaction Range medium(100 ft. + 10 ft/level) Effect 5-ft.-diametercloud of acid Duration1 round/level SavingThrowReflexnegates;SpellResis tanceyes A 5-foot cloud of acid-resistant nanit es continuallyconverts nearby water vapor into deadlyacid.Youcancreatethe cloud in the samesquareas a creatureand move it up to 30 feet in any direction as a moveaction on your turn. If the cloud enters (or is created in) a squarecontaining a creature,it can't moveany farther that round and deals 4d6 acid damageto that creature (Reflexnegates).Theacidiccloud also corrodesany unattended objectsalong its path, dealingthem 4d8 acid damage. If you don't movethe cloud, it remainswhere it is; if it sharesits squarewith any creature at the beginning of your turn, that creaturemust succeedat a Reflex saveor take 4d8 acid damage.Any creaturethat takes damagefrom the cloud takes 10 additionalacid damageat the end of its next turn.
COSMIC EDDY ~ Schoolevocation CastingTime1standardaction Range medium (100 ft. + 10 ft/ level) Area 20-ft.-radiusspread Duration1round/level (D) SavingThrowReflex partial, seetext; SpellResistan ce yes Youpull dormant mystical energyfrom the land and objects aroundyou and use it to createa swirling eddy that batters your foes and can hinder their movement.The eddy deals4d6 bludgeoningdamageto eachcreaturein the area.Additionally, creaturesin the areaare knockedproneand are reducedto half speedwhile the spell is in effect. A creaturethat succeeds at a Reflexsavetakes only half damageand is not knocked prone,but it is still reducedto half speed.Flying creatures within the eddy'sareamust attempt an Acrobaticscheckto fly (DCequalsthe spell's saveDC) each round.Failure meansthe creaturecannot movefor that round. Thespell deals damageand knockscreaturesproneonly once.However,if a creatureleavesthe spell'sareaand then returns, it is subjectto the damageand other effects described aboveagain(andcan attempt another Reflexsaving throw). Similarly, if a creature is not in this spell'sareawhen it is first cast but later movesinto it, it is subjectto the damageand other effects describedabove. Small,unattendeditems(no morethan light bulk) are also thrown aroundin the eddy'sarea.At the end of the spell's
duration,such items land in a randomlydetermined space within the spell'sarea.
deatheffect. This spell hasno effect against living creatures that don't havean anatomicalhead.
CREATION Qq:"s)
DANCING LIGHTS Q:§"J
Schoolconjuration (creation) CastingTime1 minute RangeOft. Effectone nonmagical,nontechnological objectof nonliving matter,up to 1 bulk/level:seetext Durationseetext SavingThrownone:SpellResistance no Youcreate a nonmagical, nontechnological, unattended object of nonliving matter. The volume of the item created can't exceed1 cubic foot (or 1 bulk) per caster level. You must succeedat an appropriateEngineeringor Profession checkto makea complex item, and you can't create a consumableitem. 4th: Whenyou castcreationas a 4th-level spell,it creates an object madeout of vegetable matter (suchas wood)that has an item level no greater than one-thirdyour casterlevel. Theduration is 1 hour per casterlevel. 5th: Whenyou castcreationas a 5th-level spell,it creates an object madeout of vegetablematter or material of a mineral nature:crystal, metal, stone,or the like. The objectcan't have an item level greater than half your casterlevel. The duration dependson the hardnessand rarity of the createdobject,as indicatedon the following table.
Schoolevocation CastingTime1standard action Rangemedium(100 ft. + 10 ft/leve l) Effectup to four lights Duration1 minute (0) SavingThrownone;SpellResistance no Youcreateup to four lights that resemble smallheadlights or flashlights.Thedancinglights must stay within a 10-foot-rad ius areain relation to eachother but otherwise moveasyou desire: forward or back,up or down,straight or turning corners,or the like. The lightscan moveup to 100 feet per round. A light winks out if the distancebetweenyou and it exceedsthe spell's range. Youcan haveonly onedancinglightsspell activeat a time. If you cast this spellwhile anothercasting is still in effect.the previouscastingis dispelled.
HARDNESS AND RARITY EXAMPLES DURATION Vegetablematter 2 hours/level Stone,crystal, basemetals 1 hour/ level Precious metals 20 minutes/level Gems 10 minutes/level Rare metals' 1 round/level • Includesadamantine, alchemical silver,mithral, and skymetal alloys. Youcan't use a 5th-levelcreationspell to createa cold iron item.
CRUSH SKULL ~ Schoolnecromancy(death) CastingTime1 standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsone living creature Durationinstantaneous SavingThrowFortitude partial; SpellResistance yes Youmanipulatethe energy t hat swirls aroundthe target's head,pulling it inwardand potentially crushingits skull. You must makea rangedattack againstthe target'sEAC to ensure this spell hits the necessaryweak spots in t he target'shead, but you can add your key ability scoremodifierto this attack roll insteadof your Dexterity modifier if it is higher. If you hit and the target fails a Fort itude saving throw, it takes18d8 damage.If the target succeedsat its savingthrow, it instead takes4d8 damage.The target might die from damageevenif it succeedsat its savingthrow; in t his case,the spell is not a
DARKVISION ~
mJ
Schooltransmutation CastingTime1 standardaction Rangetouch Targetsone creatureor camera Duration1 hour/level SavingThrowWill negates(harmless);SpellResistance yes (harmless) The target gains the ability to see60 feet evenin total darkness.Oarkvision is black and white only but otherwise like normal sight.
DAZE ~
U§"J
Schoolenchantment(compulsion, mind-affecting) CastingTime1 standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsone humanoid creatureof CR 3 or lower Duration1 round SavingThrowWill negates;SpellResistance yes This spell short-circuitst he mind of a humanoidcreature with a CRof 3 or lower so that it is dazed(unable to take actions, but taking no penalty to AC). Humanoids of CR4 or higherare not affected. After a creature has beendazedby this spell,it is
immuneto it for 1 minute.
DAZE MONSTER ~
mJ
Schoolenchantment(compulsion, mind-affecting) Rangemedium (100 ft. + 10 ft/leve l) Targetsone living creature of CR5 or lower This spell functions like doze,but it canaffect any one living creatureof any type up to CR5. Creatures of CR 6 or higher
are not affected.
DEATHWARD ~ Schoolnecromancy CastingTime 1 standard action Rangetouch Targetsone living creature Duration1 minute/level SavingThrowWill negates(harmless):SpellResistance yes (harmless) The target gainsa +4 morale bonusto saving throws against all spells and effects with the deathdescriptor. The target can attempt a saveto negatesuch effects even if one is not normally allowed. The target can't gain negativelevels and is immuneto any negativeenergy effects. This spell does not removenegativelevelsthe target hasalready gained, but it doesremovethe penalties from negativelevelsfor the duration of its effect. Deathward doesnot protect againstother sorts of attacks, evenif those attacks might be lethal.
DEEP SLUMBER ~ Schoolenchantment (compulsion,mind-affecting) CastingTime1 round Rangeclose(25 ft. + 5 ft./2 levels) Area one or more living creatures with a total CRof 8 or lower,all within a 10-ft .-radius burst Duration1 minute/level SavingThrowWill negates:SpellResistance yes This spell causesliving creaturesin the area to fall into a magical sleep,gaining the asleep condition (exceptnormal noise doesn'twake up the sleepingcreatures).Creat ures with the lowest CR are aff ected first. Among creaturesof equal CR,those who are closest to the spell'spoint of origin are affected f irst. Deepslumberdoesn'taffect unconscious creatures, constructs, or undeadcreatures.
DESTRUCTION PROTOCOL ~ Schoolenchantment CastingTime 1 standard acti on Rangetouch Targetsone nonhosti le construct of the technological
subtype: seetext Durationconcentration, up to 1 round/level SavingThrow none; SpellResistanceyes Wavesof inciting programming ebb from your touch, reprogramming a construct t o have murderous intenti ons toward your enemies. This spell must t arget a construct that is not already programmed or tasked with harming you. The target construct must have a CR lower than or equal to your level. If the target construct is under the control of another creature, the controlling creature can att empt a Will saving throw (DC= t he spell's DC) to negate this spell's effect. While this spell is in eff ect, t he const ruct is under your cont rol. On your turn starti ng when you cast this spell, you must direct it to attack a target ; the construct then pursues
and attacks this target as best it can.You can changewhich target the construct attacks as part of your concentrati on to conti nue this spell's duration (a standard act ion).When you stop concent rating or when the spell's duration otherwise ends,the const ruct immediately stops following your commandsto attack.
DETECT AFFLICTION 8:§)Qfil Schooldivination CastingTime 1 standard act ion Rangeclose(25 ft. + 5 ft./2 levels) Targetsone creature or object Durationinstantaneous SavingThrow none;SpellResistanceyes (harmless) You determine whether a creatureor object has been poisoned,is diseased,is cursed,or is suffering a similar affliction. If the target is poisonedor diseased, you automatically detect that fact and can determine the exact type of poison or diseasewith a successfulDC20 Intelligenceor Wisdomcheck. If you are trained in Life Scienceor Medicine(dependingon the nature of the poison or disease),you can attempt a DC20 check of that skill if you fail your Wisdomor Intelligencecheck.If the target is cursed or suffering from a similar affliction, you must succeedat a DC20 Intelligenceor Wisdom check to determine that fact. You can then determinethe exact nature of the curse wit h a successful DC25 Mysticism check.
DETECT MAGIC 8:§)Qfil Schooldivination CastingTime 1 standard action Range60 ft. Area cone-shaped emanation Durationconcentration, up to 1 minute/level SavingThrow none;SpellResistanceno You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can't detect magical traps in this way, as they are created with additi onal magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other eff ect , and t he caster level (or item level) of the effect. You can't determine if there are magic sourcesin areasyou can't see,or if there was a magic source in an area at one t ime but that has since expired.
DETECT RADIATION 82)
QI)
Schooldivination CastingTime1standard action Range120 ft. Area 120-ft. spherical emanation centered on you Duration10 minutes/level SavingThrownone;SpellResistanceno
Youdetect radiation in the surroundingarea,and you can determinethe specific intensity of t he radiation of one area or object within the spell'sarea each round without taking an action (seeRadiation on page403 for moredetails). The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone,1 inch of commonmetal,a thin sheet of lead,or any force field blocks it.
DETECT TECH ~ Schooldivinat ion CastingTime 1 standard action Range60 ft. Area cone-shapedburst Durationinstantaneous SavingThrow none;SpellResistanceno Youdetect all technological items (evenhybrid items)with chargesor that replenish chargesin the area, including batteries, powercells, and generators (as well as such items that are on creaturesyou can see,even if the creatureshave hidden those items on themselves).You can't determine if there are technological items in areasyou can't see, nor can you detect technological traps in this way. Theinformation this spell providesallows you to differentiate betweencharged items and items that replenishcharges,but it doesnot provide any further informationnor doesit tell you, for example,how many chargesan item currently hasor how many maximum chargesit can hold. This spell can penetrate barriers,but 3 feet of dirt or wood,1foot of stone,1 inch of commonmetal, a thin sheet of lead,or any force field blocksit.
DETECT THOUGHTS 82) Schooldivinat ion (mind-affecti ng) CastingTime1 standard acti on Range60 ft. Area cone-shapedemanation Durationconcentrat ion, up to 1 minute/level SavingThrow Will negates, see text: SpellResistanceno Youdetect the surface t houghts of intelligent creatures aroundyou. The amount of information revealeddependson how long you study a particular area or target. 1st Round:You detect the presenceor absenceof thoughts from consciouscreaturesthat have Intelligencescoresof at least 1 (or an Intelligencemodifier of -5) or higher. 2nd Round:Youdetect the number of thinking minds and the Intelligence score(or modifier) of each. If the highest Intelligencescoreis 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligencescore(or 5 points higher than your own Intelligencemodifier), you are stunned for 1 round and t he spell ends.This spell doesn't let you determine the location of the t hinking minds if you can't seethe creatureswhosethoughts you are detecti ng. 3rd Round:Youcan read the surface thoughts of any mind
in the area. A target who succeedsat its Will saveprevents you from readingits thoughts, and you must castdetect thoughts againto haveanother chance.Creaturesof animal
intelligence(an Intelligencescoreof 1 or 2 or an Intelligence modifier of -4 or lower) havesimple, instinctual thoughts. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead,or any force field blocks it.
DIMENSION DOOR ~ Schoolconjuration (teleportation) CastingTime 1 standard acti on Rangelong (400 ft. + 40 ft/le vel) Targetsyou and touchedobjects or touchedwilling or unconsciouscreatures Durationinstantaneous SavingThrow none,Will negates(object):SpellResistance no, yes (object) Youinstantly transferyourself from your current locationto any other spot within range.You alwaysarrive at exactly the spot desired-whetherby simply visualizing the area or by stating its direction. You can bring alongobjects as longas their weight doesn'texceedyour maximumload.You canalso bring up to four additionalwilling or unconsciousMediumor smaller creatures(carryinggearor objectsup to their maximumload) or their equivalent. A large creaturecountsas two Medium creatures,and a Hugecreature countsas two large creatures. All creatures to betransported must be in contactwith one another,and at leastone of thosecreaturesmust be in contact with you. After usingthis spell,you can't take any other actions until your next turn (andeachcreature travelingwith you can't take any other actions until its next turn). If you arrive in a placethat is alreadyoccupiedby a solid body,you and each creature travelingwith you each take 1d6 damageand are shunted to a randomopenspaceon a suitable surfacewithin 100 feet of the intended location.If t hereis no free spacewithin 100 feet, you and eachcreature traveling with you take 2d6 additional damageand are shunted to a free spacewithin 1,000 feet. If there is no free spacewithin 1,000 feet, you and each creature traveling with you take 4d6 additional damageand the spell simply fails.
DISCERN LIES 83 Schooldivinat ion CastingTime 1 standard acti on Rangeclose(25 ft. + 5 ft ./2 levels) Targetsup to one creature/level, no two of which can be more than 30 ft. apart Durationconcentrat ion, up to 1 round/level SavingThrow Will negates: SpellResistanceno Each round, you concentrate on one target within range. You know if the target deliberatelyand knowingly speaks a lie by discerningdisturbancesin its aura causedby lying. Thespell does not reveal t he truth or uncoverunintenti onal inaccuracies, and it doesn't necessarily reveal evasions.Each round,you can concentrate on a different target.
DISCHARGE ~ Schoolabjuration CastingTime1standardaction Rangemedium (100 ft. + 10 ft/level) Targetsonecreature or technological object Durationinstantaneous SavingThrowFortitude negates(object);SpellResistance no Youcan dissipatethe chargesfrom one technological object, temporarily depowerone electrically poweredtechnological object that doesnot use charges,or severely hindera constructwith the technological subtype.If the spell targets an objectwith charges,the object losesall of its remaining charges.If the object is powered by electrical meansother than charges,its functionsare suppressedfor 1d4 rounds.If the spell targetsa creaturenot of the technologicalsubtype, it affectsa randomchargedor electricallypowereditem in that creature'spossess ion. If the target is a constructwith the technological subtype, it is staggeredand cannotuse any energy-basedattacks for 1d4 rounds. A constructwith the technologicalsubtype that is affected by this spell can attempt a Fortitudesavingthrow at the end of eachround to shrug off the effect.
DISCHARGE, GREATER ~ Schoolabjuration Targetsor Areaone creatureor technological object, or a 20-ft.-radiusburst This spell functionsasdischarge,exceptit candischarge multiple technologicalobjects. Youcan use it in one of two ways:an areadischargeor a targeteddischarge. AreaDischarge: When usedin this way,t he spell affects everything within a 20-foot-radius burst. Each creature in the areais affected as thoughby discharge(affecting only one object in the creature'spossession), and eachunattended object is similarly affected. TargetedDischarge : If this spell targets a single creature, it can dischargeone randomly determinedobject from the target'schargedor electrically poweredpossessions for every 4 casterlevels you have.
DISGUISE SELF 8JJQJ) Schoolillusion CastingTime1standardaction Rangepersonal Duration10 minutes/level (D) Youmake yourself-and any clothing, armor, weapons,and equipment on you- look different. Youcan seem up to 1foot shorter or taller, thin, fat, or in between.Youcan't changeyour creature type (althoughyou can appear asanot her subtype). Otherwise, the extent of the apparent changeis up to you. You could merely add or obscure a minor feature, or you could look like an entirely different personor gender. The spell doesnot provide t he abiliti es or mannerisms of the chosenform nor does it alter the perceivedtactile (touch) or audible (sound)properties of you or your equipment.
If you use this spell to createa disguise, you gain a +10 circumstancebonusto the Disguisecheck (sinceit counts as altering your form).A creature that interactswith you directl y can attempt a Will savingthrow to recognizeyour appearanceas an illusion.
DISINTEGRATE ~ Schooltransmutation CastingTime1standardaction Rangemedium (100 ft. + 10 ft/ level) Targetsone creatureor object,or up to a 10-ft. cubeof nonlivingmatter Durationinstantaneous SavingThrowFortitude partial (object):SpellResistance yes Immensepower shootsfrom your finger,with the potential to disintegratea target where it stands. Whenyou cast this spell.a thin, greenray springs from your pointing finger. Youmust makea rangedattack againstyour target's EAC, but you can add your key ability scorebonusto this attack insteadof your Dexterity modifier if it is higher.If you hit, the target takes 14d20damage.Any creaturereduced to O Hit Pointsby this spell is entirely disintegrated, leaving behindonly a traceof fine dust. A disintegratedcreature's equipmentis unaffected.Onlyone target is affectedper casting of this spell. When usedagainst an object. the ray simply disintegrates as muchas a 10-foot cubeof nonliving matter. Thus,the spell disintegratesonly part of any very large object or structure targeted.The ray affects evenobjects constructed entirely of force, but it doesnot affect other magical effectsthat are not an object, creature, or force effect. A creature or object t hat succeedsat a Fortitude saving throw is part ially affected, taking only 4d20 damage.If this damagereducest he creature or object to O Hit Points, the target is entirely disintegrated.
DISMISSAL - ~
~
Schoolabjuration CastingTime1standard action Rangeclose(25 ft. + 5 ft./2 levels) Targetsseetext Durationinstantaneous SavingThrowWill negates,seetext; SpellResistance yes The spell instantly forcesone or moreextraplanarcreatures off your current plane,whisking them away instantly-usually to the creature'shomeplane,but there is a 20%chanceof sendingthe target to a randomplaneother than its own. You can improvethe spell's chanceof successby presenting one object or substancet hat t he target fears, hates,or otherwise opposes;you gain a+ 1circumstancebonusto your caster level checkto overcomethe target'sspell resistance(it any),and the saveDCof the spell increasesby 2. At the GM's discretion, certain rare items might work twice as well, providing a +2 circumstancebonusto the caster level check to overcome spell resistanceand increasingthe spell's saveDCby 4.
4th: When you cast dismissalas a 4th-level spell, it affects one extraplanar creature. 5th: Whenyou cast dismissalas a 5th-levelspell,it affects a numberof extraplanarcreatureswhose total CRcan'texceed your level + 2, no two of which can be morethan 30 feet apart.
DISPEL MAGIC ~
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Schoo l abjuration CastingTime 1 standard action Rangemedium (100 ft. + 10 ft/l evel) Targetsone creature,object, spell, or spellcaster Durationinstantaneous SavingThrow none;SpellResistanceno Youcan usedispelmagic to end one ongoing spell that has been cast on a creatureor object, to temporarily suppress the magicalabilities of a magic item, or to counter another spellcaster'sspell. A dispelled spell ends as if its duration had expired. Somespells, as detailed in their descriptions, can't be defeatedby dispelmagic.Dispelmagic can dispel (but not counter) spell-like abilities just as it doesspells. The effect of a spell with an instantaneousduration can't be dispelled. You chooseto use dispelmagic in one of two ways: as a targeted dispel or as a counter. TargetedDispel: Onecreature,object, or spell is th e target of the dispelmagicspell. Youcan also usea targeted dispel to specificallyend onespell affecting the target or one spell affecting an area (suchas zoneof truth). You must namethe specific spell effect to be targeted in th is way or otherwise uniquely identify it (suchas "that burning wall" or "the spell
that's giving him those duplicates"). Attempt a dispelcheck (1d20+ your caster level)with a DCequal to 11+ the spell's caster level. If you succeed,the spell ends.If you don't specify a spell and there is morethan one possiblespell on the target, your targeteddispel attempts to dispel a spell at random. If you target a force, an object, or a creature that is the effect of an ongoingspell (suchas unseenservant), you attempt a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you attempt a dispel check against the item level (DC= 11+ the item level).If you succeed,all the item's magical properties are suppressed for 1d4rounds,after which the item recoversits magical properties.A suppresseditem becomesnonmagical for the duration of the effect. A magic item's nonmagicalphysical properties are unchanged:a suppressedholy laser pistol is stil l a laser pistol. Art ifacts and deities are unaffected by mortal magic such as th is. You can chooseto automatically succeedat your dispel checkagainstany spell you havecast. Counter: Youcanusethe energyof dispelmagicto disrupt the casting of other spells. First, selectan opponentand take the readyaction (seepage249) to cast dispelmagicwhen that target casts a spell. This is considereda purely defensiveaction. Whenthat readiedactionis triggered,you cast dispelmagic and must attempt a dispel check(1d20+ your casterlevel)to counterthe other spellcaster'sspell.The DCis equalto 11 + the other spellcaster's casterlevel.If the checkis successfuland the target is in range,the spell fails and hasno result.
DISPEL MAGIC , GREATER efil~ Schoolabjuration Targetsor Areaone creature,object, spell, or spellcaster;or a 20-ft.-radiusburst This spell functions like dispelmagic,exceptit can end more than one spell on a target and it can be usedto target multiple creatures.Youchooseto usegreaterdispelmagicin one of three ways:a targeteddispel, an areadispel,or a counter. TargetedDispel: This functions as a targeteddispelmagic, but you can dispel one spell for every 4 caster Ievels you have,attempting a separatedispel checkfor eachspell. Additionally, greater dispelmagichas a chanceto dispel any curse that removeaffliction can remove,even if dispelmagic can't dispel that effect. The DCof this check is equal to the curse'sDC. AreaDispel:Whengreaterdispelmagicis usedin this way, the spell affectseverythingwithin a 20-foot-radiusburst. Attempt onedispelcheckand apply that checkto eachcreature or object in the area,as if it were targetedby dispelmagic. If you don't specify spells and thereis morethan one possible spell on the target,your targeteddispel attemptsto dispelspells at random.Magicitemsthemselvesare not affectedby an area dispelbut additionalmagical effectson them maybe dispelled. For eachongoingspell effect whosepoint of origin is within the areaof the greaterdispelmagicspell, apply the result of the dispel checkto dispel the spell.For eachongoing spell whoseareaoverlapsthat of the greaterdispelmagicspell, apply the result of the dispelcheckto end the effect, but only within the overlappingarea. If an objector a creaturethat is the effect of an ongoing spell is in the area,apply the result of the dispel checkto end the spell that conjured that objector creature(returning it whenceit came)in addition to attemptingto dispelone spell targeting the creatureor object. Youcan chooseto automatically succeedat your dispel checkagainstany spell you havecast. Counter: This functions as counteringwith dispelmagic, but you receivea +4 bonusto your dispel checkto counter the other spellcaster'sspell.
DISPLACEMENT fE) Schoolillusion CastingTime1 standardaction Range touch Targetsonecreature Duration1 round/level(D) SavingThrowWill negates(harmless);SpellResistance yes (harmless) The target of this spell appearsto beabout 2 feet awayfrom its true location.The creaturebenefitsfrom a 50%misschance as if it had total concealment.Unlike actualtotal concealment, displacementdoesn'tprevent enemiesfrom targetingthe creature normally. Trueseeingrevealsthe target'strue location and negatesthe miss chance.If a creature with blindsense can alsoseethe displacedcreature, the visual and blindsense informationcombined are enoughfor the creature with
blindsenseto attack the displacedcreaturewithout a miss chance,unlike normal for blindsense.
DIVINATION ~ Schooldivination CastingTime10 minutes Rangepersonal Durationinstantaneous Similar to augury but morepowerful, a divination spell can provide you with a useful pieceof advicein reply to a questionconcerning a specificgoal,event,or activity that is to occurwithin 1 week.Castingthis spell requires you to expend1 ResolvePoint.Theadvicegranted by the spellcan be as simple asa short phrase,or it might take the form of a cryptic rhyme or omen.If you don't act on the information, the conditions may changeso that the informationis no longer useful.The chancefor a correctdivination is 75%. If the die roll fails, you know the spell failed, unlessspecificmagic yielding false informationis at work. As with augury,multiple castings of divinationabout the sametopic by the samecasteruse the samedie result as the first divinationspell and yield the sameanswereachtime.
DOMINATE PERSON efil Schoolenchantment(compulsion,mind-affecting) CastingTime1 round Rangeclose(25 ft. + 5 ft./2 levels) Targetsone humanoid Duration1 day/level;seetext SavingThrowWill negates;SpellResistance yes Youfire a bright purple ray at your target, makinga ranged attack againstyour target'sEAC,but you can add your key ability score bonusto this att ack insteadof your Dexterity modifier if it is higher. If you hit and your target fails its Will savingthrow,you establish a telepathic link with the target'smindand cancontrol its actions. If you and the target havea commonlanguage,you cangenerallyforcethe target to performasyou desire,within the limits of its abilities. If no commonlanguageexists, you cancommunicate only basiccommands,suchas"Comehere; "Gothere," "Fight," and "Stand still." Youknow what the target is experiencing,but you don't receivedirect sensoryinput from it, nor can it communicatewith you telepathically. Once you havegivena dominatedcreaturea command,it continues to attempt to carry out that commandto the exclusion of all other activitiesexceptthosenecessa ry for day-to-day survival (suchas sleeping, eating, and so forth). Changingyour ordersor givinga dominated creature a new commandis a moveaction. By concentrating fully on the spell (a standardaction),you can receivefull sensory input as interpretedby the mind of the target,though it still can't communicatewith you. Youdon't actually seethrough the target'seyes,but you still get a good ideaof what's goingon. Thetarget resists this control, and any target forcedto take actionsagainst its naturecanattempt a new savingthrow with
a +2 bonus.Obviously self-destructiveordersare not carried out. Oncecontrol is established,the rangeat which it can be exercised is unlimited as long as you and the target are on the sameplane. Youdon't needto seethe target to control it. If you don't spendat least 1 round concentrat ing on the spell eachfollowing day, the target can attempt a new saving throw to throw off the domination. Youcan be prevented from exercisingcontrol or using the telepathic link whi le the target is under the effects of somespells,but such effects don't automatically dispel the domination.
ENERGY RAV~ Schoolconjuration (creation) CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsone creatureor object Durationinstantaneous SavingThrownone;SpellResistance yes Whenyou cast this spell, chooseacid, cold, electricity, or fire; the spell gainsthat descriptor.Youfire a ray at the target,and you must make a rangedattack against its EAC. On a hit, the ray deals 1d3damageof the chosenenergytype.
ENERVATION 83 Schoolnecromancy CastingTime1 standardaction Rangeclose (25 ft. + 5 ft./2 levels) Targetsonecreature Durationinstantaneous SavingThrownone;SpellResistance yes Youshoota blackray at a target,makinga rangedattack against the target'sEAC.If you hit, the targetgains2 temporary negativelevels.Negative levels stack.If the target survives,it recoversfrom negativelevelsafter a numberof hoursequal to your caster level(maximum 15 hours).An undeadcreature struck by the ray gains 10 temporary Hit Points for 1 hour.
ENSHRINING REFUGE ~
This spelI doesn'tpreventwardedcreaturesfrom beingaffected by an attack with an areaof effect,thougha warded creature receivesa +2 bonusto saving throwsagainst suchattacks. Eachwardedcreaturecan breathenormally, no matter the surrounding atmosphere, and it suffers no harmfrom being in a hot or cold environment.A wardedcreaturecan't attackwithout breakingthe spell for itself,but it canuse harmlessspells and abilities that don't require attack rolls,and it canact otherwise.
ENTROPIC GRASP ~ Schooltransmutation CastingTime1standardaction Rangetouch Targetsone nonmagicalmanufacturedobject(or the volumeof the object within a 3-ft.-radiusof the touchedpoint) or one manufacturedcreaturetouchedeachround Durationseetext SavingThrowFortitude negates(object);SpellResistance no Any unattended,manufactured(built from componentparts, including metal, wood, plastic,glass,and so on) item you touch crumblesinto dust, rust, and decay.If the item is so largethat it can't fit within a 3-foot radius,a 3-foot-radiusvolumeof the material is destroyed. This is an instantaneouseffect. Youcan employentropicgrosp in combatby makinga meleeattack againstyour opponent'sEAC. If you hit, you instantaneouslyreducea manufactured armor'sKACand EAC bonusby 3 (to a minimumof a +Obonus).Damagedarmor can be repairedusing the Engineering skill; with a successfu l check,the armor's armor bonusesare restoredto their original values.Against a manufacturedcreature (generally constructs, but not undead),this attack insteaddeals6d12 damage. Weaponsand equipmentin use by an opponentare more difficult to affect wit h this spell.Youatt empt a sundercombat maneuveragainstthe item. If successful,you deal6d6 damage to t he weaponor item. Usedin combat, this spell lasts 1 roundper level,and you
can make one melee attack eachroundon future roundsasa standardaction. The target can attempt a saveto negate each meleeattack,but successdoesnot end t he spell. Casting this spell doesn't provokeattacks of opportunity.
Schoolabj uration CastingTime1 standardaction Rangeclose(25 ft. + 5 ft./2 levels) Areaall creaturesin 40-ft. radiusburst Duration1 round/level(D) SavingThrowWill negates,seetext; SpellResistance no All creatureswithin a 40-foot radiusof the spell'spoint of origin are protectedfrom violence. Any opponent attempting to directly att ack a wardedcreature,evenwith a targeted spell, must att empt a Will saving throw. If the opponent succeeds,it can attack that creature normally, though it takes a -2 penalty to attacksagainst that creature for the duration of t he spell.On a failed save, t he opponentcan't follow through with the att ack, losesthat action, and can't directly attack the wardedcreaturefor the duration of the spell. Thosenot attempting to att ack a warded creatureremain unaffected.
ERASE QD Schooltransmutation CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsone written data set Durationinstantaneous SavingThrownone;SpellResistance no £roseremoveswritings of either magicalor mundanenature from any written storage,includingpaper,computers, or similar devices.You removeup to 1,500 words worth of text (for computerfiles, this could be a 1,500-worddata file or 1,500words of computer code).With this spell, you can remove magicrunesand glyphs createdby spellsof 3rd-level
and lower.
Nonmagical writing in a bookor manualis automatically erasedif you touch it and no one elseis holdingit. Magical writing and computerprogramsmust be touched(either directly or by touchingthe physicaldrive that holdsthe file)to be erased,andyou must also succeedat a casterlevel check (1d20+ casterleve0with a DCequalto 11+ the casterlevelfor the magicalwrit ing or the item level of the computer'sdrive. Computersgenerally keepbackupson a round-by-roundbasis, andwhen you erasecodefrom a computer,it takes1round for the computerto accessits backups. If you erasea file that storescontinuousdata Oikea camerafeed),the computerwon't be ableto recoverthe missinground.A natural1 is always a failure on this check.If you fail to erasewriting that is part of a trap (magicalor otherwise),you set off that trap.
ETHEREALJAUNT ~~ Schooltransmutation CastingTime1standardaction Range personal Duration1 round/level(D) Youbecomeethereal,along with your equipment.For the duration of the spell,you are on the EtherealPlane,which overlapsthe Material Plane.Whenthe spellexpires,you return to materialexistence. An etherealcreatureis invisible, insubstantial,and capable of moving in any direction, evenup or down,albeit at half normalspeed.As an insubstantialcreature,you can move through solid objects,includingliving creatures.An ethereal creaturecanseeand heareventsand creatureson the Material Plane,but everythinglooksgray and ephemeral.Sight and hearingon the Material Planeare limited to 60 feet and many kinds of senses(suchas blindsenseand blindsight)don't work acrossthe planarboundary. Forceeffects and abjurations affect an ethereal creature normally,but force effectsoriginatingon the EtherealPlane don't affect targetson the Material Plane.An etherealcreature can't attack material creatures,and spells you cast while etherealaffect only other ethereal things.Certain material creaturesand objects haveattacksor effectsthat work on the
Ethereal Plane.Treatother etherealcreaturesand ethereal objects asyou would if you were both on the MaterialPlane. If you end the spell and becomematerialwhile insidea material object (suchas a solid wall), you are shuntedto the nearestopenspaceand take 1d6damageper 5 feet that you so travel.
EXPLOSIVE BLAST ~ Schoolevocation(fire) CastingTime1 standardaction Range medium(100 ft. + 10 ft/level) Area 20-ft.-radiusburst Durationinstantaneous SavingThrow Reflexhalf; SpellResistanceyes Youmagically transforma usedbattery into a powerful explosive device,propelling it in a straight line to a grid
intersectionwithin range,at which point it detonates,dealing 9d6 fire damageto all creaturesand objectsin the area.If you sendthe battery through a narrowopening,you must make a rangedattack (usuallyagainstan Armor Classof 10 for a narrowopeningor an Armor Classof 15for an extremelynarrow opening)to avoid hitting the sideand detonating it prematurely.
FATIGUE afil Schoolnecromancy CastingTime1standardaction Rangetouch Targetsone creature Duration1 round/level SavingThrowFortitude negates;Spell Resistance yes Youmakea melee attack againsta single target'sEAC,adding your key ability scoremodifierto the attack roll insteadof your Strengthmodifier if it is higher.Thetarget must succeed at a Fortitudesaveor be fatiguedfor the spell's duration. This spell has no effect on a creaturethat is alreadyfatigued. Castingthis spell doesn'tprovokeattacks of opportunity.
FEAR 8 B Schoolenchantment(emotion,fear,mind-affecting) CastingTime1standardaction Rangeseetext Targetsseetext Durationseetext SavingThrow Will partial; SpellResistance yes With a singlemental nudge,you can unlockone or more targets' deepestnightmares.A target that succeedsat its Will saving throw againstthis spell is shakenfor 1 round. 1st: Whenyou cast fear as a 1st-level spell,it affectsone living creatureof CR4 or lower at closerange(25 feet+ 5
feet/2 levels).Thetarget must succeedat a Will saving throw or be frightenedfor 1d4 rounds. 2nd:When you cast fear as a 2nd-level spell, it affectsone living creatureof CR4 or lower per 3 casterlevelsat medium range(100feet + 10 feet/level),no two of which can be more than 30 feet apart. Eachtarget must succeedat a Will saving throw or be frightenedfor 1 minute. 3rd:When you cast fear as 3rd-level spell,it affects all living creatures of CR8 or lower in 30-foot cone-shapedburst. Eachtarget must succeedat a Will saveor becomepanicked for 1 minute. If cornered,a panickedcreaturebeginscowering. 4th: When you cast fear as 4th-levelspell,it affects all living creaturesin 30-foot cone-shapedburst regardlessof CR. Eachtarget must succeedat a Will saveor becomepanicked for 1 minute. If cornered,a panickedcreaturebeginscowering.
FEEBLEMIND ~ Schoolenchantment(compulsion,mind-affecting) CastingTime1standardaction Range medium (100 ft. + 10 ft/ level) Targetsone creature
Durationinstantaneous SavingThrowWill negates:SpellResistanceyes Youfire a scintillating ray at your target, makinga ranged attack againstyour target's EAC,but you can add your key ability scorebonusto this attack insteadof your Dexterit y modifier if it is higher.If you hit and your target fails its Will savingthrow, the target creature'sIntelligenceand Charisma scoreseachdrop to 1 (a modifier of -5). Theaffected creature is unableto use Intelligence-or Charisma-basedskills, cast spells, understandlanguage,or communicatecoherent ly. It still knows who its friends are and can follow t hemand even protect them. Thetarget remains in t his state until a miracle, psychicsurgery,wish, or similar spell is usedto cancel the effect. It can't be removed by effects like break enchantment.
FLESH TOSTONE ~ Schooltransmutation CastingTime1 standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsonecreature Durationinstantaneous SavingThrowFort itude negates;SpellResistance yes Youfire a dull gray ray at your target, making a rangedattack against your target'sEAC,but you can add your key ability scorebonusto this attack insteadof your Dexterity modifier if it is higher. If you hit and the target fails its Fort itude save, the target, alongwith all its carried gear,turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged,the target (if ever returnedto its original state)
has similar damageor deformities.Thecreature is not dead, but it gives off no sign of life even upon close inspection. Only creaturesmadeof flesh are affected by this spell. If t his spell is cast upon a stone creature that was once flesh, it reversesthe petrification.
FLIGHT ~ Schooltransmutation CastingTime1standardaction; seetext Rangeseetext Targetsseetext Durationseetext SavingThrowWill negates (harmless};SpellResistance yes (harmless) Yout inker with the part iclesof magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend,or fly short or vast distances. 1st:When you cast flight as a 1st-level spell,you can target one Medium or smallerfalling object or creature per level at closerange(25 feet+ 5 feet/2 levels).The targets must all be within 20 feet of eachother. A Largecreature or object countsas two Medium creatures or objects, a Huge creatureor object counts as four Medium creatures or objects,and so on. The affectedtargets instantly fall slower, at a rate of just 60 feet per round (equivalentto the end of a fall from a few feet). The targets take no damageupon landingwhile the spell is in effect. This spell doesn't affect chargingor flying creatures. Foreachtarget, this casting of the spell lastsuntil that target landsor 1 round per caster level(whichever happensfirst).
The 1st-levelversion of this spell can be cast as a reaction, but when you do so. you can't take a standardactionon your next round. 2nd:When you cast flight as a 2nd-level spell, you can target yourself or onewilling or unconscious creatureor unattendedobject (total weight up to 100 poundsor 10 bulk per level)at closerange.The spell allows you to move the target up or down as you wish. Eachroundas a move action,you can mentallydirect the target up or down as muchas 20 feet. Youcan't movethe target horizontally.A levitating creaturethat attacks with a meleeor rangedweapon finds itself increasingly unstable:the first attack takes a -1 penalty to attack rolls, the seconda - 2 penalty, and so on, to a maximum of -5. A full roundspentstabilizing allowsthe creatureto beginagain at -1. This castingof the spell lasts1 minute per casterlevel and is dismissible. 3rd:When you cast flight as a 3rd-level spell. you can target onewilling or unconscioustouchedcreatureand give it the powerof flight. The target can fly at a speedof 60 feet with averagemaneuverab ility. Flying while under this spell'seffects takesno more concentration than walking, so the target can attack or cast spells normally.The target can chargebut not run, and it can't carry aloft moreweight than its normal bulk limit. The target gainsa bonusto Acrobaticschecksto fly equalto half your casterlevel. If this spell expiresor is dispelledwhile the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reachesthe ground in that amountof time, it landssafely. If not, it falls the rest of the distance,taking 1d6damageper 10 feet fallen. Thespell lasts for 1 minute per caster level. 4th: Whenyou cast flight as a 4th-level spell. you can target onewilling or unconscioustouchedcreatureand affect it as per the 3rd-levelversion of the spell, exceptthe target'sfly speedis increasedby 10 feet and t he spell lasts for 10 minutes per caster level. 5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, exceptthe spell lasts for 1 hour per caster level. When you use this f light speedfor long-distancemovement, you can hustle without taking nonlet hal damage(a forced march still requires Consti tution checks). Youcan cover 140 miles in an 8-hour period of flight (or 80 miles at a speedof 50 feet). 6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconsciouscreatures at closerange (25 feet + 5 feet/2 levels)and affect t hem as per the 3rd-level version of the spell.Youcan target one creature per caster level, all of which must bewit hin 30 feet of eachother.This casting of the spell lasts 10 minutesper casterlevel.
~ fEJ
FOG CLOUD
Schoolconjuration (creat ion) CastingTime1standardaction Rangemedium(100 ft. + 10 ft/level)
Area 20-ft.-radiusspread Duration10 minutes/level SavingThrownone:SpellResistance no A bank of fog billows out from the point you designate.The fog obscuresall sight, including darkvision, beyond5 feet. A creaturewithin 5 feet hasconcealment(attacks havea 20% misschance)againstits attacker. Creaturesfarther away have total concealment (50%misschance,and the attackercan't use sight to locatethe target) againsttheir attackers. A moderatewind (11+mph)dispersesthe fog in 4 rounds:a strongwind (21+mph)dispersesthe fog in 1 round. This spell doesn'tfunction underwateror in a vacuum.
FORCE BLAST ~ Schoolevocation(force) CastingTime1standard action Range30 ft. Areacone-shapedburst Durationinstantaneous SavingThrowReflexpartial, seetext; SpellResistance yes Yougather mystical energyand blast it outward in a mighty waveoriginatingfrom your fingertips,damaging and potentially knockingbackyour enemies.This spell deals2d6 forcedamageto eachcreaturein the areaunlessit succeedsat a Reflexsaving throw for half damage. Additionally, the force from this spell effectively attempts to bull rush all creaturesin the area. Attempt a single bull rush combat maneuver,using your caster level + your key ability score modifier as your attack bonus.Comparethe result to eachtarget's KAC+ 8. If you're successful, that creatureis knockedback 5 feet, plus 5 additional feet for every 5 by which your attack exceedsthe creature'sKAC + 8. If t here is an obstacle in t he way, t he creature stops at the
obstacleinstead.
GHOSTSOUND flE) ~ Schoolillusion CastingTime1standard action Rangeclose(25 ft. + 5 ft./2 levels) Effectillusory sounds Duration1 round/level (D) SavingThrowWill disbelief;SpellResistanceno Youcreatea volume of soundt hat rises,falls, recedes, approaches,or remains fixed. You choosewhat type of sound this spell creates when casting it and cannot thereafter changethe sound'sbasiccharacter. Thevolumeof soundcreatedcan produceas much noise as20 normal humans.Thus, you cancreateshouting,singing, talking, marching, running,or walking sounds,as well assounds of batt le or small explosions.Youcan makenoisest hat sound
like machines.the generalchatter of distant conversation, or the roar of an alien predator, but you can't makespecific soundssuchas intelligible speechor the exact hum of a particular starship'sengines.
GRAVE WORDS ~ Schoolnecromancy(language-dependent) C.asting Time1 minute Rangetouch Targetsonedeadcreature Duration1 round SavingThrownone;SpellResistance no Youcan forcea touchedcorpsetalk to you. but you can't ask it specificquestions or communicatewith it at all. Thecorpse utters randomsentencesfor 1 round,with a 10%chancethis informationis of someuseto you. Useful information might includewarningsabout dangersin a wreckedstarship, the passwordto unlock a computer.or the nameof a supernatural creatureseekingyou or your allies. The GM makesthe d% roll in secretand decideswhat information, useful or not, the corpsespewsout in its babbling. Oncea corpsehas beensubjectedto gravewords by any caster.any new attempt to cast gravewordson that corpse fails. A corpsemust havea mouth or meansto speakin order for this spell to function, and the spell doesn'taffect a corpse that has beenturned into an undeadcreature.
GRAVITATIONAL SINGULARITY ~ Schoolconjuration (creation) CastingTime1 round Rangemedium(100ft. + 10 ft./leve0 Effect5-ft.-cubegravitational singularity; seetext Duration1 round/level(D) SavingThrownone;SpellResistan ce no Youcall into beinga tiny particle of masswith infinite densit y. Youmust conjure the singularity in a squarethat is unoccupied by any creaturesor objects. Whenyou finish cast ing this spell, the singularity immediately draws all Medium and smallercreaturesand unattendedobjects of no morethan light bulk within 30 feet toward it. Eachround on your turn, the singularity makes a single specialcombatmaneuver against creatureswit hin 30 feet with an attack bonusequal to 4 + your casterlevel + your key ability modifier.Compare the result to eachcreature'sKAC+ 8. If the singularity is success f ul, that creatureis moved5 feet toward the singularity plus 5 additionalfeet for every 5 by which the result exceedsa target'sKAC+ 8. Unattendedobjectsare automatically moved 10 feet toward the singularity each round.If a creatureor object is movedinto the square that containsthe singularity, it is suckedinsideit and takes12d6damageat the end of its turn eachroundit remains within that space. A creature drawn into the singularit y can take no actions excepta full action to try to escape(it still takesdamage during the roundsit attempts to escape).A creaturemust
succeedat either an Athleticscheck(DC= 15 + 1-1/2 • your mystic level) or a DC22 Strengthcheckto escapethe singularity. Thesingularity can hold up to four Medium creaturesor objects (two Smallcreaturesor objectscount as one Mediumcreature, and so on); if it would pull in additional creatures,thosecreaturesare simply pulled into a square adjacentto the singularity.
A creature within 50 feet of the singularityhasits speed reducedby half when it movesawayfrom the singularity. However,it canmoveat doubleits normalspeedwhen moving towardthe singularity. If a creaturemoveswithin 30 feet of the singularity at any point in its movement,it is subjectto the combatmaneuverdescribedabove.A creaturethat movesneither towardnor awayfrom the singularity movesat its normalspeed. Whenthis spell ends,the singularity disappears, and creaturesand objectsthat were suckedinto the singularity appearin the spacewhereyou conjuredit (or as closeas possibleto that space.if they can't all fit within it).
GREASE Q:D Schoolconjuration (creation) CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Areaor Targetsone 1O-ft.squareor one object Duration1 minute/level (D) SavingThrowReflexpartial,seetext; SpellResistance no Youcovera solid surfacewith a layerof slipperygrease.Any creaturein the areawhen the spellis castmust succeedat a Reflex saveor fall prone. A creaturecan walk within or through the areaof greaseat half normal speedwith a successfu l DC 10 Acrobaticscheck.Failuremeansthe creaturecan't move that roundand mustthen succeedat a Reflexsaveor fall prone,while failure by 5 or moremeansit falls prone(see the Acrobaticsskill on page135for details).A creaturethat doesn't moveon its turn doesn'tneedto attempt this check and isn'tconsideredflat-footed. Thespell canalsobe usedto createa greasycoating on an item. Unattendedmaterialobjects arealwaysaffectedby this spell.If you attempt to affect an objectin a creature'spossession, the creaturecan attempta Reflexsaveto negate the effect. If the creaturefails the initial savingthrow, it immediately dropsthe item and mustattempt a new saveeachroundit attempts to pick up, hold, or usethe item.A creaturewearinggreasedarmor or clothing gainsa +5 circumstancebonusto Acrobatics checksto escapea grapple anda +2 circumstancebonusto its ACagainst grapplecombat
maneuvers.
HANDY JUNKBOT ~ Schooltransmutation CastingTime1 round Rangetouch Targets1 bulk of inert electronicequipment;seetext Duration1 round/level SavingThrownone;SpellResistance no Youturn a pile of technologicaljunk into a robot t hat can accomplishhelpful tasks.Youmust target inert, nonworking electronicequipmentof at least 1 bulk. Validtargets includea large brokencomputersystem, nonworking or unconnected computeror robot parts,a destroyed robot or another suchtrashedmechanicalsystem, or any related electronic componentsor combinationof the aboveas long as the junk is found in a largeenoughquantity.
While castingthis spell, you useyour magic and technologicalknow-how to rearrangethe junked parts and infuse them with energyand helpful programming.A handy junkbot is Small, its KACand EACare eachequalto 10 + your casterlevel,and it hasa numberof Hit Pointsequal to one-quarterof your own (but no Stamina Points). It hasa land speedof 30 feet and a fly speedof 15 feet with average maneuverability . It canaccomplish all tasks describedin the Computers,Engineering, Piloting,andSleight of Handskills, is consideredtrained in thoseskills. and hasa total skill bonus in eachequal to 3 + your caster level.Thejunkbot is treated as if it is usinga hacker'skit when using the Computersskill andan engineeringkit when using the Engineeringskill. A handyjunkbot canneverattack. Thejunkbot usesyour saving throw bonusesif it is the target of a spell or another targeted effect. Forpurposesof spellsand effects that target the junkbot. it is treated as a construct with the technological and magicalsubtypes.
,
Youcangive new basiccommandsto your handyjunkbot telepathically on your turn asa moveaction,and the junkbot cantake actionsas if it were a normalcreature.You areaware when the junkbot hassucceededat or failed a skill check,as well aswhen it hasbeenattackedor destroyed,but you can perceivenothing elset hrough this basictelepathiclink. Whenthe handyjunkbot is destroyedor this spell ends, the electronicequipmentyou usedto createit falls apart into refuse,its circuitry fried beyondanything recognizable . You can'tusethis refuseas a target to createanotherjunkbot.
HASTE ~
~
Schooltransmutation CastingTime1standard action Rangeclose(25 ft. + 5 ft./2 levels) Targetsup to onecreature/level,no two of which can be more than 30 ft. apart Duration1 round/level SavingThrowFortitude negates(harmless):SpellResistance yes (harmless) Thetargetedcreaturesmoveandact morequickly than normal.This extra speedhasseveral effects. Whenmakinga full attack,a hastedcreaturecanalsotake a separatemoveaction in order to move.Themovementcan occurbefore.after. or betweenthe attacksfrom the full attack. All movementmust occurat the same time. All of the hastedcreature'smodesof movement (includingbase,burrow, climb,fly, and swim speeds) increaseby 30 feet, to a maximumof twice the target'snormalspeedusing that form of movement. This increase countsas an enhancementbonus,and it affectsthe creature'sjumping distanceas normal for increasedspeed.Multiplehasteeffectsdon't stack.Hastecountersand negatesslow.
CastingTime1 round Targets1 bulk of inert electronic equipment;
SavingThrownone;SpellResistance no Youturn a pile of technological junk into a robot that can perform basic healingtasks. Youmust target inert, nonworking electronic equipmentof at least1 bulk. Valid targetsinclude a largebrokencomputer system,nonworking or unconnectedcomputeror robot parts,a destroyedrobot or another suchtrashed mechanicalsystem, or any related electronic componentsor combinationof the aboveas longas the junk is found in a largeenough quantity. While castingthis spell,you use
your magic and technological know-howto rearrangethe junked parts and infusethem with energyand medical skills. A healingjunkbot is Small,its KACand EACare eachequal to 10 + your casterlevel, and it hasa numberof Hit Pointsequal to one-quarterof your own (but no StaminaPoints).It hasa landspeedof 30 feet anda fly speedof 15feet with average maneuverab ility. It is consideredtrainedin the Medicineskill and canperformfirst aid,treat deadly wounds,and treat drugsor poisonas if it hada medkit (thoughit can'tprovidelong-term careor treat disease).Thejunkbot hasa total skill bonusfor Medicinechecksequalto 3 + your casterlevel. A healing junkbotcan dragor fly oneunconsciouscreature at a time to any spot you designate.It candrag or fly a Small, Medium,or Largecreatureat half speed. It candrag or fly smaller creaturesat normalspeed,but it can't movecreatures biggerthan Large. A healingjunkbot can neverattack.The junkbot usesyour savingthrow bonusesif it is the target of a spelI or anothertargetedeffect.For purposesof spellsand effectsthat target it, the junkbot is treatedas a constructwith the technological and magical subtypes. Youcan give new basiccommandsto your healingjunkbot telepathicallyon your turn as a moveaction,and the junkbot can take actions as if it were a normalcreature.Youare aware when the bot has succeededat or failed a skill check,as well as when it has beenattackedor destroyed,but you can perceive nothing elsethrough this basic telepathiclink. When the healingjunkbot is destroyedor this spell ends, the electronic equipmentyou usedto createit falls apart into refuse,its componentsand circuitry fr ied beyondanything recognizable. Youcan't usethis refuseas a target to create another junkbot.
HEAT LEECH ~ Schoolevocation (cold) Casting Time1standardaction Range60 ft. Areacone-shapedburst Durationinstantaneous;seetext SavingThrowReflex half ; SpellResistance yes Youdrainthe heatfrom all creaturesand objects in the area, dealing 13d8cold damage.Youcanstore the gathered heat energyin a usedbattery.If you do so and usethat batterywhen castingexplosiveblastwithin 1 minute,that spell deals2d6 additionalfire damage,destroyingthe usedbatt ery.Otherwise, the energydissipatesnormally.
HOLD MONSTER 83 Schoolenchantment (compulsion, mind-affecting) Targetsone living creature Thisspell functions asholdperson,exceptit cantarget any living creature.
HOLD PERSON ~ Schoolenchantment (compulsion. mind-affecting)
Casting Time1 standardaction Rangemedium(100 ft.+ 10 ft/leve0 Targetsone humanoidcreature Duration1round/level(D) SavingThrowWill negates,seetext; SpellResistance yes The target becomesparalyzedand freezesin place.It is awareand breathesnormally but can't take any physical actions,evenspeech.A held creaturecan't cast spells. Eachround on its turn, the target can spenda full action to attempt a new saving throw to end the effect. This does not provoke attacks of opportunity. A winged creaturethat is paralyzedcan't flap its wings and falls. A swimmercan't swim and may drown.
HOLD PORTAL OD Schoolabjuration CastingTime1 standardaction Rangemedium(100 ft.+ 10 ftJleve0 Targetsone portalup to 20 sq. ft/level Duration1minute/level(D) SavingThrownone;SpellResistance no Thisspell magicallyholdsshut a door, gate,shutter,or windowof any standardmaterial (metal.plastic,stone,wood,andsoon), or it reinforcesan electroniclock.Themagic affectsthe portal just as if it weresecurelyclosedandnormallylocked.A knockspellor a successfu l dispelmagicspell cannegatea holdportalspell. Add 5 to the normal DCfor forcing opena portal or hacking an electronic lock affectedby this spell.
HOLOGRAM MEMORY ~ Schooldivination CastingTime1full action Rangetouch Targetsone living or deceasedsentientcreature; seetext Durationinstantaneous SavingThrow Will negates,seetext; SpellResistance no You reachinto the target'smind,extract a specificmemory, and project that memory into a small hologramthat plays in front of you and is visible to all creatureswho can see it. The hologram memory can be no longerthan 1 minute; if the extracted memoryis longerthan this, the hologram simply ends.Thehologramincludesaudio as well as visual components,but it doesnot containhaptic, olfactory,or other components.The hologramtypically plays a memorythat takesplacein a singlescene,though it can cut to multiple scenes,if they are accurate to the memoryand its length allows. Thehologram plays the memoryexactly asthe target experiencedit and from t he target'sperspective, so it often lackscontext.The target creature must remain quiet and st ill while the hologramplaysor the spell and hologramend. This spell can target any living, unconscious,or deceased sentient creaturewith an Intelligencescoreof 3 or higher(or a modifier of -4 or higher).If the target is deceased,it cannot havebeendeadfor longerthan 1week, or this spellfails; once a corpsehas beensubjected to hologrammemoryby any
caster,any subsequen t attempts to casthologrammemoryon that corpsefail. If the target is unwilling to share this memory(or if it would be unableto sharethe memory, in the caseof an unconscious or deceasedtarget),it canattempt a Will savingthrow with a +4 bonusto negatet his spell and its effects.
HOLOGRAPHIC IMAGE QBf) Schoolillusion CastingTime1standardaction Rangeseetext Area seetext Durationseetext SavingThrowWill disbelief; SpellResistance no You weavenearby photonsinto illusory holograms that can take almostany form you can imagine. Thesehologramsare usually effective against cameras, robots,and living creatures. 1st:When you cast holographicimageas a 1st-levelspell, it producesa purely visual hologramat long range(400 feet + 40 feet/level). The imagehas no sound, smell, texture, or temperature. Theimagecan't extendbeyondfour 10-foot cubesplus one 10-foot cubeper casterlevel.The imagelasts for as long as you concentrate. Youcan movethe imagewithin the limits of the sizeof the effect. 2nd:Whenyou castholographicimageas a 2nd-level spell, it producesa hologramas per the 1st-levelversion of the spell, exceptthe hologramcan includeminor sounds,but not understandab le speech.The image lasts for as long as you concentrateplus 2 additional rounds. 3rd:When you castholographicimageas a 3rd-level spell, it producesa hologramas per the 1st-levelversion of the spell, exceptthe hologram can include sound,smell, and thermal illusions (but not speech).The imagedisappears when it is struck by an opponent,unlessyou causethe hologramto react appropriately.The imagelasts for as long as you concentrate plus 3 addit ional rounds. 4th: Whenyou castholographicimageas a 4th-levelspell, it producesa hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minuteper levelwit hout you having to concentrateon it. The hologram can include intelligible speech, if you wish. 5th:When you cast holographicimageas a 5th-level spell, it producesa hologram as per the 4th-level version of t he spell, except t he sizeof the hologram can't extend beyonda 20-foot cube plus one 10-foot cubeper casterlevel. You can chooseto maket he hologram permanentat the time of casting. By concentrat ing, you can move the image within t he limits of the range,but it is stat ic while you are not concentrating. Alternatively, you can havethe hologram activate when a specific condit ion (which you set at the time of casting)occurs. The event t hat tr iggersthe hologramcan be as general or as specific and detailed as desired,but it must be basedon an audible, olfactory,tactile,or visual trigger.The t riggercan't be basedon somequalit y not normallyobvious to the senses,
suchas alignment.The spell lasts until it is triggered,and then the hologramlasts for 1 roundper casterlevel. 6th: When you cast holographicimageas a 6th-level spell, it createsa quasi-real,illusory versionof yourself at medium range(100 feet + 10 feet/level).This hologramlooks,sounds, and smellslike you, but it is intangible.The hologrammimics your actions(including speech)unlessyou use a moveaction to direct it to act differently. Youcan seethrough its eyesand hear through its earsas if you were standingwhere it is,and during your turn you can switch from using its sensesto using your own, or backagain,as a moveaction. While you are using its senses,your body is consideredblindedand deafened. If you desire,any spell you cast with a rangeof touch or greatercan originatefrom the holograminsteadof from you. The hologram can't cast spellson itself exceptfor illusion spells.Spells cast in this manneraffect other targetsnormally, despiteoriginating from the hologram. An object isn't deceived by illusions(treat as if it had succeededat its Will savingthrow). The hologram remainsfor 1 round per level,and you must maintain line of effect to the hologramat all times. If your line of effect is obstructed,the spell ends.If you usedimensiondoor,planeshift, teleport,or a similar spell that breaksyour line of effect, evenmomentarily, the spell ends. This casting of the spell is a shadoweffect.
mJ
HOLOGRAPHIC TERRAIN
Schoolillusion CastingTime1standard action Rangelong (400 ft. + 40 ft/leve l) Area one 20-ft. cube/level (S) Duration2 hours/level (D) SavingThrowWill disbelief;SpellResistance no Youmake terrain look, sound,and smell like some other sort of terrain. Equipment, structures,and vehicleswithin the area can be hiddenor changedin appearance.The illusionincludes audible,olfactory,tactile, and visual elementsand is effective against cameras,living creatures,robots,and scrying spells. This spell can't disguiseor add creatures nor can it make them invisible (thoughcreatures within the area might hide themselveswithin the illusionjust as they can hide themselves within a real location).
HURL FORCEDISK ~ Schoolevocation (force) CastingTime1standard action Rangemedium (100 ft. +10 ft / level) Targetsup to five creatures;seetext Durationinstantaneous SavingThrownone;SpellResistance yes Youcreatea spinning disk madeof pure,shimmering force and hurl it at one opponentwithin range,potentially striking other nearbyenemiesas the disk ricochets. Choosethe initial target, and make a rangedattack againstits EAC.If t he attack hits, the disk deals3d6 force damage.The disk then ricochets to hit up to four more creatures of your choice,eachno more
than 15 feet from the last target.Make a rangedattack against eachsuccessive target's EACin turn; the disk deals2d6 force damageto eachsecondary target struck (this damageis rolled separatelyfor eachtarget). Thedisk continuesto ricochet in this way until it hasattemptedto strike five creatures, or until there are no morevalid targets, or until you voluntarily end the spell.A creature can take damageonly once from a single casting of this spell. Theforcedisk is subjectto spell resistance,soyou must attempta casterlevelcheck (1d2O+ yourcasterleve0against eachtarget with spellresistancebeforedeterminingwhetherthe targetmight takedamage . If you fail this check, the spellends. The exact shapeof the forcedisk is superficially changeable;as part of casting this spell, a spellcaster can decideto makeit shapeddifferently from a traditional disk. For example, using this spell to createa starknife madeof force is popular amongDesna'sfollowers.The spell still deals the amount of damagedescribedaboveregardlessof the disk's shape.
IDENTIFV 8I)
Q:I)
Schooldivination CastingTime1 standardaction Range5 ft . Targetone magicor technological object Duration1 round/level(0) SavingThrownone;SpellResistance no This spell allows you to attempt to identify the function of a magic item (with Mysticism)or technologicaldevice (with Engineering) eachround.Yougain a +10insight bonusto skill checksto identify the propertiesand command words or passwords of itemstargeted when usingthis spell.This spell doesnot allow you to identify art ifacts.
IMPLANT DATA ~ Schoolillusion CastingTime 1 standardaction Rangetouch Targetsone computer system or module Duration1 hour/level or until triggered; seetext SavingThrow none;SpellResistance no Yousubtly rearranget he internal circuitry of a computer systemor module,programming it to conveya certain dataset when accessed(eit her normallyor if it is hacked).Youcan implant up to one pieceof data per casterlevel.A pieceof data consists of a simple fact, such as a creatureor object's locationor physicaldescript ion, a creature or object'stangible or intangible value,or anot her simple statement. When an affected computer systemor module is accessed,this implanteddata is t he first data the accessing individual gains, regardlessof what data the individual is actually lookingfor, thoughthe accessingindividual can accesst he system or module's actual informationif it looks beyondthe implanted data.The implanted data vanishesfrom the system or module oncethe accessing individual has reviewedit. If this spell's
duration endsbefore an individualaccessesthe implanted data,the implanteddata vanishes. Theimplanteddatacan be madepermanentwith a special ritual, which takes1 hour and requiresmaterials worth 5,000 credits. Onceit's madepermanent,the implanteddatatemporarily vanishesafter it is accessed, but it returns1 hourlater.
INFLICT PAIN~ Schoolenchantment(mind-affecting, pain) CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsone creature Duration1 round/level SavingThrow Will partial, seetext; SpellResistance yes Youtelepathicallyrack the target'smind and body with agonizingpain that imposesa - 2 penalty to ability checks, attack rolls,and skill checks.A target that succeedsat a Will saving throw reducesthe duration to 1 round.
INFLICT PAIN, MASS ~ Schoolenchantment(mind-affecting, pain) Targetsup to one creature/level,no two of which can be more than 30 ft. apart This spell functionsas inflict pain,exceptas noted above.
INJECT NANOBOTS ~ Schoolnecromancy CastingTime 1standardaction Rangetouch Targetsone living creature or construct Durationinstantaneousand 1 round/level;seetext SavingThrow Fort itude partial and Will part ial, seetext; SpellResistanceyes Youconcentrate key particlesin your bloodinto tiny biological nanobotsthat you caninject into a foe with a touch,disrupting anddamagingits naturalprocesses . Make a melee attackagainst the target'sEAC;if you hit, the nanobotsdeal 4d8 damageand swarmthroughthe target'sbiologicalor mechanical systems. causing the creature to be confused,as per confusion,for 1 roundper your caster level.If the targetsucceedsat a Fortitude save,it takesonly half damageand negatesthe confusion effect.A confusedtargetcanattempt a Will saving throw at the beginning of its turn eachroundto endthe confusioneffect. Casting this spell doesn't provokeattacksof opportunity.
INSTANT VIRUS ~ Schoolnecromancy CastingTime 1standardaction Rangetouch Targetsone construct with the technological subtype Durationinstantaneous;seetext Saving Throw Fort itude negates,seetext; SpellResistance yes Youoverwhelmyour target's programming,installing a
dangerousself-replicating programmingvirus. Thisworks like a physical or mentaldisease(your choice),exceptit ignoresthe target's immunity to diseases.Theprogrammingvirus hasa frequencyof 1 hour and requires two consecutive savingthrows to cure.Detectaffliction can reveal the existenceof this virus in a construct (the virus is considereda diseasefor purposesof that spell). Additionally, removeaffliction can removethis virus.
Actions directedat unattendedobjectsdon't breakthe spell. Spells that specificallyaffect allies but not foes are not attacks for this purpose,evenwhen they includefoes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can opendoors,talk, eat,climb stairs,summonsecurity forcesand havethemattack, start a trashcompactorwith foes inside,remotelytrigger traps,and so forth.
INTERPLANETARY TELEPORT ~
INVISIBILITY, GREATER ~
Schoolconjuration (teleportation) CastingTime1standardaction Rangesolar systemor plane;seetext Targetsyou and touchedobjects or touchedwilling or unconscious creatures Duration instantaneous Saving Throw none,Will negates(object):Spell Resistanceno, yes (object) Thisspellfunctionsas teleport,exceptthereis nohardrange limit andyou don't needto haveseenyour destination.Youcan teleportto anywhere you arefamiliar with on the planetyou are on while castingthe spell,or you canteleportto any other planet in the samesolar system.Youmusthavean unambiguousidea of whichworld you wish to travel to ("thethird planetfrom the sun"is an acceptable destination,but ·a habitable worldwith oceans"is not).If you havea specificlocationon a planetin mind, you arrivetherewithout a chanceof failure:otherwise,you arrive at a locationthat wouldnot immediatelybe life threatening.If no such safelanding zoneexists on the world, suchassomeone attemptingto travelinto the sunwithout theproperprecautions in place,the spell simplyfails. Youcan alsoatt empt to teleport to planetsin different solar systemsthat you havevisit ed before. This increasesthe casting time to 1 hour and costsa number of ResolvePoints equalto the numberof days it would take to reach the planet through Drift travel (assumea baseengine with a Drift rating of 1;the GMrolls this randomly,after you begin casting the spell).If you don't haveenoughResolve Points, you spendall the Resolve Points you haveavailableand the spellfails.
Schoolillusion Targetsone creature Duration1 round/level (0) SavingThrow Will negates(harmless):SpellResistance yes (harmless) This spell functions like invisibility,exceptit doesn'tend if the target attacks.
INVISIBILITY ~ Schoolillusion CastingTime 1 standardaction Rangetouch Targetsonecreature or object no morethan 10 bulk/level Duration1 minute/level (D) SavingThrow Will negates (harmless,object), seetext; Spell Resistanceyes (harmless,object) The creature or object touchedbecomesinvisible (seepage 264). If the target is a creature,any gear it is carrying vanishes aswell. If you cast the spell on someoneelse,neitheryou nor your allies can seethe target unlessyou can normallysee invisiblethings or you employ magicto do so. Thespell endsif the target att acksany creature. For purposesof this spell,an att ack includesany spell or harmful effect targeting a foe or whosearea or effect includesa foe.
INVISIBILITY, MASS ~ Schoolillusion Range long (400 ft. + 40 ft/leve l) Targetsany numberof creatures,no two of which can be more than 180 ft. apart This spell functionslike invisibility,exceptthe effectmoveswith the groupandis brokenwhenanyonein the groupattacks. Individuals in the groupcan'tseeoneanother.Any individualwho movesmorethan180 feetfrom the nearestmemberof the group losesthe benefitof this spell. If only two individualsareaffected, the onemovingawayfrom the other onelosesits invisibility. If bothare movingawayfrom eachother,they both becomevisible whenthe distancebetweenthem exceeds180 feet.
IRRADIATE ~ ~ Schoolconjuration(creation, disease,poison,radiation) CastingTime1standard action Range medium (100 ft.+ 10 ftJ level) Area 10-ft.-radiusspread;seetext Duration instantaneous SavingThrow Fortitude part ial, seetext; SpellResistance no This spell floodst he area of effect with dangerousradiation. The strength of the radiationyou createdependson your caster level,asdetailed below.The central irradiatedareais alwaysa 10-foot-radiusspreadthat expandsnormally per the rules for radiation areasof effect (seepage403). Creatures within the areaare exposedto the radiation only once;t he radiationdoesnot linger in the area.The saving throw to resist the radiationeffects is set by the spell rather t han the
standardsaveDCfor radiation.
CASTER LEVEL
RADIATION LEVEL
6thorlower 7th-9th
Low Medium
10th-16th 17thor higher
High Severe
QI)
JOLTING SURGE QI)
LIFE BUBBLE 8J)
Schoolevocation(electricity) C.asting Time1 standardaction Rangetouch Targetsone creatureor object Durationinstantaneous SavingThrownone;SpellResistanceyes Youtoucha target with a deviceyou're holdingthat uses electricity, requiringa meleeattack againstthe target'sEAC. Alternatively, you can insteadtouch an electricaldevicea target is wearing (or a target that is an electrical device,such asa robot)with your hand,gaining a +2 bonusto your attack roll. Eitherway, if your attack hits, the electricaldevicesurges out of control, dealing4d6 electricity damageto your target. Casting this spell doesn't provokeattacks of opportunity.
Schoolabjuration CastingTime1standardaction Rangemedium(100 ft. + 10 ft/leve l) Targetsup to one creature/level,no two of which can be more than 30 ft. apart Duration1 day/level SavingThrow Will negates(harmless):SpellResistanceyes (harmless) Yousurroundthe target creatureswith a constantand movable 1-inchshellof tolerable living conditionscustomizedfor each creature. Thisshell enablesthe targetsto breathefreely in a variety of atmospheric conditions (includingin corrosive, thick, thin, and toxic atmospheres), aswell as underwateror in a vacuum.It alsomakesthe targets immuneto harmfulgasesand
KEEN SENSES 8J)
QI)
Schooltransmutation Casting Time1 standardaction Rangetouch Targets one creature Duration1 minute/level(D) Saving Throw Will negates(harmless): SpellResistanceyes (harmless) Thetarget gainsa +2 insight bonusto Perceptionchecksand gains low-light vision. Targetsthat havelow-light vision doublethe distancethey can seeunderthe effectsof this spell.
KNOCK ~ Schooltransmutation Casting Time1 standardaction Range medium(100ft. + 10 ft./level) Targets one door, container,or portal with an areaof up to
10 sq. ft./level Durationinstantaneous;seetext Saving Thrownone;SpellResistance no Knockopensbarred,computer-sealed,locked,or stuckdoors, aswell asthosesubjectto holdportalor securityseal. When you complete the casting of this spell,attempta casterlevel check(1d20+ your casterlevel)againstthe DCof the lock or computersealwith a+10 bonus.If successful,knockopens up to two meansof closure.This spellopenssecret doors(but doesn'tidentify secretdoorsyou haven'tfound)aswell as locked or trick-opening containers, starshipdoors,andsimilar secured entryways.It alsoloosenschains,shackles,or welds (provided they serve to hold something shut). If usedto opena doorclosed with securityseal,the spell doesn'tremovethe sealbut simply suspendsits functioningfor 10minutes.In all othercases,the doordoesnot relockitself or becomestuck again on its own. Knockdoesnot raisebarredgates or similarimpediments(such asa forcefield barrier)or openany dooror container largerthan the spell's area,nor doesit affect ropes,webs, and the like.
vapors,including inhaled diseasesand poisonsas well asspells with a harmful gaseouseffect. In addition,the shell protects targets(andtheir equipment)from extremetemperatures (between-50° and 140° F) without havingto attempt Fortitude saving throws,as well as extremepressures. Lifebubbledoesn'tprovideprotectionfrom energydamage, negative or positive energy(suchas found on the Negativeand PositiveEnergyPlanes).or radiation:it alsodoesn'tprovide the ability to seein conditionsof poorvisibility (suchas in smoke or fog) or the ability to moveor act normally in conditionsthat impedemovement(suchas underwater).
mJ
Targetsone object of up to 1 bulk/levelor one construct of any size This spell functions asmending,exceptit restores 5d6 Hit Pointswhen cast on an object or constructcreature. Makewholecan fix destroyedmagicitems,and it restores the magicpropertiesof the item if your technomancerlevel is at leasttwice the item'slevel. Itemswith charges(suchas batteries)and single-useitems(suchas potionsand grenades) can't be repaired in this way.Whenyou cast makewholeon a construct.the spell bypassesany immunity to magic as if the spell did not allow spell resistance.
LOGIC BOMB
MENDING ~
Schoolabjuration CastingTime1standardaction Rangetouch Targetsonecomputersystemor module Duration1 day/level or until triggered SavingThrowseetext; SpellResistance seetext You infuse one computersystem or module with protective energy,inuring it against attempts to accessit. As long as this spell is in effect. the first t ime a creature unsuccessfullyattempts to access,destroy,or manipulate the affected computersystem or module(using the Computers skill or otherwise).it takes 6d6 damage(either cold, electricity, or fire damage:you choosewhen casting the spell, and the spell gainsthe appropriatedescriptor). The creature can attempt a Fortitude savingthrow for half damage,and spell resistanceapplies.This damageis in addit ion to any negative effects the creature suffers due to the system's
Schooltransmutation CastingTime10 minutes Range10 ft. Targetsone object of up to 1 bulk Durationinstantaneous SavingThrowWill negates(harmless,object);SpellResistance yes (harmless,object) This spell repairsdamagedobjectsand constructs,restoring 1d4Hit Points. If the object has the brokencondition,this condition is removedif the object is restoredto at least half its original Hit Points. All of the piecesof an objectmust be presentfor this spell to function.A construct can benefit from this spell only onceper day.Magicitems can be repairedby this spell,but magicitems that are destroyeddon't havetheir magicabilities restored. This spell doesn'treverse effects that warp or otherwisetransmuteitems,but it can still repair damagedealt to such items.
other countermeasures .
MAGIC MISSILE Q:D Schoolevocation(force) CastingTime1 standardaction; seetext Rangemedium(100 ft. + 10 ft/level) Targetsup to three creatures,no two of which can be more than 15 ft. apart; seetext Durationinstantaneous SavingThrownone;SpellResistance yes Youfire two missilesof magical energythat strike targets unerringly(the creatures must still be valid targets) and deal 1d4+1 force damageeach.Youcan't target specific parts of a creature, and objects are not damagedby the spell. You can target a single creature or several creatures, but eachmissile can strike only one creature.Youmust designate targets beforeyou attempt to overcomespell resistanceor roll damage. Youcan cast this spellas a full action. If you do, you fire
threemissiles insteadof two.
mJ
MAKE WHOLE
Schooltransmutation Rangeclose(25 ft. + 5 ft./2 levels)
mJ
MICROBOT ASSAULT
Schoolconjuration (creation) CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Effectdistract ing cloud of microbots Durationconcentration + 1 round SavingThrownone;SpellResistance no Youpull latent technologicalenergy from the air to form a cloud of fist-sized hindering microbots that fill an areayou designate. The microbotsbegin in a 10-foot-squareareawhen you create them, and you can createthe cloud so that it shares t he spaceof other creatures.If no creatures are within the cloud'sarea,the microbot s pursue and harasst he nearest creaturet hat is hostile to you as best t hey can eachround. Although the microbots generally know which creatures are your enemies, you haveno control over their targets or direction of travel. If there are multiple valid targets the microbots can harass,the cloud will split into a maximum of four 5-foot-square segmentsand pursuediff erent targets. Thecloud (andany segmentsthereof)has a fly speedof 20 feet. Each roundon your turn, the microbotcloud grants harrying fire (seepage247)againstthe foes in its spaces. In addit ion, the cloud grants coveringfire (seepage246) to anyoneattacked by foes in its spaces.The microbots
constantlyrepair themselvesand the cloudgeneratesnew microbotsevery few seconds,so any attack againstthem is essentially ineffective.
MINDLINK e:I) Schooldivination (mind-affecting) CastingTime1 standardaction Rangetouch Targetsonecreature Durationinstantaneous SavingThrowWill negates(harmless):SpellResistance yes (harmless) You link your mind to that of a touched creatureto swiftly communicate a large amount of complexinformation in an instant. You decidewhat the target learns.limited to any amount of information that otherwise could be communicated in 10 minutes. This information comesin a seriesof visual imagesand emotional sensations.and it isn't languagedependent.
MINDPROBE ~ Schooldivination (mind-affecting) CastingTime1 minute Rangeclose(25 ft. + 5 ft./2 levels) Targetsone creature Duration1 round/level(D) SavingThrowWill negates.seetext; SpellResistance yes Yougain accessto the target's memoriesand knowledge,and you can pry the information you want from them involuntarily. You can attempt to learn the answer to one question of your choice per round; after eachquestion,the target can attempt a Will savingthrow to end the spell. If it fails, the creature can att empt a Bluff checkwith a DCequal to 11 + your SenseMotive modifier. If it fails its Bluff check,you gain the answer you desire. If it succeedsat its check, you gain no informat ion. If it succeeds by 5 or more, it answershowever it choosesand you believe that wrong answer to be the truth. Your questi ons are purely telepathic inquiries, and the answers to thosequest ions are imparted directly into your mind. Youand the target don't needto speakthe same language,though less intelligent creaturesmay yield up only appropriate sensoryimagesin answer to your questions.
8 J=sJ
MIND THRUST
Schooldivination (mind-affecting) CastingTime1 standardaction Rangeclose(25 ft. + 5 ft./2 levels)
Targetsone creature Durationinstantaneous SavingThrowWill half: SpellResistance yes Youdivine the most vulnerableportion of your opponent's mind and overloadit with a glut of psychic information.The target canattempt a Will savingthrow to halvethe damage dealt by this spell. This spell has no effect on creatures without an Intelligencescore. 1st:Whenyou cast mindthrustas a 1st-level spell,it deals 2d10 damageto the target. 2nd:When you cast mindthrustas a 2nd-levelspell, it deals 4d10 damageto the target.
3rd: When you cast mindthrustasa 3rd-level spell, it deals 7d10damageto the target. 4th: Whenyou cast mindthrust asa 4th-level spell, it deals 10d10damageto the target and the target is fatigued for 1 round if it fails its saving throw. 5th:When you cast mindthrustas a 5th-level spell, it deals15d10damageto t he target. The target is exhausted for 1 round if it fails its saveand it is fatigued for 1 roundif it succeedsat its saving throw. 6th: When you castmindthrust asa 6th-levelspell, it deals 17d10damageto the target. Thetarget is exhaustedand stunnedfor 1 round if it fails its save,and it is fatiguedfor 1 round if it succeedsat its savingthrow.
MIRACLE ~ Schoolevocation CastingTime1standardaction Range seetext Area, Effect, or Targetsseetext Durationseetext SavingThrow seetext; SpellResistance yes Whenyou cast miracle,you state what you would like to havehappenand requestthat the powerto which you are connectedintercede.A requestthat is out of line with the power'snature is refused.A miraclecan do any of the following things. • Duplicateany mystic spell of 6th level or lower. • Duplicateany other spell of 5th level or lower. e Undothe harmful effects of certainspells, suchas feeblemind . e Produceany effect whosepower level is in line with the
aboveeffects. At the GM'sdiscretion, you may try to use a miracleto producegreatereffects than these,but doing so may be dangerousor the spell may haveonly a partial effect. A duplicatedspell allows savingthrows and spell resistance as normal,but the saveOCsare the sameas for a 7th-level spell. For the purposeof other effects that dependon spell level, miraclecountsas a 9th-levelspell.
MIRROR IMAGE ~ Schoolillusion Casting Time 1 standardaction Rangepersonal Duration1 minute/level This spell creates a number of illusory doublesof you that inhabit your square. Thesedoubles make it difficult for enemiesto preciselylocateand attack you. When you cast mirrorimage,it creates1d4figment images.Theseimagesremain in your spaceand movewith you, mimicking your movements,sounds,and actions exactly. Wheneveryou are attackedor are the target of a spell that requiresan att ack roll, there is a possibility that the attack targets one of your imagesinstead. If t he att ack hits, roll randomly to seewhether t he selectedtarget is real or a f igment. If it is a figment, the figment is destroyed.If the
attack missesby 5 or less,one of your figments is destroyed by the near miss,and an attack that missesyou due to a miss chancealso destroys an image.Area spells and effects that don't require an attack roll affect you normally and don't destroy any of your figments. Spells with a rangeof touch are harmlesslydischargedif usedto destroy a figment. An attacker must be able to see the figmentsto be fooled. If you are invisible or the attacker is blind, the spell has no effect. Blindsensedoesn't help distinguish the figments from the real you, but blindsight is sufficient to do so.
MISLEAD ~ Schoolillusion CastingTime1standard action Range personal: seetext Effectone illusorydouble Duration1round/level(0) andconcentration+ 3 rounds:seetext SavingThrownoneor Will disbelief,seetext; Spell Resistance no and at the same Youbecomeinvisible (asgreaterinvisibility), time,a figmentdoubleof you (aspera 3rd-levelcastingof holographic image)appears.Thedoubleappearswithin close range (25 feet + 5 feet/2 levels)but thereaftermovesas you direct it (which requires concentrationbeginningon the first roundafter the casting).Youcanmakethe figmentappear superimposed perfectly overyour own bodyso that observers don't noticean imageappearingandyou turning invisible.You andthe figmentcanthen movein differentdirections.Thedouble moves at your speedand cantalk and gestureasif it werereal, but it can'tattackor castspells,thoughit can pretendto do so. The illusory double lasts as long as you concentrateupon it plus 3 additional rounds. After you ceaseconcentration, the illusory doublecontinues to carry out the sameactivity until the duration expires. The invisibility lasts for 1 round per level, regardless of concentration.
MODIFY MEMORY ~ Schoolenchantment(compulsion,mind-affecting) CastingTime1 round;seetext Rangeclose(25 ft. + 5 ft./2 levels) Targets one living creature Durationpermanent SavingThrowWill negates;SpellResistance yes Youreachinto the target'smind and modify up to 5 minutesof its memories in oneof the following ways. 9 Eliminate all memoryof an eventthe target actually experienced . This spell cannotnegatecharmperson, suggestion,or similar spells.
• Allow the target to recall with perfectclarity an event it actually experienced. • Changethe details of an eventthe target actuallyexperienced. • Implant a memoryof an eventthe target neverexperienced. Castingthe spell takes1 round.If the target fails its saving throw, you proceedwith the spell by spendingas muchas 5 minutes (a period of time equal to the amount of memoryyou want to modify) visualizing the memoryyou wish to modify
in the target. If your concentration is disturbedbeforethe visualizationis complete,or if the target movesbeyondthe spell's rangeat any point during this time,the spell fails. A modified memorydoesnot necessarilyaffect the target's actions,particularlyif it contradictsthe creature'snatural inclinations.An illogical modified memoryis usuallydismissed asa bad dream,a hallucination,or anothersimilarexcuse.
8 J=sJ
MYSTIC CURE
Schoolconjuration (healing) CastingTime 1 standardaction Rangetouch Targets one living creature Durationinstantaneous SavingThrowWill half (harmless):SpellResistanceyes (harmless) With a touch,you healand invigorateyour target, restoringa numberof Hit Points. If the targetregainsall of its Hit Pointsas a result of this healing,you canapplythe remaining healingto yourself,aslongas you area living creature.Onthe other hand, if this isn't enoughto restoreall the target'sHit Points,you can transfer any numberof your own Hit Pointsto the target,healing the target that amount.Youcan't transfer moreHit Points than you haveor moreHit Pointsthan the targetis missing. Mysticcure restoresa numberof Hit Points to your target dependingon the spell's level. 1st: 1d8 + your Wisdommodifier 2nd:3d8 + your Wisdommodifier
3rd: 5d8 + your Wisdommodifier 4th: 7d8 + your Wisdommodifier 5th: 9d8 + your Wisdommodifier 6th: 11d8+ your Wisdommodifier In addition,unlike most healing, when you cast mystic cure asa spell of 4th-levelor higher,you havetwo optionsto enhanceits effects. The first option is to restorean extra 5d8 Hit Pointswith a 4th-level mysticcure spell,an extra 7d8 Hit Pointswith a 5th-levelmysticcurespell,or an extra 9d8 Hit Pointswith a 6th-level mysticcurespell.Thesecondoption is to bring a target that died within 2 roundsbackto life. In addition to healingsucha creature,the spell returns the target to life, and the target takesa temporarynegative levelfor 24 hours.This spell can't resuscitate creaturesslain by death effects,creaturesturned into undead,or creatureswhose bodieswere destroyed,significantly mutilated,disintegrated, and so on. Casting this spell doesn'tprovokeattacks of opportunity.
8 ""s.-s)
Yourestore a number of Hit Points to a numberof targets. Chooseone of these targets within 10 feet of you: if that target regains all of its Hit Pointsas a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature.On the other hand,if this isn't enoughto restore all of that target's Hit Points.you can transfer any number of your own Hit Pointsto that target, healing the target that amount.Youcan't transfer more Hit Points than you have or more Hit Points than the target is missing. The numberof Hit Pointsmossmysticcure restoresto each target dependson the spell'slevel. 5th: 3d8 + your Wisdommodifier 6th: 5d8 + your Wisdommodifier
NONDETECTION ~ Schoolabjuration CastingTime 1standardaction Rangetouch Targets one creatureor object Duration1 hour/level SavingThrowWill negates(harmless,object);SpellResistance yes (harmless,object) Thewardedcreatureor object becomesdifficult to detect and by divination spellssuch as clairaudience/clairvoyonce spells with the word "detect"in their names.Nondetection also preventslocationby magicitems suchas crystalballsand technologicalitemssuchas camerasand surveillancesystems. Castingthis spell placessignificantstresson you, and requires you to spend1 Resolve Point. If a magic divination is attempted against t he warded creatureor item, the casterof the divination must succeed at a caster level check(1d20 + caster level)against a DC equal to 11+ your caster level. If surveillanceis attempted with remote camerasor sensors,the viewer must succeed at a Perception checkagainst a DCequal to 11+ your caster level to seethe target. If you cast nondetectionon yourself or on an item currently in your possession,the DCfor each these checksis equal to 15 + your caster level. If cast on a creature,nondetectionwards the creature's gear as well as
the creature itself. Nondetectionprotects the target only from discovery by items and remote sensors.not by creatures.A camera mountedto a wall and monitored from a security booth is subject to nondetection,but a camerain a creature (including constructs)is not.
MYSTIC CURE, MASS
OVERHEAT Q!)
Schoolconjuration(healing) CastingTime 1 standardaction Rangeclose (25 ft. + 5 ft./2 levels);seetext
Schoolevocation(fire) CastingTime 1standardaction Range 15 ft. Area cone-shapedburst
Targets up to onecreature/level,no two of which can be more than 30 ft. apart Durationinstantaneous SavingThrowWill half (harmless); SpellResistance yes(harmless)
Durationinstantaneous SavingThrowReflexhalf; Spell Resistance yes Youcollect the heat generatedby nearbybodiesand devices
andvent it outwardin a thermal wave,dealing2d8 fire damageto creaturesandobjectsin the area.
OVERLOAD SYSTEMS ~ Schoolenchantment(compulsion) CastingTime 1 standardacti on Rangetouch Targetsone creature Duration1 round/level SavingThrow Fortitude negates;SpellResistanceyes By touching t he target (usually requiring a meleeattack roll against the target's EAC,but you can add your key ability score modifier instead of your Strength modifier if it is higher), you flood the target's body with randomj olts of electricity or other interference.On a failed Fortitude save,the target is overwhelmedand potentially unable to perform tasks as normal. While this spell is in effect, whenever the target takes any action or reaction, there is a
50%chancethat the target simply takes no action instead. Roll t his chanceseparately for eachaction the target would take. For example,if the target wishes to move and attack during its turn, it would roll d%twice to determine whet her it could take t hoseactions-once before each action it wishes to take. Eachattack of a full attack action counts as separate action. Thisspell is effectiveagainstliving and unliving creatures, andcastingit doesn'tprovokeattacks of opportunity.
PASSWALL mJ School transmutation CastingTime1standardaction Rangetouch Effect5-ft.-by-8-ft. opening Duration1 hour/level (D) SavingThrow none;SpellResistanceno Youcancreatea passagethrough metal, plaster, plastic, stone,or woodenwalls, but you can not createonethrough force fields, starship bulkheads,or other harder materials. The passageis 30 feet deep. If the wall's thicknessis more than the depth of the passagecreated,then a single casting of posswo//simply makes a nicheor short tunnel. Several castingsof posswo//can then form a continuing passageto breachvery thick walls. When posswo//ends, creatureswithin the passageare ejected out t he nearestexit. If someonedispels posswo//or you dismiss it, creatures in the passageare ejectedout the far exit, if there is more than one,or out t he sole exit.
PLANAR BARRIER ~ ~ Schoolabjurat ion CastingTime6 rounds Range medium (100 ft. + 10ft/ level) Area one60-ft. cube/level (S) Duration24 hours SavingThrow none;Spell Resistance yes Planar barrier sealsan areaagainstall planar travel into or within it. This includesall teleportation spells, summoning spells, plane shift ing, astral t ravel,and etherealt ravel.Such effect s simply fail automatically. Starshipscannot enter or emergefrom Drift travel in an areaaffected by this spell. Dispelmagicdoesnot dispel your planar barrier
effect unlessthe caster level of the creature attempting to dispel it is at least as high as your own. Youcan't have multiple overlapping planar barrier eff ects. If planar barrier eff ects woulds overlap,the more recent effect stops at the boundaryof t he older effect. A planar barrier can be madepermanent with a specialritual, which takes 1 hour and requires materials worth 15,000 credit s per 60-foot cube.
PLANAR BINDING - ~
~
Schoolconjuration (calling); seetext C.asting Time10 minutes Rangeclose(25 ft. + 5 ft./2 levels) Targetsseetext Durationinstantaneous;seetext SavingThrowWill negates;SpellResistance yes; seetext Castingthis spell attempts a dangerousact: to lure a creature from another planeto a specifically preparedtrap, created by the spell within its range.The called creature is held in the trap until it agreesto perform one service in return for its freedomor breaks free. The kind of creatureto be bound must be known and stated. If you wish to call a specific individual. you must use that individual'sproper namein casting the spell. The CRof the outsider you can call with planar binding dependson the spell's level. 4th: One outsiderof CR4 or lower 5th: Oneoutsiderof CR7 or lower 6th: Oneoutsider of CR10 or lower The target creature can attempt a Will saving throw. If the creature succeedsat the saving throw, it resists the spell. If it fails, the creature is immediately drawn to the trap (spell resistancedoes not keep it from being called). The creature can escapefrom the trap by successfully using its spell resistance (meaning you fail a caster level check against its spell resistance),by dimensionaltravel, or with a successfulCharisma check (DC= 15 + half your caster level + your Charismamodifier). It can try each method once per day, and a natural 20 on this check always succeeds(and a natural 1 on your caster level check always fails). If it breaks loose,it can flee or attack you. A planar barrier spell cast in the area prevents the creature from escapingvia
dimensionaltravel. If the creature does not break free of the trap, you can keep it boundfor as long as you dare. You can att empt to convincethe creature to perform a task for you in exchangefor releaseand perhapssomesort of reward. The creature decideswhich terms it is willing to accept, and it must willingly agreeto the terms; magical compulsion isn't sufficient. This continuesunti l the creature promises to serve,unti l it breaksfree, or unti l you decide to get rid of it by meansof someother spell. It never agreesto unreasonablecommands. Oncethe requested service has been completed,the creature need only to inform you to be instantly sent back to its home plane.The creature might later seek revenge against you for having imprisonedit. If you assignsome open-endedtask that the creature can't complete through its own actions, the spell remains in effect for 10 days and the creature gains an immediate chanceto break free. A defined task that will take longer than 10 days usually counts as unreasonable. Note that a clever recipient can subvert someinstructions. Whenyou use this spell to call a creaturewith the air, chaotic,earth,evil, fire, good,lawful, or water subtype,the spell gains that descriptor.
PLANE SHIFT afil @fil Schoolconjuration (teleportation) CastingTime1standardaction Rangetouch Targetsone creature, or up to eight willing or unconscious creatures Durationinstantaneous SavingThrowWill negates;SpellResistance yes Youmoveyourself or someother creature to another plane of existenceor alternate dimension. If severalwilling or unconscious creaturesare linked by hand in a circle.as many as eight can be affected by a single casting of planeshift. Arriving at a preciselocationon the intendedplaneis nigh impossible.Fromthe Material Plane,you can reachany other plane(exceptfor the Drift), thoughyou appear5 to 500 miles (5d%)from the last placeone of the targets (your choice)was located last time that target traveled to that plane. If it's the first time traveling to a particular planefor all targets. you appearat a randomlocationon the plane,though you can use other meansof transit. suchas interplanetaryteleport.to travel on the new plane.Mystics must havean object attuned to a specific planeor native to that plane in order to useplane shift to travel to a plane.A technomancerrequires a planar navigational programfor a specific plane in order to travel to that planewith planeshift. Specialrituals,jealously hoarded by powerful technomancersand mystics, can allow you to travel to specific locationson the chosenplane,or evento unknownworlds.
PRIVATE SANCTUM ~ Schoolabjuration CastingTime10 minutes Rangeclose(25 ft. + 5 ft./2 levels) Areaone30-ft. cube/level(S) Duration24 hours(D) SavingThrownone;SpellResistance no This spell ensures privacy.Anyonelooking into the area from outside seesonly a dark, foggy mass.Darkvision cannot penetrateit. No sounds,no matter how loud,can escapethe area,so nobodycan eavesdropfrom outside.Thoseinsidecan seeout normally. Divination (scrying) spellscan't perceive anything within the area,and those within are immuneto detect thoughts. The ward preventsspeechbetweenthose inside and those outside (becauseit blocks sound), and technological communication (as it blocks broadcasts),but it doesn't prevent ot her magiccommunication, such as a telepathic messagespell, or telepathic communication. Thespelldoesnot preventcreaturesor objectsfrom moving into and out of the area.
PROBABILITY PREDICTION ~ Schooldivination CastingTime1standardaction Rangepersonal
Duration1 round/level(D);seetext You open your mind to read the underlying probability of the universe.At any point during the duration of this spell, you can discharge it to reroll any d20 roll (attack roll, saving throw, skill check, etc.; see page 243). This takes no action, but you must choose to do it before you learn the results of the f irst roll. You must take the result of the secondroll, even if it is worse.
PRYING EVES ~ Schooldivination CastingTime1 minute Range 1 mile Effect20 magical sensors Duration1 hour/level (D);seetext SavingThrownone;SpellResistance no Youcreate20 semitangible.visible magical orbs called "eyes.· Theseeyes moveout. scout around.and return as you direct them when casting the spell. Eacheye can see 120 feet (normal vision only) in all directions. While the individual eyes are quite fragile. they're small and difficult to spot. Eacheye is a Fine construct (about the size of a small apple) with the magical subtype. They each have 1 Hit Point and EACand KACof 18, and they fly at a speedof 30 feet with a +20 bonus to Acrobatics checks to fly and a +16 bonusto Stealth checks.An eye has a +20 Perceptionbonus and is subject to darkness.fog, illusions. and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch. When you createthe eyes,you specify instructions you
want them to follow in a commandof no more than 25 words.The eyes know anything you know. In order to report their findings,the eyes must return to your hand.Eacheye replays in your mind all that it has seen during its existence.It takes an eye 1 round to replay 1 hour of recordedimages.After relaying all of its findings, an eye simply disappears. If an eye ever gets morethan 1 mile awayfrom you, it instantly ceasesto exist. However,your link with the eye is suchthat you won't know if the eyewas destroyedbecauseit wanderedout of rangeor becauseof someother event. Theeyesexist for up to 1 hour per casterlevel or until they return to you. Dispelmagiccandestroy t he eyes.Roll separately for eacheye caughtin an areadispel.
PSYCHIC SURGERY ~ Schoolenchantment (mind-affecting) Casting Time 10 minutes Rangetouch Targetsone willing or unconscious,living creature Durationinstantaneous Saving Throw none;SpellResistanceno Psychicsurgery heals the target of all Intelligence, Wisdom.and Charisma damage,and it restoresall points
permanently drained from the target's Intelligence, Wisdom.and Charisma scores.It also eliminatesall ongoing confusion, fear, and insanity effects. Psychicsurgery also removesany mental afflict ions that could be removedwith dispelmagic,as well as mental diseases.Psychicsurgery removesall effects magically altering the target's memory, even instantaneouseffects, and it can restore a memory to perfect clarity (evenif the memory loss is due to the mundanepassageof time).
PSYCHOKINETIC HAND ~~ Schooltransmutation CastingTime1standardaction Range close(25 ft. + 5 ft./2 levels) Targets one unattendedobjectof no morethan 10 lbs.or 1 bulk Durationconcentration SavingThrownone;SpellResistanceno You point your finger at the target object. gaining the ability to lift it and move it at will from a distance.As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceedsthe spell's range.You can't perform complex operations,such as fir ing a gun or using a computer,but you can shut a mechanicaldoor or lid and work simple buttons to open or close automateddoors or tr igger an alarm.
PSYCHOKINETIC STRANGULATION ~ Schooltransmutation CastingTime 1 standard action Rangeclose(25 ft. + 5 ft./2 levels) Targetsone creature that breathes Durationconcentration up to 1 round/level SavingThrow Fortitude partial, seetext; SpellResistance yes Youmanipulatethe mystical energyarounda creature's throat into a viselike grip, potentially choking the life out of your victim. Eachround you concentrateon this spell, it deals3d8 bludgeoning damageand immobilizesthe target. A creature immobilized in this way cannot moveand must hold its breath (seepage404). The creature can still attack with any of its weapons(exceptany bite attacks).cast spells,and so on. Eachround the spell affects the target, the target can attempt a Fortitude savingthrow to halve the damageand avoid being immobilized.
RAISE DEAD ~ Schoolconjuration (healing) CastingTime1 minute Range touch Targets one deadcreature Durationinstantaneous SavingThrownone,seetext; SpellResistanceyes (harmless) Yourestore life to a deceasedcreature.You can raisea
creature that has been dead for no longer than 1 day per caster level. In addit ion, the target's soul must be free and wil ling to return. If the target's soul is not willing to return, the spell fails; therefore, a target that wants to return to life receivesno saving throw against t his spell. Castingthis spell requires you to create a complex representationof t he target deceasedcreature, worth at least 5,000 credits, to serve as a beaconfor the creature's soul.This object is consumedwhen you cast t he spell. Comingback from the dead is an ordeal. The target of the spell gains 2 permanentnegative levelswhen it is raised, just as if it had been hit by a creature'sability that bestows permanent negativelevels.If the target is 1st level,it takes 2 Const itution drain instead(if t his would reduceits Constitut ion to O or less,it can't be raised).A raisedcreature returns with no Resolve Points, no Stamina Points, and no spell slots (until it rests to recovert hem normally). It has 5 Hit Points.Any ability scoresreducedto O are raisedto 1. Normal poison and normal diseaseare cured in the processof raising the target, but magicaldiseasesand cursesare not undone. While t he spell closesmortal woundsand repairs lethal damageof most kinds,the body of the creature to be raisedmust be whole. Otherwise,missingparts are still missingwhen the creature is brought backto life. The spell can't bring back a creature that has died of old age.Constructs, elementals, and outsiders can't be raised by thi s spell. It is possible to bring back a creature that has been turned into an undeadcreature, but the beaconfor the
creature's soul must be more powerful, and must be worth at least 15,000 credits.
RAPID REPAIR W) Schoo l transmutation CastingTime 1 standardaction Rangetouch Targetsone construct or weapon Duration1 minute SavingThrow Fortitude negates(harmless,object); Spell Resistance yes (harmless,object) On eachround,the target construct or weaponregains2d8 Hit Points.This doesnot stack with any fast healingthe construct or weaponalready has.Youcan't target a construct or weapon that has beenbrought to O Hit Points or destroyed.
RAV OFEXHAUSTION ~ Schoolnecromancy CastingTime1 standardaction Rangeclose (25 ft. + 5 ft./2 levels) Targetsone creature Duration1 minute/level SavingThrow Fort itude partial, seetext; Spell Resistanceyes Youcreatean enervating ray of magic. Youmust makea rangedattack against your opponent'sEAC.On a hit, the target is immediately exhaustedfor the spell'sduration. A creature
that succeedsat a Fortitude savingthrow is only fatigued, unlessit is alreadyfatigued,in which caseit insteadbecomes exhausteddespitethe saving throw. This spell has no effect on a creaturethat is already exhausted.Unlike normalexhaustion or fatigue,the effect endsas soonas the spell's duration expires.
RECHARGE ~ Schoolevocation CastingTime1 round Rangetouch Targetsone object Duration instantaneous SavingThrow Fortitudenegates(object);SpellResistanceyes (object) You restore up to 10 chargesto a battery or 5 charges to a technological item capableof being charged by a battery. Sincethis spell takes your personal energy,you must spend 1 Resolve Point to cast it. If you recharge a battery, there is a 20%chance the battery is destroyed by the attempt. If you restore more charges than the item can hold, the item must succeedat a Fortitude saving throw or take 1d6 electricity damagefor each excesscharge. This spell provides no knowledgeof how many chargesan item can safely hold, but you can chooseto bestow fewer charges than the maximum allowed to reducethe risk; you must declare how many chargesyou are restoring before casting this spell.
REFLECTING ARMOR 82) Schoolabjuration (force) CastingTime1 standardaction Range personal Duration10 minutes/levelor until dismissed(D);seetext Youcreatea shimmering skin-likecoatingof mysticalforce that coversyour body,allowing you to reflect damageyou take back againstyour attacker.At any time during this spell's duration,when you take Hit Point damagefrom an attack madewith a weaponby a foe within 100 feet, you can chooseto dismisst he spell as a reaction.If you do, the armor crackleswith energyas it disappears,arcing through the air to strike the attacking creature,which takesan amountof force damageequal to the damagedealt to you at the time this spell was dismissed(maximum10).The target can att empt a Reflex savefor half damage.
REGENERATE ~ Schoolconjuration(healing) CastingTime3 rounds Rangetouch Targets one living creature Durationinstantaneous SavingThrow Fortitude negates(harmless);SpellResistance yes (harmless)
The target'sseveredbody members(fingers, toes, hands, feet, arms, legs,tails, or even heads of multiheaded creatures),brokenbones,and ruined organs(including eyes) grow back.After the spell is cast, the physical regeneration is complete in 1 round if the severedmembersare presentand touching the creature. It takes 2d10 roundsotherwise. Regenerate alsorestores12d8Hit Points, rids the target of exhaustion and fatigue,and eliminatesall nonlethal damage the target has taken.It has no effect on nonliving creatures (including undead).
REINCARNATE ~ Schooltransmutation CastingTime10 minutes Rangetouch Targets one deadcreature Durationinstantaneous:seetext SavingThrow none,seetext: SpellResistance yes (harmless) Whenyou cast this spell,you bring backa deadcreaturein anotherbody,providedthat its deathoccurredno morethan 1week beforethe castingof the spell and the target'ssoul is free and willing to return. If the target'ssoul is not willing to return, the spell fails: therefore,a target that wants to return receives no savingthrow. Castingthis spell requires a special monumentworth at least1,000 credits to serveas a beacon for the departedcreature'ssoul. Thisobject is consumedwhen you cast the spell. Sincethe deadcreatureis returning in a new body,all physicalills and afflictions are removed.The condition of the creature'sremains is not a factor.So long as some small portion of the creature'sbody still exists, it can be reincarnated,but the portion receiving the spell must have beenpart of the creature'sbody at the time of death. The magicof the spell createsan entirely new youngadult body
for the soul to inhabit from the naturalelements at hand.This processtakes 1 hour to complete. Whenthe body is ready,the target is reincarnated. A reincarnated creature recalls the majority of its former life and form. It retains any classfeatures,feats, and skill ranks it formerly had. Its class,baseattack bonus,basesave bonuses,and Hit Pointsare unchanged.The creatureshould recalculate its ability scoresfrom scratch as a memberof its new race(rememberingto include any ability scoreincreases from leveling up).The target of the spell gains 2 permanent negativelevelswhen it is reincarnated. If the target is 1st level, it takes 2 Constitution drain instead (if the Constitution drain would reduceits Constitution to 0 or less,the creature cannot be reincarnated).The target creaturecan decide whether its new body retains any of the implants it had in its former body.A spellcasting creaturehas a 50%chanceof losing any given unusedspell slot as if it had been usedto cast a spell. For a humanoid creature,the new incarnation is determinedusing the table on the facing page.For nonhumanoidcreatures,a similar table of creaturesof the sametype should be created.
Elementals,outsiders,and undeadcreaturescan't be reincarnated.Any creaturethat can't benefit from the mystic cure spellcannotbe reincarnated.The spell can bring backa creaturethat has died of old age. The reincarnatedcreaturegains all abilit ies associated with its new form, including any forms of movementand speeds,natural attacks, extraordinary abilities, and the like, but it does not automatically speakthe languageof the new form it takes.
D%
INCARNATION
1-6 7-14 15-22 23-30 31-34 35-38 39-46 47-55 56-64 65-73 74-81 82-90 91-99
Andro id Dwarf Elf Gnome Half-elf Half-ore Halfling Human Lashunta Kasa tha Shirren Vesk Ysok i Other (GM 'schoice)
100
A miracleor wish spellcan restorea reincarnatedcreature to its original form.
REMOVE AFFLICTION ~ Schoolconjuration (healing) CastingTime1 standardaction Range touch Targets onecreatureor object Durationinstantaneousor 10 minutes/level; seetext SavingThrowWill negates(harmless,object);SpellResistance yes (harmless,object) Youremoveimpurities from a creatureor object,potentially neutralizingthe curses,diseases,infestations,poisons,and other harmful conditionsaffecting it. If the target is a creature, you must attempt a casterlevel check(1d2O+ your caster level) for eachcurse,disease,infestation,and poison affecting it (OC = 4 + the OCof the affliction).Successmeansthat affliction is removed.Additionally,if the target is blind or deaf due to an affliction or damage,removeaffliction restores vision and hearing unlessthe appropriate organhas beenentirely removedfrom the creature'sbody. A creaturethat is curedwith removeaffliction takesno additional effectsfrom the curses,diseases,infestations,or poisonsremoved,and any temporaryeffectsare ended,but the spell doesnot reverseinstantaneouseffects,suchas Hit Point damage,temporaryability damage,or effectsthat don't go away on their own (suchas poison states).This spell cannot removethe cursefrom a curseditem,though a successful casterlevelcheckenablesthe creatureafflicted with any such
curseditem to removethe curseand get rid of it. Sincethe spell's duration is instantaneous, it doesnot preventthe target
from suffering from the samecurse,disease,infestation,or poisonafter a new exposureat a later date. Youcan insteadcastthis spellto neutralizethe poisonin a poisonouscreatureor object for 10 minutesper level. If you cast it on a creature,the creaturecanattempt a Will saving throw to negatethe effect. Removeaffliction countersbestowcurse.
REMOVE CONDITION ~ Schoolconj uration(healing) CastingTime1standardaction Rangetouch Targetsonecreature Durationinstantaneous SavingThrow Fortitude negates(harmless);SpellResistance yes (harmless) This spell functions in the sameway as lesserremove condition,exceptyou removeany one of the following conditionsaffecting the target: frightened,nauseated,shaken, sickened,or staggered.
REMOVE CONDITION, GREATER ~ Schoolconjuration (healing) CastingTime1standardaction Rangetouch Targets one creature Durationinstantaneous SavingThrow Fortitudenegates(harmless);Spell Resistance yes (harmless) This spell functionsas lesserremovecondition,exceptyou removeall of the following conditionsaffecting the target: cowering, dazed,frightened,nauseated,panicked,paralyzed, shaken,sickened,staggered,and stunned.
REMOVE CONDITION, LESSER 82) Schoolconj uration (healing) CastingTime 1 standardaction Range touch Targets one creature Durationinstantaneous SavingThrow Fortitude negates(harmless);Spell Resistanceyes (harmless) Youremoveany oneof the following conditionsaffecting the target:shaken,sickened,or staggered.If the condition is the result of a diseaseor anotherongoingeffect,this spell removes the conditionbut doesnot curethe diseaseor ongoingeffect, andthe target canregainthe condition from that effect as normal,potentially immediately. Lesserremoveconditionalso doesn'tcureor removeother damageor conditionsthe target is suffering from any source,eventhe same sourcethat causedthe removedcondition.Sincethis spell's duration is instantaneous, it doesnot preventthe target from gainingthe condition again. Casting this spell doesn'tprovokeattacksof opportunity.
REMOVE RADIOACTIVITY ~ Q:5)
RESISTANT ARMOR, GREATER ~ ~
Schoolconjuration (healing) CastingTime1standardaction Rangetouch Targetsor Areaone creatureor object or one 20-ft.-radius area Durationinstantaneous SavingThrowFortitude negates(harmless,object);Spell Resistance yes (harmless,object) You removeall ongoing effects of radiation from a single target if you succeedat a caster level check (DC = the DC associated with the radiation effect). The target is curedof both the radiation'spoisoneffects and the radiation sickness disease,moving the target to the healthy state on both tracks. When cast on an area,a single casting of remove radioactivityremovesradiation from a 20-foot-radiusarea aroundthe point you touch. This spell has no power to negatenaturally radioactive materials,and as long as such materialsremainin an area,the radiation that was removed may return.
Schoolabjuration This spell functions as lesserresistantarmor, but the target and her geargain DR 15/- or energyresistance15that protects againstfour energytypes.
RESILIENT SPHERE Q:5) Schoolevocation(force) CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsone Largeor smallercreature Duration1 minute/level (D) SavingThrowReflexnegates;SpellResistanceyes A 10-foot-diameter globe of shimmering force enclosesthe target creature.The spherecontainsthe target for the spell's duration. The sphere functions in the sameway as a wall of force, except it can be negated by dispelmagic.A target inside the sphere can breathe normally. The spherecan't be physically movedeit her by creatures outside it or by the st rugglesof thosewithin.
RESISTANT AEGIS ~
mJ
Schoolabjuration CastingTime1standardaction Range30ft. Targetsup to 10 creatureswearing armorwithin range Duration1minute/level SavingThrowFortit ude negates(harmless);SpellResistance yes (harmless) This spell functions as lesserresistantarmor, except as indicated above,and t he wearers and their gear gain DR 5/- or energy resistance 5 that protects against al I five energy types.
RESISTANT ARMOR a3
03J
Schoolabjurat ion This spell funct ionsas lesserresistantarmor,but the target and her gear gain DR10/- or energy resistance10 that protects against three energytypes.
fEJW
RESISTANT ARMOR, LESSER
Schoolabjuration CastingTime 1standardaction Rangetouch Targetsone creature wearingarmor Duration10 minutes/level SavingThrowFortitudenegates(harmless);SpellResistanceyes (harmless)Lesserresistantarmorgrants the target (and its gear)protection from your choiceof either kinetic damage or energy damage.If you choosekinetic damage,the target and her gear gain DR 5/- that protects against bludgeoning, piercing,and slashingdamage. If you chooseenergy damage, pick any two of acid, cold, electricity, fire, and sonic damage. The target and her gear gain energy resistance5 that protects against the chosentypes of energy. This damage reduction or energy resistancedoesn'tstack with any damagereductionor energy resistancethe target already has.and multiple castingsof this spell don't stack.
RESTORATION ~ Schoolconjuration (healing) CastingTime3 rounds Rangetouch Targetsone creature Durationinstantaneous SavingThrowWill negates (harmless);SpellResistance yes (harmless) This spell functions as lesserrestoration,except it also removestemporary negative levels or 1 permanent negat ive level.You must spend5 Resolve Points when casting this spell to removea permanent negative level.This spell can't be usedto removemore than 1 permanent negativelevel from a target in a 1-week period. Restorationhealsall temporary ability damage,and it restoresall points permanentl y drained from a single ability score (your choice if more than one is drained).It also eliminatesany fatigue or exhaustion suffered by the target, but it doesn't remove any underlying sourceof fat igue or exhaustion. A target that has benefitedfrom the removalof fatigue or exhaust ion from t his spell can't benefit from either effect again for 24 hours.
RESTORATION, LESSER ~ Schoolconjuration (healing) CastingTime3 rounds Rangetouch Targetsone creature Durationinstantaneous
SavingThrowWill negates(harmless);SpellResistance yes (harmless) Lesserrestorationdispels any magical effects reducing oneof the target'sability scores, or it heals 1d4temporary ability damageto one of the target'sability scores.It also eliminates any fatigue suffered by the creatureor improves an exhaustedcondition to fatigued,but it doesn'tremoveany underlying sourceof fatigue or exhaustion.It alsodoesn't heal permanentability drain. A target that has benefited from the removalof fatigue or the reduction of exhaustion from lesserrestorationcan't benefit from either effect again for 24 hours.
RETROCOGNITION ~ Schooldivination CastingTime 1 minute Rangepersonal Durationconcentration,up to 1 minute/level This spell allows you to gain psychic impressionsfrom past eventsthat occurredin your current location. Retrocognition reveals psychicimpressionsfrom events that occurredover the courseof the last hour throughoutthe first minute of the spell'sduration, followed by impressionsfrom the next hour back throughout the next minute you concentrate,and so on. If a psychicallytraumatic or turbulent event happenedduring that period, you must succeedat a Will saving throw (DC= 15, 20, or 25, dependingon the severity of the traumatic or turbulent event) or loseyour concentrationon t he spell. If you fail this saving throw, t he spell ends. At mystic level 16th and higher,you can choose to collect impressionsfrom over the courseof a longer interval of t ime than an hour,beginning at 1week per minute of concentration(as listed on t he table below).Theamount of detail you receivediminishes,so this eventually makes it harderto distinguishimpressionsleft by anything but the most major events.In most circumstances,you can't glean informat ion about what occurredduring the Gapwith this spell.
MYSTIC LEVEL
16th-17th 18th-19th 20th
PERIOD 1weekperminute 1yearperminute 1decade perminute
REWIRE FLESH ~ Schooltransmutation CastingTime1 standard action Rangemedium(100 ft. + 10 ft/ level) Targetsone living creature Duration1 round/level (D); seetext SavingThrow Will negatesand Fortitude
half, seetext; SpellResistanceyes Like rewriting the codethat makesup a computerprogram, you manipulate the target'sONAto painfully rewire that target'sbiologicalfunctions to mimic the cold and rigid processesof a robot. Thetarget must succeedat a Will savingthrow, or all of its movementspeedsare halved and it takes 3d6 slashingdamageper round on its turn as its internal organsshift and transform to becomemore like the inner componentsof a robot. Eachround,the target can attempt a Fortitudesavingthrow to halve the damagethis spell causes. While this spell is in effect, the target's body becomes visibly more robotic; its voice is tinny and halting, its movementsare jerky, and its face is unmoving and emotionless.The target hasthe flat-footed condition,and it takes a - 2 penalty to all SenseMotive checksas well as to all Charisma-based and Dexterity-basedskill and ability checks.
REWIRE FLESH, MASS ~ Schooltransmutation Targetsup to one living creature/level,no two of which can be morethan 30 ft. apart This functionsas rewireflesh,exceptas statedabove.
SECURITY SEAL ~ Schoolabjuration CastingTime1standardaction Rangetouch Targetsonedoor.container,or portalup to 30 sq.ft/ level in size Duration24 hours SavingThrow none;SpellResistanceno A securityseal spell magically locksa single door,container with a lid or latch, portal. or computersystem. Casting this spell requires you to spend1 Resolve Point.Youcan freely bypassyour own security sealwithout affecting it. If the sealedobject hasa lock, the DCto openthat lock increases by 5 while it remainsattachedto the object. If the object doesn'thavea lock,this spell createsone that can only be openedwith a successfulDC20 Engineeringcheckto disable devices.If the sealedobject hascomputersecurity, the DCto bypassthat security increasesby 5. A door or object secured with this spell can be openedonly by breaking in or with a successfuldispelmagicor knack spell. Add 5 to the normalDC to break opena door or portal affected by this spell. A knock spell removesthe securitysealautomatically,counting as one meansof closure.
SEE INVISIBILITY ~~ Schooldivination Casting Time1 standardaction Range personal Duration10 minutes/level (D) Youcan seeany invisible or etherealobjectsor beingswithin your rangeof vision,as if they were normallyvisible. Such creatures are visible to you as translucent shapes,allowing you easilyto discernthe differencebetweenvisible and
invisibleor etherealcreatures. Thespell doesn'trevealthe methodusedto obtain invisibility, doesn'trevealillusions or enableyou to see through opaqueobjects,and doesn'trevealcreaturesthat are simply concealed, hiding,or otherwisehard to see.
SHADOW WALK ~
~
Schoolillusion (shadow) Casting Time1standardaction Rangetouch Targetsup to one Mediumcreatureor vehicle/level Duration1 hour/level (D) Saving ThrowWill negates(object);SpellResistance yes (object) To useshadowwalk, you must be in an areaof dim light. You and any creatureor vehicle you touch are then transported alonga coilingpath of shadowstuffto the edgeof the Material
Planewhere it bordersthe Planeof Shadow.Theeffect is largely illusory,but the path is quasi-real. All targetsaffectedmust be in direct contact with one another.A Largetarget countsas two Mediumtargets,a Huge target countsas four Medium targets.and so forth. Creatures you transport this way can opt to follow you, wander off through the plane.or stumble back into the Material Plane (50%chancefor either of the latter resultsif the creaturesare lost or abandonedby you}.Creaturesunwilling to accompany you into the Planeof Shadowcan attempt a Will saving throw to negatethe effect. In the region of shadow.you moveat a rate of 200 miles per hour. Becauseof the blurring of reality betweenthe Planeof Shadowand the Material Plane.you can't makeout details of the terrain or areasyou passover during transit nor can you predict perfectly where your travel will end. It's impossible to judge distancesaccurately,making the spell virtually uselessfor scouting or spying. Furthermore.when the spell effect ends. you are shunted 1d10x 100 feet in a random horizontal direction from your desired endpoint. If this would placeyou within a solid object.you (andany creatureswith you) are shunted to the nearestempty space available, but the strain of this activity renderseachcreature fatigued (no saving throw}. Shadowwalk can also be usedto travel to other planesthat borderon the Planeof Shadow(exceptfor the Drift), but this usagerequiresyou to travelacrossthe Planeof Shadowto arrive at a borderwith anotherplaneof reality,which takes1d4 hours.
SHADOWY FLEET ~ Schoolillusion (shadow) CastingTime1standardaction Range long (400 ft. + 40 ft/level) Area 60-ft. radius Duration1round/level SavingThrowWill disbeliefand Reflex half, seetext; Spell Resistanceyes Youcreate a powerful vision of a fleet of hostile starships overheadthat appearsto rain fiery lasershotsmercilessly at your enemies.The shipsappearto be 1,000feet overhead and target a 60-foot-radiusareathat you designate on the ground.Youcan't cast this spell indoors unlessyou are wit hin a structure that a fleet of starshipscould believablyfit within. Eachround this spell is in effect, the starshipsdeal3d6 piercingdamageand 3d6 fire damageto all hostilecreatures in the area as the ships appearto shoot lasersat your enemies. If a creatureinteractswith the illusion(suchas by taking damage).it canattempt a Will savingthrow to take only half of t his damageper roundfor the remainderof the spell. Regardlessof whether a creature disbelievesthe illusion,each round it takesdamagefrom this spell,it can attempt a Reflex saving t hrow to insteadtake half damage;thus, if a creature
that succeededat its Will savingthrow also succeedsat its Reflex savein a given round,it takesone-quarter the spell's damagethat round.
SHARE LANGUAGE 8J) Schooldivination C.asting Time1 standardaction Rangetouch Targetsone creature Duration24 hours SavingThrowWill negates(harmless);SpellResistanceyes (harmless) For 24 hours,the targetcan read,understand,andcommunicate to the best of its ability in up to three languagesthat you already know.This doesn'tchangethe physical nature of the creature(if it lacksa meansof speech,it still can't talk) or its attitude toward you. It does,however, allow intelligent creaturesthat normally haveno languageto understandand (if physically capable) communicatein the languagesgranted by this spell.
SHIELD OTHER ~ Schoolabjuration CastingTime1 standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsone creature Duration1 hour/level (D) SavingThrowWill negates(harmless);SpellResistance yes (harmless) This spell wardsthe target and createsa mystic connection betweenyou and the target so that someof its woundsare transferredto you. Castingthis spell requires you to spend 1 Resolve Point. Thetarget takesonly half damagefrom all woundsand attacks (includingthosedealt by special abilit ies) that deal Hit Point damage,and you take the amount of damagenot taken by the target. Only Hit Point damageis transferred in this manner;the target's Stamina Points are damagedas normal. If you still haveStaminaPoints,you take the damageto your StaminaPoints beforeHit Points, aswith normaldamage. Forms of harmthat do not involve Hit Points, suchascharm effects,temporary ability damage,ability drain, permanent negative levels,and deatheffects, are not affected. When the spell ends,subsequentdamageis no longerdivided between the target and you, but damagealreadysplit is not reassigned to the target.If you and the target of the spell moveout of rangeof eachother, the spell ends.
SLOW ~
~
Schooltransmutation CastingTime1 standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsup to one creature/level,no two of which can be more than 30 ft. apart Duration1 round/level SavingThrowWill negates;SpellResistanceyes An affectedcreature movesand attacksat a drastically slowed rate. Creaturesaffected by this spell are staggered(seepage 277) and can take only a single moveaction or standardaction
eachturn, but not both, and it can't take full actions.A slowed creaturemovesat half its normal speed(rounddown to the next 5-foot increment).Multiple slow effects don't stack.Slow countersand negateshaste.
SNUFF LIFE~ Schoolnecromancy(death) CastingTime1standardaction Rangemedium(100 ft. + 10 ft/leve l) Targetsup to one creature/2levels,no two of which can be morethan 30 ft. apart Durationinstantaneous SavingThrowFort itude partial,seetext; SpellResistance yes You twist the essenceof life that flows through your targets, snuffing the spark out of weaker creatures and debilitating or disabling others. This spell's effects depend on eachtarget's CR. A creatureof CR5 or lower is slain by this spell. If it succeeds at a Fortitudesavingthrow,it is insteadreducedto 1 Hit Point. A creatureof CR6-10 takes10d20 damageand is stunned for 3 rounds.If it succeedsat a Fortitude saving throw, it takes half damageand negatesthe stunnedeffect. A creatureof CR11-14takes 8d20 damageand is staggered for 3 rounds.If it succeedsat a Fortitude saving throw, it takes half damageand negatesthe staggeredeffect. A creatureof CR15or highertakes 6d20 damage.If it succeedsat a Fortitude saving throw, it takes half damage. Regardlessof whether the target succeedsat its saving throw, it still might die from the damagethis spell deals, though in this casethe spell is not a death effect.
SOOTHING PROTOCOL ~ Schoolenchantment CastingTime1 standardaction Rangetouch Targetsone construct with the technological subtype; seetext Duration10 minutes/level SavingThrownone;SpellResistance yes Wavesof calmingprogramming ebb from your touch,potentially stabilizing a construct's harmful intentionstowardyou and your allies.Thetarget construct must have a CRlower than your level;if it does,the construct is convincedthat you and your allies poseno threat. It can't take violent actions against you or your allies,and it can't do anyt hing t hat would otherwiseharm or threatenyou (thoughit continuesto carry out ordersto take actionsthat do not harm or threatenyou). Any aggressiveaction or damagedealt by you or your allies to a construct soothedin this way or its allies immediatelyends this spell'seffects(andcould causethe construct to att ack you, if it was doing so previously). If an affectedconstruct is underthe controlof a spellcaster or another creature,the controlling creaturecan spenda full action to removesoothingprotocol,as long as it can either touch the construct or give it an order.
SPEAK WITHDEAD ~
SPIDER CLIMB ~
Schoolnecromancy(language-dependen t) CastingTime10 minutes Range10 ft. Targetsonedead creature Duration1 minute/level SavingThrowWill negates, seetext; SpellResistance no Yougrant t he semblanceof life to a corpse,allowing it to answerquestions.Youcan ask up to six questions.The corpse's knowledgeis limited to what it knew during life, including t he languagesit spoke.Answers are brief, cryptic, or repetitive, especially if the creature would have opposedyou in life. If the deadcreature was friendly or helpful toward you in life, the spell works automatically. Otherwise,the corpsecan attempt a Will savingthrow to resist the spell as if it were alive. On a successful save, the corpsecan refuseto answer your questions or attempt to deceiveyou using its Bluff skill. The target can speakonly about what it knew in life. It can't answerany questionsthat pertain to eventsthat occurred
Schooltransmutation CastingTime1standard action Rangetouch Targetsone creature Duration10 minutes/level SavingThrowWill negates (harmless);SpellResistance yes (harmless) The target can climb and travel on vertical surfacesor even traverseceilings as well as a spider does.An affectedcreature with four limbs must havethree limbs free (not holding equipment or being usedto performskills and so on) to climb in this manner.A creaturewith six limbs needsonly four available. In general, ot her creaturesmust have75%of their limbs availableto benefit from this spell. Thetarget gains a climb speedof 20 feet (andthe +8 racial bonusto Athletics checksto climb granted by t hat climb speed);furt hermore,it doesn't needto attempt Athletics checksto climb to traversea vertical or horizontal surface(evenupsidedown).An affected creatureclimbing in this way is not flat-footed while climbing, and opponentsget no specialbonus to their attacks against it. Thecreature, however,can't usethe run action while climbing.
after its death. If the corpse has been subjected to speakwithdeadwithin the past week, this spellfails. Youcan cast this spell on a corpsethat has beendeceasedfor any amount of t ime,but the body must be mostly intact to be able to respond.A damaged corpsemight be able to give partial answers or partially correct answers,but it must have at least a mouth in order to speakat all. This spell doesnot affect a corpsethat has been turned into an undeadcreature.
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STABILIZE ~ Schoolconjuration (healing) CastingTime1standard action Rangeclose (25 ft. + 5 ft./2 levels) Targetsone living creature
Durationinstantaneous SavingThrowWill negates (harmless);SpellResistance yes (harmless) If the target of this spell has O Hit Points and is dying, it automatically stabilizes.If the creaturelater takesdamage,it is no longerstable.
STATUS ~ Schooldivination CastingTime1 standardaction Rangetouch Targetsup to one living creaturetouched/3levels Duration1 hour/level SavingThrowWill negates(harmless);SpellResistance yes (harmless) Whenyou needto keeptrack of comradeswho get separated, status allows you to mentallymonitortheir relative positions and general conditions.Youare awareof the directionof and distanceto the creaturesand any conditions or statesaffecting them: confused,diseased, dying,nauseated,panicked,poisoned, staggered, stunned,unconscious, unharmed,wounded, woundedand out of Stamina points, and the like. Oncethe spell hasbeencast uponthe targets,the distancebetweenthem and the caster doesnot affectthe spellaslongasthey are on the sameplaneof existence . If a targetleavesthe plane(including via Drift travel)or dies,the spellceasesto function for that creature.
SUBJECTIVE REALITY ~ Schoolillusion(mind-affecting) CastingTime1 standardaction Rangepersonal Duration1round/level(D) Chooseone object or creature you can seewithin long range(400 feet + 40 feet/level). Youalter your perceptions to become convincedthe target is an illusion. For you, the target becomestransparen t and doesnot create soundor smell.Until t he spell ends,you can movethrough the target unimpededand the target can movethrough you. Thetarget's nonmagical attackscan't harm you, and t he target's magical attacks deal half damageto you. The target's non-damaging magicalabilities haveonly a 50%chanceof affecting you, and you are immuneto all its sonic,language-dependen t, and scent-basedattacks.However, your attacks deal no damage to t he target, and your magical abilities don't affect the target at all. You or the target can affect eachother normally through intermediaries . For instance,while the target would be immuneto the direct effectsof your charmmonsterspell, if you charmedanother creature that then att acked t he target creature,t he target would not be immuneto the damagefrom
that attack.
SUGGESTION ~ Schoolenchantment (compulsion, language-dependent, mind-affecting)
CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsone living creature Duration1 hour/level or until completed SavingThrowWill negates;SpellResistance yes Youinfluencethe actions of the target creatureby suggesting a course of activity (limited to a sentenceor two). The suggestion must be wordedin such a manner as to makethe activity soundreasonable . Askingthe creatureto do someobviously harmful act automatically negatesthe effect of the spell. The suggestedcourseof activity cancontinue for the entire duration of the spell.If the suggestedactivity can be completedin a shorter time, the spell endswhen the target finisheswhat it was asked to do. Youcan insteadspecify conditionsthat will triggera special activity during the duration.If the condition is not met beforethe spell's duration expires,the activity is not performed. A very reasonab le suggestionimparts a penalty (suchas -1 or -2) to the target'ssavingthrow.
SUGGESTION , MASS ~ Schoolenchantment(compulsion, language-dependent, mind-affecting) Rangemedium (100 ft. + 10 ft/leve l) Targetsup to one creature/level,no two of which can be more than 30 ft. apart This spell functions as suggestion,exceptit can affect more creatures. All of the affected creaturesare subject to the samesuggestion.
SUPERCHARGE WEAPON Q::D Schoolevocation CastingTime1 standard action Rangetouch Targetsone weapon Durationseetext SavingThrownone;SpellResistance no Yousuperchargethe target weapon. If the weapon'snext attack hits (providedit is madebeforet he end of the next round),the att ack deals4d6 additional damageif the weapon is a singletarget attack or 2d6 additionaldamageif the weaponatt acks all creatures in an area. This bonusdamageis of the sametype as the weapon'snormaldamage.
SYMPATHETIC VIBRATION ~ Schoolevocation (sonic) CastingTime10 minutes Rangetouch Targetsone freestanding structure or vehicle Durationup to 1 round/level SavingThrownone;SpellResistance yes By attuningyourself to a freestanding structureor vehicle (this doesn'tinclude starships),you can create a damagingvibration within it. Onceit begins,the vibration deals2d10 sonicdamage
per roundto the target,bypassinghardness.Youcanchooseat the time of castingto limit the duration of the spell; otherwise, it lasts for 1 roundper level.If the spell is cast upon a target that is not freestanding,the surroundingmaterial dissipates the effect and no damageoccurs. Sympatheticvibration can't aff ect creatures(evenif they are constructs).
Schoolenchantment (compulsion, mind-affecting) Casting Time 1 standard action Range 20 ft. Area 20-ft.-radius spread centeredon you Duration1d4 rounds SavingThrowWill part ial: SpellResistanceyes Youstun all creatures in rangefor 1d4 rounds.With a successfu l Will savingthrow,a creature is insteadsickenedfor 1 round.
Youmoveobjectsor creatures by concentratingon them. Dependingon your desired effect (chooseone from below), the spell can perform a variety of combat maneuvers,provide a gentle, sustained force, or exert a single short, violent thrust. CombatManeuver:Onceper round, you can use telekinesisto perform a ranged at tack that acts as a bull rush, disarm, grapple (including pin), or t rip combat maneuver. Resolvethese attempts as normal, but use your caster level plus your key ability score modifier as your attack bonus. No saving throw is allowed against t hese attempts, but spell resistanceapplies normally. This version of t he spell can last 1 round per caster level, but it ends if you ceaseconcentrati ng. SustainedForce: A sustainedforce movesan object of no more than 25 poundsor 2 bulk per caster level up to 20 feet per round in any direction (includingup or down).A creature can negatethe effect on an object it holds with a successful Will saveor with spell resistance.This version of the spell lasts 1 round per caster level, but it ends if you cease concentrating. Thespell ends if t he object is forced beyond the spell's range. Youcan telekinetically manipulatean object as if with one hand. For example,a lever can be pulled, a key turned, a button pushed,an object rotated, and so on if the force required is within the weight limitation. You might even be able to untie simpleknots, though a delicate activity such as this requiresa successfulDC 15 Intelligencecheck. Violent Thrust: The spell energycan be spent in a single round.You can hurl up to 15 objects or creaturesthat are within range (no two of which can be more than 10 feet apart) toward any target within 150 feet of all the objects. You can hurl up to a total weight of 400 poundsor 40 bulk. Youmust makeattack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus plus your key ability scoremodifier as your attack bonus.All objects causedamagerangingfrom 1 damageper 25 poundsor 2 bulk (for lessdangerousobjects) to 1d10damage per 25 poundsor 2 bulk (for ext remely dangerousobjects, such as weaponsor bladed or spiked objects). Objects and creaturesthat miss the target land in a square adjacent to the target. Creatures that fall wit hin the weight capacity of the spell can be hurled, but they can attempt Will savingthrows (or rely on spell resistance)to negate the effect, as can those whose held possessionsare targeted by the spell. If a thrown creature is hurled against a solid surface, it takes 1d6 damageas if it had fallen 10 feet.
TELEKINESIS ~
TELEKINETIC PROJECTILE 8£)
Schooltransmutation Casting Time 1standard action Range long (400 ft. + 40 ft/leve l) Targetsseetext
Schoolevocation CastingTime 1standard action Rangeclose(25 ft . + 5 ft./2 levels) Targets one object and one creature
Durationconcentration (up to 1 round/level) or instantaneous: seetext SavingThrownone,Will negates (object), seetext; Spell Resistanceyes (object), seetext
Durationinstantaneous SavingThrownone; SpellResistanceno Youfling an object weighingup to 5 pounds(lessthan 1 bulk) at the target,making a ranged attack against its KAC. If you
SYNAPSE OVERLOAD ~ Schooldivination (mind-affec t ing) CastingTime 1standardaction Rangetouch Targetsone living creature Durationinstantaneous SavingThrow Fortitude part ial; SpellResistanceyes Toaffect the target, you must hit with a meleeattack against its EAC: you can add your key ability score modifier to this attack roll insteadof your Strength modifier if it is higher. You then overloadthe target'smind,causingthe target'ssynapses to violently trigger. The target takes18d8 damageand is staggeredfor 1 minute. A target can negatethe staggered effect with a successfulFort itude saving throw, but still takes full damage. Castingthis spell doesn't provokeattacks of opportunity.
SYNAPTIC PULSE ~ Schoolenchantment (compulsion, mind-affecting) CastingTime 1standardaction Range 20 ft. Area 20-ft .-radius spreadcenteredon you Duration1 round Saving ThrowWill negates;SpellResistanceyes Youstun all creatures in rangefor 1 round.
SYNAPTIC PULSE , GREATER ~
hit, you deal 1d6 bludgeoning damageto both the target and the object.Thetype of object thrown doesn'tchangethe damagetype or any other propertiesof the attack.
TELEPATHIC BOND 83)
must be in contact wit h you. Exceedingthis limit causesthe spell to fail. Theremust be sufficient spacenear the creature with which you have the telepathic bond for all the creatures you are teleporting, or this spell fails.
TELEPATHIC MESSAGE afil
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Schooldivination CastingTime1 standardaction Rangeclose(25 ft. + 5 ft./2 levels) Targetsyou plus up to one willing creatureper 3 levels,no two of which can be morethan 30 ft. apart Duration10 minutes/level (D) SavingThrownone;SpellResistance no You forge a telepathic bond between yourself and a number of willing creatures, each of which must havean Intelligencescore of 3 or higher (or a modifier of - 4 or higher). Eachcreature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is establishedas a result of the bond. Oncethe bond is formed, it works over any distance (although not from one plane to another). If desired,you can leaveyourself out of the telepathic bond forged. This decisionmust be madeat the time of casting.
Schooldivination (language-dependent, mind-affecting) CastingTime1standardaction Rangemedium(100 ft. + 10 ft/leve l) Targetsup to one creature/level Duration10 minutes/level SavingThrownone;SpellResistance no Youcan senda short telepathic messageand hear simple telepathicreplies. Any living creaturewithin 10 feet of you or an intendedrecipientalso receivesyour telepathicmessage if it succeedsat a DC 25 Perception check.Youmust be able to seeor hear eachrecipient. Thecreaturesthat receive the messagecan reply telepathically,but no morethan a single messagecan be sent eachround,and each messagecannot exceed10words. A technomancercasting this spell can also use it to senda messageto a computeror a constructwith the technological subtypeif the receiving target is designedto receive messages .
TELEPATHIC JAUNT ~
TELEPATHY ~
Schoolconjuration (teleportation) CastingTime1 standardaction Rangetouch Targetsyou and touchedobjectsand other touchedwilling or
Schooldivination (mind-affecting) CastingTime1standardaction Rangepersonal
unconsciouscreatures Durationinstantaneous SavingThrownone,Will negates(object);SpellResistance no, yes (object) Telepathicjaunt thrums alongthe mentalconnecti on you havewith a creature with which you currently have an active telepathic bond via your mysti c telepathic bond class feature (but not via the telepathic bond spell), and it instantly teleports you to t hat creature. This spell teleports you to a random,unoccupiedsquareadjacentto the creature wit h which you havethe telepathic bond. If no such squareis available,you teleport to the closest eligible square;if t he nearest eligible squareis more t han 50 feet away from t he creature, t his spell fails. You can be t ransportedany distancewithin a plane,even acrossthe galaxy, but you can't travel between planes,and you can't transport yourself to a creature if one of you is traveling via Drift travel and t he other isn't. In addit ion to yourself, you can tr ansport any objects you carry as long as t heir weight doesn't exceedyour maximum load.You can also bring up to six additional willing or unconsciousMedium or smaller creatures(each carrying gear or objects up to its maximum load)or t heir equivalent. A Large creaturecounts as two Medium creatures,and a Huge creature countsas two Largecreatures.All creaturesto be t ransported must be in contact with one another,and at least one of thosecreatures
Duration10 minute/level Youcan mentallycommunicatewith any other creaturewithin 100 feet that hasa language . It is possible to addressmultiple creaturesat oncetelepathically,althoughmaintaininga telepathic conversationwith morethan onecreature at a time is just as difficult asspeakingand listeningto multiple people simultaneous ly.Youcan't usetelepathyto locatecreaturesto communicatewith them, but onceyou'veestablishedtelepathic communication,you don't requireline of effect to maintain it.
TELEPORT ~ Schoolconjurat ion (teleportation) CastingTime1standardaction Range2,000 miles Targetsyou and touched objects and ot her touchedwilling or
unconscious creatures Durationinstantaneous SavingThrownone,Will negates(object); SpellResistanceno, yes (object) This spell instantly t ransports you to a designated destinati on wit hin 2,000 miles. lnterplanar and interplanetary travel is not possible, and neither is travel between two moving starships during combat , though you might be able to teleport to a planet'ssurface from an orbit ing starship.You can bring along objects as long as their weight doesn't exceedyour maximum bulk limit. You can also
TABLE 10-1: TELEPORTATION RESULTS ON OFF SIMILAR FAMILIARITYTARGETTARGETAREA MISHAP Veryfamiliar
1-97
98-99
100
Stud iedcarefully
1-94
95-97
98-99
100
Seen casually
1-88
89-94
95-98
99-100
Viewed once
1-76
77-88
89-96
97-10 0
81-92
93-100
False destinat ion
bring up to five additional willing or unconscious Medium or smaller creatures(carrying gear or objects up to its maximum load)or their equivalent. A Large creaturecounts as two Medium creatures,and a Huge creature countsas four Medium creatures.All creaturesto be transported must be in contact with one another, and at least one of those creatures must be in contact wit h you. As the caster, you need not attempt a savingthrow, nor is spell resistanceapplicableto you. Only objects held or in use by another creature receive savingthrows and benefit from spell resistance. You must havesomeclear ideaof the location and layout of the destination. The cleareryour mental image,the more likely the teleportationworks. Areasof strong physical or magicalenergycan make teleportationmorehazardousor evenimpossible . Toseehow well the teleportationworks, roll d%and consultTable10-1. Refer to the following information for definitionsof the terms on the table. Familiarity: "Very familiar· describesa placeyou havebeen very often and whereyou feel at home. "Studied carefully" describesa placeyou know well, either becauseyou can currently physicallysee it or becauseyou've beent hereoften. "Seencasually"describesa placeyou havebeento more than oncebut with which you are not very familiar. "Viewed once·describesa placeyou have seenoncein personor have extensively studied throughscrying magic, remote cameras,or recordedimages(for a remote-viewed location, you still need to havea clear ideaof the locat ion;you can't teleport to an unknownlocation that you'veseenin a holovid). "Falsedest ination" describes a placet hat doesn't truly exist, or if you are teleport ing to an otherwise familiar location,it is a placethat no longer exists as suchor has beenso completely alteredas to no longerbefamiliar to you. When traveling to a falsedestination, roll 1d2O+8O to obtain resultson t he table, rather t han rolling d%,sincet hereis no real destination for you to hopeto arrive at or evenbe off target from. OnTarget:Youappear whereyou want to be. OffTarget:Youappear safelya randomdistanceaway from the destinationin a randomdirection. Thedistanceoff target is d%of the distancethat was to be traveled. Thedirect ion off target is determinedrandomly. Similar Area: You wind up in an areathat's visually or thematically similar to the target area.Generally, you appear in the closestsimilar placewithin range.If no suchareaexists within the spell'srange,the spell simply fails instead. Mishap:Youand anyoneelse teleporting with you have gotten "scrambled."Youeachtake 2d1Odamage,and you reroll on the chart to seewhereyou wind up. For thesererolls,roll
1d2O+8O. Eachtime "mishap"comes up, the creaturestake more damageand must reroll.
TERRAFORM ~ Schooltransmutation CastingTime1 hour Range100 ft. Area 1OO-ft.-radiusemanationcentered on you Duration1 day/level;seetext SavingThrow none;Spell Resistance no Youalter the area'sterrain and climate to a new terrain and climatetype appropriateto the planet or plane.For example, you might transform a desertinto plains. To cast this spell, you must spend10 ResolvePoints alongwith technological gear worth 30,000 credits (which is magicallyaugmentedto do muchof the terraforming,then consumed by the spell).A xenodruidmystic insteadusescrystals and incensesworth 30,000 credits. This magically alters the area'sclimate and normalplants to thoseappropriateto the new terrain, but it doesn'taffect creaturesor the configuration of the ground. Transformingrocky hills into forestedareasconvertsgrasses into shrubsand smalltrees,but it doesn'tflatten the hills or changethe animals to suit the new environment. Youcanalterthe climateby onestep(cold, temperate,or warm).Themaximumextentof the terrain changeis up to the GM,but in generalit changesto a similar terrain type or by one stepwithin that terraintype (suchas from a typical forest to a forestwith massivetreesor light undergrowth,froma shallow bogto a deepbog,andso on). Multiple castingsof the spellin the same area can create an area with radically different terrainandclimatethan the surroundingland.The GM candecidethat certain terrain shiftsare
unsustainable andshortenthe duration or that someare suitable for the areaandextendthe duration.This spellcouldhavemany secondaryeffects basedon the natureof the change , the typeof borderingterrain,and so on;theseshould be determinedby the GM on a case-by-case basis. For example,transforming a desert requires drawingwater up from undergroundto sustain the plants,which coulddeplete the water table in nearby areas.
TOKEN SPELL 8E) Q£) Schooltransmutation CastingTime 1standard action Range10 ft . Targets,Effect,or Areaseetext Duration1 hour SavingThrow none;SpellResistanceyes Token spellsare often someof the first minor changesthat spellcasters producewhen t hey beginexperiment ing with magic.Oncecast,token spell enables you to perform simple magical effectsfor 1 hour. Theeffects are minor and have severe limitat ions.Youcan slowly lift one item of light bulk. Youcan alter items in a Hoo t cubeeachround,coloring, cleaning, soiling, cooling,warming, or flavoring t hem.You can createsmall objects, but they look art ificial and are extremely
fragile (they can't be usedas tools or weapons).You can illuminate an object to sheddim light in a 30-foot radius. Tokenspell lacks the powerto duplicateany other spell effects.Any actual changeto an object(beyondmoving, cleaning,or soiling it) persistsfor only 1 hour.
TONGUES ~ W Schooldivination CastingTime1standardaction Rangetouch Targetsone creature Duration10 minutes/level SavingThrowWill negates(harmless):SpellResistance no This spell grants the creaturetouchedthe ability to speakand understandthe spoken or signedlanguageof any intelligent creature,whether it is a racial tongueor a regionaldialect. The target can speakonly one languageat a time,althoughit may be able to understandseverallanguages.Tonguesdoesnot enablethe target to speakwith creatureswho don't speak.The target can makeitself understoodas far as its voicecarries.
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TRANSFER CHARGE
Schooltransmutation CastingTime1 standardaction Rangetouch Targetstwo objectsof the sametype; seetext Durationinstantaneous SavingThrowFortitude negates(object);SpellResistance yes (object) Youcan transfer any number of chargesfrom one battery to another battery or from one powercell to another power cell. Youcan only transfer chargesusing two objects of the exact sametype (two batteries of the samesize,two identical power cells,or the like);you transfer chargesfrom the sourceobject to the receiving object. Youmust declare how manychargesyou are transferring beforecastingthis spell. If you transfer morechargesfrom the sourcethan the receivingitem can hold,the receivingitem must succeedat a Fortitudesaving throw or take 1d6 electricity damage.Thisspellprovidesno knowledgeof how manycharges a receivingitem cansafelyhold,but you can chooseto transfer fewerchargesthan the maximumallowedto reducethe risk.
~ W
TRUESEEING
Schooldivination CastingTime1 standardaction Rangetouch Targetsone creature Duration1 minute/level SavingThrowWill negates(harmless):SpellResistanceyes (harmless) Youconfer uponthe target the ability to seeall thingswit hin 120 feet as they actually are.The target seesthrough normal and magicaldarkness,noticessecretdoorshiddenby magic,
seesthe exact locations of creatures or objectsthat are invisibleor displaced,seesthrough illusions,and seesthe true form of changedor transmutedthings.Further,the target can focus its vision to seeinto the EtherealPlane(but not into extradimensionalspaces). Trueseeing,however,doesnot penetratesolid objects. It in no way confersX-rayvision or its equivalent.It doesnot negateconcealment.includingthat causedby fog and the like. Trueseeingdoesnot help the viewersee through mundane disguises,spot creatureswho are simply hiding,or notice secretdoorshiddenby mundanemeans.
W
UNWILLING GUARDIAN
Schoolenchantment(compulsion, mind-affecting) CastingTime1standardaction Rangeclose(25 ft. + 5 ft/ level) Targetsone creaturewith CRlower than your level:seetext Duration1 round/level (D) SavingThrowWill negates;SpellResistanceyes Youroverwhelming presenceboresinto the target'smind, cowing its will. Thisturns it into an automaton-like guardian that protectsyou at all costs. As soonas it is able,the target mindlesslymovesalong the most direct route toward you and stopswhen it is within 10 feet of you (provoking attacks of opportunityfor movementas normal). If you are beingattacked in melee by a creaturewithin 10 feet, the target insteadtakes the quickest route to interceptthat creaturefrom a square within 10 feet of you and attack it on your behalf. While this spell is in effect, the target attacks any creature that attacksyou in melee,though it can't movemore than 10 feet from you to do so. If multiple creaturesare attacking you in melee,you can choosewhich creaturethe target attacks on your behalf as part of combat banter. If you are the target of rangedattacksand your guardianis not attackinga melee assailant on your behalf, it movesto providecoveragainst the rangedatt acks.Dueto the strong momentaryconnection betweenyou and your unwilling guardian,if you are the single target of a hostile creature'sspell or effect, the creature must succeedat a casterlevel check(DC= 6 + your casterlevel) or the spell or effect instead targets your guardian. This spell has no effect on areaof effect or multi-target spells or other effectsthat includeyou as a target. Whenthis spell ends,the target regainscontrol of its facult ies entirely and it knowsand remembersthat you used
magicto control it. Oncea creature has beenthe target of unwillingguardian,it can't be targetedwith this spellagain for 24 hours if cast by the same spellcaster.
UNSEEN SERVANT QI) Schoolconjuration (creat ion) CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Effectone invisible, mindless,shapelessservant Duration1 hour/level SavingThrownone;SpellResistance no
The spell conjuresan invisible,mindless,shapelessforce that performssimple tasks at your command(a moveaction). It can run and fetch things,openunstuck doors, and hold chairs, aswell as cleanand mend.Theservantcan performonly oneactivity at a time,but it repeatsthe sameactivity over and over again if told to do so as long as you remainwithin range.It has an effective Strengthscoreof 2 (so it can lift up to 20 poundsor 2 bulk or drag up to 100 poundsor 10 bulk). It can trigger trapsand such, but it can't exert enoughforce to activatecertain pressureplatesand other devices.It can't performany task that requiresa skill check with a DChigher than 10 or that requiresa checkusing a skill that can't be used untrained.Thisservantcan't fly, climb,or swim (though it can walk on water). Its landspeedis 15 feet. Theservant can't attack in any way; it is neverallowedto makeattack rolls. It can't be killed, but it dissipatesif it takes 6 or moredamagefrom areaattacks:it gets no savingthrows againstattacks.
VEIL~ Schoolillusion Casting Time1 standardaction Range long (400 ft. + 40 ft/level) Targetsup to one or morecreatures, no two of which can be morethan 30 ft. apart Durationconcentration+ 1 hour/level(D) SavingThrow Will negatesor disbelief, seetext; Spell Resistanceyes,seetext Youinstantly changethe appearanceof the targetsand then maintainthat appearance for the spell's duration.Youcan make the targetsappearto be anything you wish. Thetargets look, feel, and smellj ust like what the spell makesthem resemble. Affected creaturesreturn to their normal appearances if slain. Youmust succeedat a Disguisecheckto duplicatethe appearanceof a specificindividual.This spellgivesyou a +10 bonusto such a check(since it countsas altering your form). An unwilling target can negatethe spell's effect on it by succeeding at a Will savingthrow or by relying on spell resistance.Thosewho interactwith the targetscan attempt Will saving throws to disbelieve the illusion,but spell resistancedoesn'thelp piercethe illusion.
VISION ~ Schooldivination Casting Time1 standardaction Range personal Durationseetext Youposea question aboutsomeperson, place,or objectwhile casting this spell.If the personor objectis at handor if you are in the placein questionand you succeedat a casterlevelcheck (ld 20 + your casterlevel,DC20), you receivea visionabout that person,place,or object.Theinformationgainedincludes everything availableaboutthe target that could be discovered by spending weeksin dedicatedresearchwith excellent-quality but standardreferenceworks.
If the personor object is not at handor you are not in the placeand you know only detailedinformationabout the person,place,or object.the DCof the casterlevel checkis 25 and the informationgainedis incomplete(thoughit often provides enoughinformationto help you find the person, place,or thing, thus allowing a better visionresult next time). If you know only rumors,the DCis 30 and the information gained is vague(though it often directs you to moredetailed information,thus allowing a better vision result next time).In most circumstances,you can't gleaninformation about what occurredduring the Gapwith this spell. Castingthis spell requiresaccessto a computeror similar device, which displaysthe informationgained.Additionally, casting this spell placesconsiderable strain on you, requiring you to spend1 ResolvePoint.
WALL OFFIRE ~ Schoolevocation(fire) CastingTime1 standardaction Rangemedium (100 ft. + 10 ft/ level) Effectwall up to 20 ft. long/levelor a ring with a radiusup to 5 ft./2 levels: either form 20 ft . high Durationconcentration+ 1 round/level SavingThrownone;SpellResistanceyes An immobileblazingcurtain of opaque,shimmering,violet fire springs into existence . Onesideof the wall,selectedby you, sendsforth wavesof heat, dealing2d6 fire damageto creatures within 10 feet and1d6 fire damageto thosebeyond10 feet but within 20 feet.Thewall dealsthis damagewhen it appearsand on your turn eachsubsequentround. In addition, the wall deals 5d6 fire damageto any creature passing throughit. Thewall deals double damageto undeadcreatures. If you evokethe wall so that it appearswhere creatures are, each creaturetakesdamageas if passingthrough the wall. If any 5-foot length of wall takes 20 or morecold damagein 1 round,that length goesaway.
WALL OFFORCE ~ Schoolevocation(force) Casting Time1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Effectwall with areaup to one 10-ft. square/level Duration1round/level (D) SavingThrownone;SpellResistanceno Wall of farce createsan invisible wall of pure force.Youcan form the wall into a flat, vertical plane whoseareais up to one10-foot squareper level. The wall must be continuousand unbrokenwhen formed. If its surfaceis brokenby any object or creature, the spell fails. This countsas a force field for effectsthat can't penetrate a force field. Thewall can't moveand is not easilydestroyed.A wall of force is immuneto dispelmagic.A greaterdispelmagic specificallytargeting the wall of farcecan dispel it, but treat the wall of force'scaster level as being5 higher than the actual casterlevel.A wall of force can be damagedby spells and
attacksas normal, but a wall of force has hardness30 and 300 Hit Points.Disintegrateinstantly destroysa wall of force. Breathweaponsand spellscan't passthrough a wall of force in either direction,thoughdimensiondoor,teleport,and similar effects can bypassthe barrier.Thewall blocksethereal creaturesas well as material ones(thoughethereal creatures can usually circumventthe wall by going aroundit, through material floors and ceilings).Gazeattacks operatenormally through a wall of force.
WALL OFSTEEL ~ Schoolconjuration (creation) CastingTime1standardaction Rangemedium(100ft. + 10 ft/level) Effectsteel wall with areaup to one 5-ft. square/level;seetext Durationinstantaneous SavingThrownone;SpellResistan ce no Youcausea flat, vertical steel wall to spring into existence. Thestressof casting this spell requiresyou to spend1 Resolve Point.Thewall can fit into any spaceof surrounding nonliving material if its areais sufficient to do so.Thewall can't be conjured so that it occupiesthe samespaceas a creatureor anotherobject.It must alwaysbe a flat plane,thoughyou can shapeits edgesto fit the availablespace. A wall of steel is 4 inchesthick. Youcan doublethe wall's areaby halving its thickness. Each5-foot squareof the wall has hardness15 and 45 Hit Pointsper inch of thickness. A . The sectionof wall that is reducedto OHit Points is breached DCof the Strengthcheckfor a creatureto breakthrough the wall with a singleattack is 30. Thewall is firmly anchored to its surroundings,and it doesn'teasilytip over; it can't be summonedinto any area where it is likely to fall or collapse. Like any steelwall, this wall is subjectto perforationand other natural phenomena,though it doesn'trust or corrode undertypical circumstances.The metal created by this spell is not suitablefor use in the creationof other objects and can't
be sold.
WAVES OFFATIGUE ~ Schoolnecromancy Casting Time1 standardaction Range30 ft . Areacone-shapedburst Durationinstantaneous SavingThrownone;SpellResistance yes Wavesof negativeenergyrenderall living creaturesin the spell's areafatigued.This spell hasno effect on a creaturethat is alreadyfatigued.
WISHO=) Schooluniversal Casting Time1 standardaction Rangeseetext Area, Effect,or Targets seetext
Durationseetext SavingThrow seetext; SpellResistance seetext By simply speakingaloud,you can alter reality to better suit you. Evenwish,however,has its limits. A wish spell can produceany one of the following effects. e Duplicateany technomancerspell of 6th levelor lower. e Duplicateany other spell of 5th level or lower. e Undothe harmful effectsof certainspells,suchasfeeblemind. e Produceany effect whosepower level is in line with the aboveeffects. At the GM'sdiscretion, you may try to usea wish to produce greatereffects than these,but doing so may be dangerousor the spell may haveonly a partial effect. A duplicatedspell allows savingthrows and spell resistance as normal,but the saveDCsare the sameas for a 7th-level spell. For the purposeof other effects that dependon spell level, wish countsas a 9th-levelspell.
WISPALLV 8I) Schoolconjuration(creation) CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Effect onedistracting,glowing servant Duration1 round/level SavingThrownone;SpellResistance no Youdraw forth otherworldly energyto createa small,spherical, floatingwisp that candistract your enemies in combat.This wisp can move60 feet per roundin any direction,andyou can direct it as a moveaction on your turn. If the wisp occupies the samespaceasan enemy,the wisp providesyour choice of either harrying fire or coveringfire (seepages246-247] against the enemyeachroundon your turn, and it followsthat enemywithin rangeautomaticallyunlessyou direct it to change targets. The wisp is madeof purelight and energyand can't be damagedin combat,thoughit can be dispelledas normal. In addition to the function described above,the wisp sheds light in a 20-foot radiusin a color of your choice(chosenwhen you cast the spell).
ZONE OFTRUTH ~ Schoolenchantment(compulsion, mind-affecting) CastingTime1standardaction Rangeclose(25 ft. + 5 ft./2 levels) Area 20-ft.-radiusemanation Duration1 minute/level SavingThrowWill negates;SpellResistanceyes Creatureswithin the emanation area can't speakany deliberate and intentional lies. Eachpotentially affectedcreaturecan attempt a Will savingthrow to avoid the effect when the spell
is cast or when that creaturefirst entersthe emanation area. Affected creaturesare awareof this enchantment,and they can thereforeavoidansweringquestionsto which they would normally respondwith a lie, or they can be evasiveas long as they remainwithin the boundaries of the truth. Creatureswho leavethe areaare free to speakas they choose.
BUILDING ANADVENTURE How muchwork you put into preparingyour adventureis up to you.Theeasiestapproachis to simply modifyor run a published adventure (see the sidebar on page 392). While published adventuresare usuallyquite intricate, with beautiful mapsand interwovenstorylines, don't let that intimidateyou. If you'rethe only one running your adventure,you can easily get by with just a few notes, such as an outline of the plot, a map or two of main adventuresites,and a few stat blocksor notes for the creaturesyou plan to use as enemies.Somepeoplerun entirely off the cuff, while otherswrite everythingdown.Whateverlets you relax and havefun at the table is the right choice. If you decideto write everythingout, however,rememberthat an adventureis not a novel. The other playerscontrol the main characters,and you should leaveroom for them to shapethe action. If the characterssteal a shuttleandheaddownto the planet whenyou expectedthemto try andcapture the ship'sbridge,don't despair! Just grabthe StarfinderAlienArchive,flip it open,andtell them what weird creatures-pe rhapslurking within somestrange alien ruins inscribedwith mysticalsigns-theyfind whenthey land. Maybe you can still bring the story back aroundto your original idea after this side quest, but adapting your story in response to player action is what makesa group storytellinggame like Starfinderexcitingandsurprisingfor the GMaswell astheplayers! The following pages contain some key issuesyou should consider beforesitting down to run a game,as well as elements that, if preparedin advance,can save you a lot of time and frustration at the table.
STAT BLOCKS Stat blocksare one of the most complexparts of the game,but alsothe most useful. They tell you everything you needto know about a creature or character's abilities in a fight, much like a condensedversionof a charactersheet. How you use stat blocks is up to you. Some Game Masters like to create custom stat blocks for most of the allies and enemiesencounteredduring an adventure,somelike to create them only for the biggest and baddestenemycharacters,and others are perfect ly happy to repurposestatist ics from other adventures or books like t he Alien Archive. SomeGMs don't evenbotherwith full stat blocksandjust write down a few key statistics-Armor Classes,attacks and damage,Hit Points, and saving throws- and ignore the rest unlessit becomesimportant.
All of these approachesare valid, but in general,the ways you expect your party to interact with a character determine what you need. If your PCsgo to a nonplayer character(NPC)for researchassistancebeforetheir next mission,then you probably needto know only a few skill values,whereas you'll probably need to know all the combat statistics for the Free Captain pirate they battle in the adventure's climax. Also remember that in addition to using publishedcharactersand creaturesas written, you can simply "reskin"thosecreatures.If you use the statistics for a haan but describefins and jets insteadof claws and balloons,a cold sprayinsteadof firespray,and a swim speed insteadof a fly speed,congratulations-you've createda brandnew alien, and your playerswill neverknow the difference! For a sample monster stat block and descriptions of a stat block'sentries,seepages420-421.
LevelEquivalent for Monsters andNPCs Many abilities and effectsare basedon a creature's level. Unlike player characters,however, monstersand NPCsdon't havelevels. Instead,the CRof a monster or NPCfunctions asits levelfor any ability or effect basedon level.
DESIGNING ENCOUNTERS An encounter is any eventthat presentsthe PCs with a specific problem that they must solve. Most encountersinvolve combat with monsters or hostile NPCs,but there are manyother types: a corridor full of robotic traps, a fraught negotiation with governmen t authorities, an environmental hazardon a strange planet, an encrypted database that needs to be hacked, or anything else that adds drama to the game.Someencounters involve puzzles,interpersonal interactions, physical feats, or other tasksthat can be overcome entirely with roleplaying and skill checks, but the most commonencounters are alsothe most complexto build-combat encounters. When designinga combat encounter,decidewhat level of challengeyou want your PCs to faceandfollow the stepsbelow.
Step1:Determine APL Thefirst thing you needto do is determine your players'Average Party Level(APL), which represen t s how much of a challenge the groupcan handle. Toget this number, add up the levelsof all characters in the party,divide the sum by the number of party members, then round to the nearest whole number (this is an
exceptionto the usual "rounddown" rule).If the groupcontains fewerthan four characters.subtract1from the result; if the group containssix or morecharacters,add1 to the total. Forexample,if a grouphassix characters.two at 4th leveland four at 5th level, its APL is 6 (28 total levelsdivided by six charactersequals5 after rounding up, and1 is addedfor havingsix characters).
Step2:Determine CR Challenge Rating(CR)is a convenientnumberused to indicate the relativedangerpresentedby an enemy,trap, hazard,or other encounter;the higherthe CR.the moredangerousthe encounter. Referto Table11-1:EncounterDifficulty on page390 to determine the ChallengeRatingyour group shouldface dependingon the difficulty of the challengeyou want andthe group'sAPL.
Step3:BuildtheEncounter Determine the total experience point (XP) award for the encounterby looking up its CRon Table11-3: ExperiencePoint Awards. This givesyou an "XPbudget"for the encounter.Every creature.trap, and hazardis worth anamountof XP determined by its CR.as notedon the table. Tobuild your encounter,simply add creatures.traps,and hazardswhosecombinedXP doesnot exceedthe total XP budget for your encounter.It's easiest to add the highestCRchallengesfirst and then reachthe total by includinglesserchallenges. For example. let's say you want your group of six 11thlevel PCs(APL 12) to face a hard encounteron Eox against a crafty necrovite (CR13) and someelephantineellicoths (CR9 each).Table11-1: EncounterDifficulty indicates to you that a hard encounterfor a group of APL 12 is equivalent to CR 14. According to Table 11-3: Experience Point Awards, a CR 14 encounter has an XP budget of 38,400 XP. At CR 13, the necrovite is worth 25,600 XP. leavingyou with 12.800 XP to spendon ellicoths.Ellicoths are worth 6,400 XP apiece,so the encounter can support two ellicoths in its XP budget. Or you couldskip the necroviteand uset hreeellicoths instead,leaving you with 19,200 XP to spend on other creatures or hazards (perhapsa CR12 creature that shares the ellicoths'lair).
more items of a level equalto its CR.For more informationon creating nonplayer characters.seethe AlienArchive.
CREquivalencies The sheer number of experience points involved in building high-CRencounterscan seemdaunting, especially when you're trying to craft an encounteron the fly. When using a large numberof identical creatures,Table11-2: CREquivalencies can simplify the math by combiningthem into one CR,making it easier to find their total XP value.For example,usingthis table. you can seethat four CR8 creatures(worth 4,800 XP each)are equivalent to one CR 12 creature (worth 19,200 XP). You can alsouse this table to work backward and build encounterswith much less math. Needa CR7 encounterusing CR 4 creatures? Just check the table, and you'll see that you need three CR 4 creaturesto createa CR7 encounter.
Terrain Factors An encounteragainsta creaturethat's out of its favoredelement (like an enormousdragonencounteredin a tiny cave)gives the PCsan advantage.In such a situation, you should probably build the encounteras normal- you don't want to accidentally overcompensateand kill your party- but when you award experience for the encounter,you may want to do so as if the encounterwere 1CRlower than its actualCR Thereverseis alsotrue. but only to an extent.CreatureCRsare assignedwith the assumptionthat a givencreatureisencountered in its favoredterrain.Encounter ing a water-breath ing kalo in an underwaterarea shouldn't increasethe XP you award for that encounter,even if none of the PCs breathewater. But if the terrain impactsthe encountersignificantly,you can increasethe XP award as if the encounter's CRwere 1higher.For example,an encounter against a creaturewith blindsight in an area with no natural light needsno CRadjustment, but an encounteragainst the samecreature whereany light brought into it is suppressed might be considered+ 1CR. As a general rule,the goalof ad hoc XPadjustments basedon factors like terrain is not to penalize PCs for doing well, but to makesure they'rebeing challengedand rewardedappropriately.
Special Considerations Creating fun andbalancedencountersis both anart anda science. Don't be afraid to stray from the formulas by makingchangessometimescalledad hoc adjustments-that you think will make the encounter more fun or manageable for your particular party. In addition to the basic rulesabove,considerwhether any of the following factors might applyto your encounter .
Adding NPCs Creatureswith abilities that matcha class,suchascreaturesthat belong to the PCracesdetailedin this book,function differently than creatures with substantial innate abilities. Their power comesmore from gear than from nature, and they might have skills andabilities similarto thoseof PCs.Generally,the CRof an NPCequalsthe levelof a PCwith the sameabilities-for example, an NPCwith abilities similar to a 2nd-level technomancer would be CR 2. An NPCusually has armor and a weaponeachwith a levelequal to its CR.give or take a level.and possibly oneor two
Gear Adjustments Youcan significantly increaseor decreasethe power level of an NPC by adjusting its gear, particularly its weaponsor crucial itemssuchas poweredarmor.An NPCencounteredwith no gear shouldhaveits CRreducedby 1 (providedthat the loss of gear actually hampersit). An NPCwith better gearthan normal-such as a weaponwith 2 levels higher than the NPC'sCRor a large numberof itemswith a levelequalto its CR-hasa CRof 1higher than normal.This equipmentimpactsyour treasurebudget(see page391), so make overgeared NPCs like this with caution!
Tactical Considerations Just asa player slowly learnshow to use his character's abilities. so does a GM learn how to best deploy her collection of foes. CR can't cover every situation, so a GM should think through both a creature'sabilities and the encounter's setting for any potential pitfalls.
One major concernis the CRof the enemy.The CRsystem works best when the CR of each of the GM's creatures is relatively close to the PCs'Average Party Level. It might be tempting to throw a singlehigher-CRcreatureagainstthe party, and sometimesthat works out fine, but you may run the risk of obliterating the party when their savingthrows aren't yet high enough to protect against the creature'sabilities. Converse ly, if you throw a hordeof CR1 creaturesagainstyour party with an APL of 8, thosecreatures are unlikely to hit the characters' Armor Classesor succeedwith any of their abilities, and thus they won't be challenging,no matter how manyyou include. Yet just as a tidal wave of low-CRenemies can becomea tensionless slog for players, fighting a single opponent can also be a bore,dependingon that opponent'sabilities. A lone technomancer without any bodyguardsor defensesin place might find himselfquicklysurroundedor unable to cast his spells after beinggrappled,anda creaturewith a single powerful attack might still not be a great matchfor a party of five slightly less powerful charactersdue to the sheer number of attacks they have each round. In general, the strongestencountershave a handful of enemiesthat guard vulnerablecreatureswith powerful abilities and balanceout the PCs'numberof actions eachround.
GAINING EXPERIENCE In the StarfinderRPG,charactersadvancein levelby overcoming challenges ranging from combat situations to diplomatic encounters.All of these are symbolizedby experiencepoints (XP). ManyGMs chooseto simplykeepa list of all the encounters PCs overcomeduring a session,add together the experience points,and awardthem in a lump sum at the end of the session. That way,if charactersearnenoughXP to gain levels,you won't haveto pausethe gamewhile they levelup their characters,and you can insteadlet themdo so betweensessions. Everyopponent,trap, or obstacle the PCsovercome (including starship combatand vehicle chases)is worth a set amount of XP, asdeterminedby CR.Purelyroleplayingencounters aregenerally assumedto have a CR equal to the AverageParty Level,but you may awardXP as if it were higher or lower,dependingon diff iculty. Note, however, that encounters with a CR of lessthan the APL - 10 merit no XP award,as they're too easy.Similarly, usingstarshipweaponsagainst asettlementor drivingan asteroid into a planet may kill thousands,but in suchinstances,the party shouldgenerally not receive XPor wealth,asthesemassacres are neither heroicnor challenging. Experiencegainedin a fight comes not from enemydeathbut from expertiseacquired as a result of combat, which suchimpersona l situations lack. To award XP,take your list of defeatedencountersand find the value of each encounter'sCRunder the "Total XP" column on Table11-3: Experience Point Awards.Add up the total XP values for eachCRand then divide this total by the numberof characters.Theresult is the amount of XP eachcharacterearns. For a slightly lessexact method,you can add up the individual XP awardslisted in the table for a groupof the appropriate size. In this case,the division betweencharactersis donefor you. In addition,don't be afraid to give playersextra XPwhenthey conclude a major storyline or accomplishsomething important. These"story awards"can consist of any amountof XP.While
a goodrule of thumbis to awardtwice the XP for a CRequal to the group'sAPL, you can also customizeyour story award amountsto help your players'charactersreacha particular level for the next adventureyou want to run.
TABLE 11-1: ENCOUNTER DIFFICULTY DIFFICULTY
CREQUIVALENCY
Easy Average Challenging Hard Epic
APL-1 APL APL+1 APL+2 APL+3
TABLE 11-2: CREQUIVALENCIES NUMBER OFCREATURES 1creatu re 2creatures 3creatures 4creatu res 6creatures 8 creatures 12creatures 16creatures
CREQUIVALENCY CR CR+2 CR+3 CR+4 CR+5 CR+6 CR+7 CR+8
TABLE 11-3: EXPERIENCE POINT AWARDS INDIVIDUAL XP(BYNO.OFPLAYERS ) 1-3 4-5 6+
CR
TOTAL XP
1/8 1/6 1/4 1/3 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
50 65 100 135 200 400 600 800 1,200 1,600 2,400 3,200 4,800 6,400 9,600 12,800 19,200 25,600 38,400 51,200 76,800 102,400 153,600 204,800 307,200 409,60 0 614,400 819,200 1,228,800 1,638,40 0
15 15 10 20 15 10 15 35 25 45 35 25 65 50 35 135 100 65 150 200 100 265 200 135 400 300 200 535 400 265 800 600 400 1,070 800 535 1,600 1,200 800 2,130 1,600 1,070 3,200 2,400 1,600 4,270 3,200 2,130 6,400 4,800 3,200 8,530 4,270 6.400 12,800 9,600 6,400 17,100 12,800 8,530 25,600 19,20 0 12,800 34,100 25,600 17,100 51,200 38,400 25,600 68,300 51,200 34,100 102 ,000 76,800 51,200 137,000 102,400 68,300 205,000 153,600 102,400 273 ,000 204,800 137,000 410,000 307,200 204,800 546,000 409,600 273,000
GAINING WEALTH As PCsgainlevels,theytendto obtainwealth.Starfinderassumes that all PCsof equivalent level haveroughlyequalamountsof wealth in the form of gear,magicitems,and raw currency. Since a PC'sprimaryway of gainingwealthis through adventuring,it's important to moderatethe amountyou placein your adventures. Thus,theamountof wealthPCsearnfromtheir adventuresis tied to the ChallengeRatingof the encountersthey face.
Wealth perEncounter Table 11-4: Wealth Gains per Encounter lists the amount of treasure each encounter should award based on its CR. When looking at this number, it's important to understand that it representswealth from many different sources:hard currency, looted items, and earned or story-basedwealth. Relyingtoo much on any one category can skew the game's power balance.Additionally, most encountersare part of an overarchingadventure, in which case it's useful to look at wealth for the adventureas a whole. Don't be afraid to have some encountersgrant more wealth while others grant less, as long as it balancesout by the end of the adventure.(After all, a well-armedNPC is more likely to be carrying valuable items than a mindless beast.) Below are some important considerationsregardingeachtype of wealth.
the PCs'current gear,assumethey keepit and factor it in at its full value. If it's no better than what they alreadyhave.assume they sell it whenthey havethe chance.(Compa ring the itemlevel to the AverageParty Levelcan be an excellentguideline for this purpose .) For example,if thecharactersfacea high-CR enemywith a corresponding ly awesomelaserrifle,assumetheykeepit. If they fight eight aeontrooperswith armor comparab le to their own, assumemostgroupswill leaveit rather thancarry eightbulky sets of armorwith them.In genera l, bewareof providingsingle itemsfar aboveyour party'sAPL. Instead,provide severalitemsequal to or onlyslightly better thanyour party's currentgear, andthenmake up the restwith consumable itemsanditemslikelyto beresold.
Story-Based Wealth Giventhe inefficiencyof constantlylootingand selling enemy gear,Starfinder assumes at least part of player wealth comes from story-basedsources,usually completing a mission or adventure . Perhapsit's paymentfor finishinga patron'squest,a gift from a grateful populace.a bountyon a criminal. or proceeds fromsellingan alienartifactor the exclusiveinterview rightsto a PC'saccountof an adventure.Regard lessof the source.consider settingaside part of the budgetfrom your encountersto allow for large lump-sumpaymentsat appropriatepoints in the story.
HardCurrency
TABLE 11-4: WEALTH GAINS PER ENCOUNTER It's important to includecredits in your rewards.so that players CR 1/3 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
WEALTH GAIN (INCREDITS) 150 230 460 775 1.1 00 1,400 3,100 3,900 4,600 5,400 10,000 14,700 25,000 34,000 50,000 77,000 113,000 178,000 260,000 405,000 555,0 00 782,00 0
Items Gearlooted from fallen enemies or otherwise acquired during adventures can generally be sold for only 10%of its face value. This is importantto gameplay, in that it discourages playersfrom pickingup everydroppedhelmetor low-level weaponandturning their ship into a flying garagesale,yet it's alsocrucial to keepin mind when placingtreasure.If an item is significantly bett er than
canbuy itemsappropriateto their characters,but avoidregularly giving out handfulsof credsticks, as pooling largesums of liquid capital canenablea partyto buy bettergearthanwouldnormally beappropriate for the group'sAPL.
TABLE 11-5: CHARACTER WEALTH BYLEVEL PCLEVEL 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
WEALTH (INCREDITS) 1,000 2,000 4,000 6,000 9,000 15,000 23,000 33,000 45,000 66,000 100,000 150,000 225,000 333,000 500,00 0 750,000 1,125,0 00 1,700,000 2,550,0 00 3.775.000
Wealth byLeve l Table 11-5: Character Wealt h by Level lists the amount of treasure each PC is expected to have at a specific level.
BEFORE THE GAME PUBLISHED ADVENTURES Published adventu resarea busyGameMaste r's bestfriend. Not onlydotheyallowyouto sit downandstart playing quicklywithout comingupwith intricatestorylinesor coolencounte rs in advance , butby studyinghowthey'reput together, youcanhoneyour own adventure -creatingskills.Apublishedadventure isthescriptthatlets you,astheGM,focusonthedirectingandactingportionsofyourjob. It'simportan t toremember, however, that thewriter ofapublished adventu re doesn 't knowyour groupor theircharacte rs. If your players areallparanoid , thenanadventure involving anunexpected betrayalbya friendlyNPCmaynotworkaswell.Similarly,if oneof yourcharacters hasa deephatredfor necromantic elebrians, her playermayhavemorefunif youchange thevillainfroma member of theAspis Consort iumto anagen t of theBoneSages. Customizing adventu resto your groupis aneasywayto raisethestakesin your gameandmakethingsfeelmorepersonal. If you're interested in published adventures , Paizo's Starfinder Adventure Pathproducts offer finelycraftedadventures thatare tiedtogetherinto epic six-partcampa igns.Formoreinformation, . visit paizo.com
In addition to providing benchmarksto make sure existing charactersremainbalanced,it canalso be used to budgetgear for charactersstarting above1st level,such as a newcharacter created to replacea dead one. Charactersin this latter case shouldspendno morethan half their total wealth on any single item. For a balancedapproach,PCs built after 1st level should spendno more than 25%of t heir wealth on weaponsand 25% on armor and protective devices.
Starships Starfinder is a roleplaying game of interplanetary travel and exploration,and it assumesthat most adventureswill start with PCseitheralreadyhaving or quicklygaining accessto a starship. But starships are expensive-what'sto stop them from simply sellingtheir starshipandretiring,or usingthe moneyto buy gear far too powerfulfor their level? Theansweris you, the GM. Starshipsare not consideredpart of character wealt h andthus arenot intendedto be sold(unless it's part of a trade-in to obtain a different starship).How to frame this is up to you.SomeGMs mayprefer to simply tell the playersnot to sell the ship becauseit would ruin the game.If you needan in-character reason,however,t here are many:The ship could be the equivalent of a company car from whatever patron or faction t he PCs are working for. It could be a family heirloomthey're contractually not allowedto sell. It could be stolen and thus unsellable wit hout getting the PCsarrested.It could havea hyperintelligent Al that's bondedto its crew and doesn'tallow itself to be sold. Whatever the justification, the realansweris that starshipsare just too muchfun to restrict to high-level play. (Though if you want to play an entire campaign on one planet or simply have PCspay for passagewhen they needto get somewhere, t hat'sfine,too!)
Everyoneapproac hes game mastering differently-s ome with intensivepreparation,otherswith a sticky noteanda prayer.Yet, regardlessof your personalstyle, thereare a few mattersevery GM should considerin advanceto savetime at the table. If you're running a published adventure, be sure to read it beforehandso that you know what you're in for and can adequately prepare your notes and foreshadow upcoming events. (If short on time,you can sometimesreadjust the first few encounters - enough to keep several steps ahead of the players.)If you're creatingyour own adventure, makesureyou have enough written down to feel comfortable. Gather any props you need,such as miniaturesand handouts,in addition to the usual dice, pencils, tactical maps, and so forth. Consider helping your players prep for the game as well, such as by resolving character story issuesthat don't involvethe groupas a whole (perhapseven via one-on-one side quests),answering questions,and helping them level up their characters. It's also important to consider real-world logistics. Make sure that all the playerscan make it to the game; if someone can't, consider whether it's still worth running the game, and if so, what happens to that person's character. Do you or anotherplayer play him? Doeshe continue to gain wealth and experience,or will he fall behind the rest of the group?Also, considermatterssuchas food,children,pets,andother factors, andhavea plan to handle any concernsthat might arise.
RUNNING THE GAME Addressedbelow are several of the commonsituations and issuesthat you'll invariably needto handleduring the game.
Skill OCs It is up to you,as the GM,to determine the DCs of the various skill checksthe playerswill attempt during play. Many of the skill descrip t ionsincludeguidanceon typical DCsfor skill checks,but there maybetimeswhenyou needto come up with a DCon your own. If a skill checkdoesnothavea predeter mined DC,or if a player wants to attempt a task that is not coveredin a skill'sdescription, usethe following guidelines.A challengingDC for a skill check is equal to 15+ 1-1/2x the CR of the encounteror the PCs' Average PartyLevel(APL). Foraneasiercheck, youmight reducethe DCby 5, while increasingthe DC by 5 makesfor a moredifficult check. Changingthe DCby 10 or more makesfor either a trivial check with little chanceof failure or a prohibitively high check with litt le chanceof success, so be cautiouswhenadjustingskill checkDCs!
RollingandFudg ing Player cheatingcanruin a game,but asa GM, you maysometimes find yourself in situationswherecheating might actually improve thegame.Weprefer to callthis "fudging"rather thancheating,and while you should try to avoidit whenyou can,you arethe law in your game andshouldn' t feel boundby the dice.A GM should be impartial andfair, and in theory, that's what randomdice results helpsupport.At the same time,you're trying to create a compelling story, and if fudging a given roll makes a scenemore fun and satisfyingfor theplayersin theend- gofor it! It'snogoodif a single random roll of the dice would result in a premature endto your
campaignor in a character's deathwhen the playerdid everything right. However,be wary of using fudging to nullify players' achievements.Remember that you'replaying with the group,not againstit. Maybeyou didn't expectthe playersto take downyour villain so quickly,but as longasthey hadfun,who cares? An easy way to avoid gett ing called out on your fudging is to make your dice rolls behind a GM screen,so that players can't see the results. But don't worry overmuch about being "caught."As the GM, your responsibility is to the experience, not the dice. But if you elect to roll your dice in the open, you still shouldn't show a die roll that would give a player knowledge that their character wouldn't have. such as a savingthrow for a diseasea characterdoesn't know she'sbeen exposedto. In addition to not being bound by die rolls, don't feel tied to the predetermined plot of an encounter or the rules as written. Feel free to adjust the events or interpret the rules creatively, especially in cases where you as the GM made a poor assumption to begin with. For example, you might design an encounter where a pack of demons have invaded a spacestation through a planar rift, only to realizetoo late that none of the PCs have good-aligned weapons and thus deal very little damage.In this case, it's okay to "cheat" and say these particular demonsare hurt by normal weapons, or have a chaplain of lomedaeshow up at the last moment to bless the PCs'weapons.As long as you can keep such ad-hoc developmentsto a minimum, these on-the-spot adjustments can even enhancethe game-perhapsthe church of lomedae now demandsa favor from the PCs,sparkinga new adventure!
When a characterdies, try to resolve the current conflict or combat as quickly as possible.Once that's handled, take the player aside for a momentand find out whether she'dprefer for the groupto try to saveher characteror simplycreatea newone. You aren't required to let a dead character return to life. Sometimes deadisdead-a nd a horror-themedgameoftenbenefits from a senseof danger- but it's niceto take a player'sfeelingsinto account.If it's possible for the party to get a character raisedor reincarnated,don't delay it with additional encounters;just gloss overthe return to civilizationsoyou can get the player backinto the gameasquickly as possible. If you'drather treat the situation as the seedfor a side quest,consider offering to let the PCplay an establishedNPCfor the rest of the sessionso she isn't bored. A PCdeathis a greattime to end the session,sinceyou can then handle unresolved issuesout of gameand get the playerbackin the action by the start of the next session. If the player of a deadcharacter insteadprefersto move on to a new character,consider the NPCoption aboveto keep her entertained for the rest of the session, or let her createher new characterthere at the table.Oncethe player'snew character is done,let the other playerstake a 5-minute breakwhile you step asideto talk to the player,learn about her new character, and work out a way to introducethe new party memberquickly. One other thing that PC death can do is bloat the surviving characters'treasure. If a party simply splits up or sells a dead PC'sgear,the group can becomeobscene ly overgearedfor its level. Thus,it's usually easierto simply assumethat the dead PC'spersonalgear(thoughnot necessar ily importantstory items belongingto the group)is destroyed,lost,or otherwisegoesaway.
GMFiat
Difficu lt Players
Debatesoverrulesinevitablydraga gamedownandshouldbeput to rest asquickly as possible.As the GM,you set the law of your game,and your interpretation of the rulesis the onethat matters most.Whencomplicationsregardingrules interpretations occur, listen to the playersinvolvedand strive to be fair, but don't feel like you needto convince them. If the rule in question isn't one you're familiar with, you can go with a player'sinterpretation, perhaps with the caveatthat you'll readup on the rule after the gameand make an official ruling going forward from the next session. Alternatively,you can simply rule that somethingworks in a way that helpsthe story moveon. Onehandy tool to keep on hand is the GM fiat: simply give a player a +2 bonusor a -2 penalt y to a die roll if no one at the table is precisely sure how a situation might be handled by t he rules. For example,a character who attempts to tr ip a robot in a roomwherethe floor is magnetizedcouldtake a -2 penalt y to his att empt, at your discretion, since the magnetic pull exerted by the floor anchors the construct.
As with any group activity, somet imes you'll run into a troublemaker.Don't be shy about politely and firmly asking a player to alter his behavior if he's being inappropriate, antagonist ic, or otherwiseannoying-and don't accept "But I'm just act ing how my characterwould!" as an excuse.If a player (or character) is negatively impacting the rest of the group's experience and won't change his behavior when asked, it's your duty as the Game Master to tell him to leave.
PlayerCharacter Death Eventually, throughbad luck or bad tactics,a playercharacter is goingto die, or elsesuffer somesimilarly permanentfate suchas petrificationor beingshot into deepspaceat relativistic speeds.A player character'sdeath doesn'tneedto bea terrible experience. In fact, going out in a blaze of glory can become a dramatic highlightfor the player and the groupasa whole!
Campaign Journal Havinga recordof eachsession'seventscan help you remember details and keep a senseof cont inuity. Consider taking notes duringa gameor getting a playerwho's excited aboutsuchthings to write up a campaignjournal summarizing each adventure. Thesecanalsobe distributed to remind playerswhereyou left off.
Ending theCampaign Starfinder goes up to 20th level, but that doesn't meanyour campaignhas to. The most importantthing in a campaign is to end it at a point that's sat isfying for the story, such as when a major storyline wraps up or after a climactic batt le with a longtimefoe. After eachsignificant adventure arc, discussas a group whether you'd rather continue with t hese charactersor start something entirely new. Somepeople like to play many short adventures with different characters, while others liketo run the samecampaignfor years.There'snowronganswer!
ENVIRONMENT
~----------
ASTRONOMICAL OBJECTS
--
he universeis an endlessexpanseof adventuringpotential. On its billions of worlds, physics create every possible permutation of geology, while life's endless creativity gives rise to organismsboth eerily familiar and defying imagination. Regardless of their design, all of these creaturesstruggle to surviveand thrive in their nativehabitats,from icy seasand lush fungusjunglesto the savagepyroclasticflows of tidally heated moonsor the rustinghulks of ancientalien megastructures . The following section contains rules to help you as GM adjudicatethe gameuniverse,including rules for the vastness of space,for varioustypes of planetsand the different terrains that may be found on them, and for environmentaleffects and hazardsthat may comeinto play in a variety of settings.Rules for settlements and structures both natural and artificial are presentedat the end of the chapter.
T
Most living beings begin their lives on floating astronomical objects.Theseplanets, planetoids,andstarsare the hub of much adventureand vary in complexity of design and makeup. A brief summaryof the different types of astronomicalobjects is presentedbelow,along with variousrulesassociatedwith each.
Classification ofAstronomical Objects There exist several different types of astronomicalobjects. Summarizedbelow are the most prominent types encountered duringinterstellarexploration.
Asteroid An asteroid is a fracturedchunk of matter,notablefor beingtoo small to be considereda properplanetoid. Asteroidscommonly lackany sort of ecosystemandare often bereftof an atmosphere and breathableair. Many seeasteroidsas exploitableresources, giventhat they areoften rich in minerals of varying rarity.
SPACE
GasGiant
The immeasurablegulf of spaceis home to everything on the Material Plane,housingmorestars and planetsthan couldever be recorded.During their careers, the player characterswill undoubtedly need to venture into space.Traveling from one planet to another, exiting the atmosphereof a planetoid, or visiting an orbiting spacestation are all examples of common travel that require at least a brief time in space.Many hazards of spacecan be mitigated by wearing armor (seepage196)or a standard spacesuit (seepage 231), but sometimes unlucky spacefaringadventurersget caughtwithout them!
As their name suggests, gas giants are worlds composed entirely of gas- frequently elements such as hydrogen and helium. They lack any natural solid surfaces to walk on and so have no proper ground. Creaturesunableto fly or without flight-capable equipment or magic tumble toward the dense core of the world at the falling speed of a standard-gravity planet. Such a fall often takes days, given the immensesize of these worlds. Near the center of a gas giant, a creature is subject to extreme gravity (seepage402). The heart of a gas giant acts in many ways like a star (seeStar below), including destroying creaturesthat don't havefull immunity to f ire.
Cosmic Rays ·cosmic rays· is a catchallterm for variousinterstellar radiation effects. They use the samerules as radiation (seepage 403). Most habitable planets maintain atmospheres capable of repelling these emissions. Such protected planets allow, at most, a low amount of radiation in infrequent bursts. Planets devoid of a protective atmosphereare constantly assailedby radiation of medium to severe intensity.
Vacuum Thevoidof spaceis effectivelyemptyof matter,andthis vacuumis perhapsthe greatestdangerof outerspace.A creatureintroduced to a vacuum immediately begins to suffocate(seeSuffocation and Drowningon page404) and takes1d6bludgeoningdamage per round(no savingthrow).Becausea vacuumhas no effective temperature,the void of outer spacepresentsno dangersfrom cold temperatures.A creatureretainsits body heat for several hoursin a vacuum.Sounddoesn'ttravel in a vacuum. Decompress ion occurswhen a creaturesuddenlytransitions from a pressurized environment to a vacuum, such as by being flung out of an airlock or being insidea sealedstructure that becomesheavily damaged.Such a creature takes 3d6 bludgeoning damage (no saving throw) in addition to any suffocation damage. Most creaturestravel the vacuumof spacein a starship.For moreinformation about starships, seepage292.
Irregu larWorld Some planets exist outside of the typical description of a (mostly) spherical massof gasesor silicate rocks and metals. Theseirregular worlds come in a variety of shapes,many of which are still consideredtheoretical. Someworlds might be artificially designedin the shapeof a torus. Otherworlds, like a planet in the form of a cubeor a world that is entirely flat, exist as the result of cosmic abnormalitiesor the direct intervention of the divine.
Sate llite Satellites are objects, such as moons,orbiting any other form of planetoid. ·satellite· is a classification that can be applied to other astronomical objects as well, as many asteroids and terrest rial worlds are also satellites. Unlike other types of astronomical objects, a satellite isn't necessarily a natural object. Alien markers and spacestations are but a few types of artificial constructs that hang in the gravitational field of planets. Someplanets have only a single moon,while others (such as gas giants) boast dozensof objects caught in their gravitational fields.
Star A star-sometimes multiple stars-typically rests at the heart of a planetarysystem.Stars are massive balls of incandescent
plasma that blast their orbiting planetoids wi th heat. While
ATMOSPHERES
there are various categorizations of stars, from blue dwarf stars
An atmosphere is a layer of gases held in place by the pull of a
to yellow hypergiants, all stars produce enough heat to pose
planetoid's gravity. The gravity and temperature of a planetoid
similar hazards to most adventurers. The surface of a star is so
impact its ability to retain an atmosphere. Most planets and
hot that only fu ll immunity to fire allows a creature to survive
planetoids support some manner of atmosphere. In addition
there. Any creatures or items not immune to fire are instantly
to hospitable atmospheres, there are various other types of
and utterly consumed down to th e molecular level-only spells
atmosphere that serve as hazards to most life.
such as miracleor wish can bring back such v ictims.
• Solar Flares:Occasionally, stars let off bursts of intense energy, visible upon the ir surfaces as flares of roiling plasma.
Corrosive As the name suggests, a corrosive atmosphere eats away at
These disturbances have a deadly and immediate effect on
matt er. The type and speed of the erosion var ies, but th e most
th ings on or near the surfaces of such turbulent stars. The
common use of this term describes atmospheres capable of
peripheral danger of these flares is the devastating effect
dissolving most matter. A typ ical corrosive atmosphere deals
they have on unshielded electronic equipment and radio
anywhere from 1 acid damage per minute up to 10d6 acid
communications. These distort ions can be fe lt millions of miles away from the star, and typically th ey cause various
damage per round to creatures and objects within. Certain
electronics and radio communications to cease function ing
atmosphere of a planet, and often the corrosion can be mitigated
fo r 6d6•10 minutes.
with dut ifu l preparation.
metals and treated materials may be immune to the specific
Terrestrial World
NoAtmosphere
Most people use the word "planet" to refer to a terrestr ial
A creature on a planet without an atmosphere (or with an
world. The ones closest to the star of a solar system are the
atmosphere so thin that it is effectively airless) is exposed to a
worlds most li kely to be natural ly habitab le. They're home to
vacuum (see page 394).
varying ecosystems, from barren, rocky landscapes to vibrant jung les of lush plant life and rushing wate rways . Such wor lds
Normal
are sometimes categorized by their predominant features,
A normal atmosphere is one that can support the majority of
leading to t itles such as desert world , ice wor ld, jungle world,
breathing life-forms. Most such atmospheres are composed of
and lava wor ld.
some combination of oxygen, nitrogen, and other nontoxic gases.
BIOMES STRANGE ATMOSPHERES Thoughit happensrarely , someastronomical objec ts have atmospheres that seem to defythelawsof reality-usuallydueto mag ical interference or techno logyrun amok.Somet imesthese atmospheres are infusedwith a certa in type of energy . Such atmospheres function likecorros iveatmospheres , except theydeal damage oftheapprop riate energy type(electr icity,fire, sonic, etc.).
Thick A nonacclimatedcreatureoperating in a thick atmospheretreats it as somewhatharmful, due to the extra chemicalcompounds in the air and the increasedatmosphericpressure.Every hour, such a creaturemust succeedat a Fortitude save(DC= 15 + 1 per previouscheck) or becomesickened. This condition ends when the creaturereturns to a normalatmosphere.Converse ly, the increasedweight of the air grants a +4 circumstancebonus to Acrobaticschecksto fly or Piloting checksto keepan aircraft in flight. Severelythick atmospheresare far more dangerous. Every minute, a creature in such an atmospheremust succeedat a Fortitude save (DC= 15 + 1 per previous check)or begin to suffocate (seeSuffocation and Drowning on page 404) as its lungs ceasecopingwith the density of the oxygen inhaledand losethe strength to keeppumpingair into its bloodstream.
Thin Thinner atmospherestend to causea nonacclimated creature to have difficulty breathing and become extremely tired. A typical thin atmosphererequires such a creatureto succeedat a Fortitude saveeach hour (DC = 15 +1 per previouscheck)or becomefatigued. The fatigueendswhen the creaturereturns to a normalatmosphere. Severely thin atmospheres can cause long-term oxygen deprivat ion to those affected in addition to the effects of a standardthin atmosphere.Thefirst time a creaturein a severely thin atmospherefails its Fortitude save,it must succeedat a DC 25 Fort itude save or take 1 damageto all ability scores. A creature acclimated to high altitude (seeHill and Mountain Terrain on page 397) gains a +4 insight bonus to its saving throw to resist this effect.
The following section includes information on a variety of biomesfound on planets. Someplanets could be entirely made up of a single biome,suchasdesert or forest worlds,while other planetscontain a mix of the following terrain types.
AerialTerrain On worlds where the atmosphere expands high above the physical boundaries of the surface, there exists a region of openair. Similarly, gas giants are madeup of nothing morethan a vast atmosphere,held in place by a starlike core. The most common rules sections to referencewhen using aerial terrain are Falling(seepage400), Gravity (seepage401), Suffocation and Drowning (see page 404), and Weather (see page 398). The rules for flying with the Acrobatics skill are also critical for manycreaturesoperatingin an aerial environment.
Clouds Most cloudsare litt le morethan condensedgasthat obfuscates vision. Treat a cloud in an aerial environment using the same rules as fog cloud,exceptit's a nonmagicaleffect. Other types of cloud exist, such as corrosiveor toxic clouds,which operate in the samemanner as thosetypes of atmospheres(seeabove).
Stealth andDetection inAerialTerrain How far a charactercan see in the air dependson the presence or absenceof clouds. Creaturescan usually see5d8•100 feet if the sky is completely clear,with minimal clouds(or other aerial objects) blocking their views. Cloudsgenerallyprovide enough concealment to hide within (though the hiding creaturemight havediff iculty seeingout from its hiding place).
Aquatic Terrain Aquatic terrain can be one of the least hospitable to PCs becausemost can't breat he underwater. The oceanfloor holds many marvels, includingunderseaanaloguesof any of the other terrain elementsdescribed in this chapter,but if characters find themselves in the water becausethey were bull-rushed off the back of a transport ship, the kelp beds or volcanic vents hundreds of feet below t hem don't matter. The most common rules sections to reference when using aquatic terrain are Suffocation and Drowning (see page 404) and Underwater Combat (see page 405). The rules for swimming with the Athletics skill (seepage137) are alsocritical for many creatures operat ing in an aquatic environment.
Toxic Toxicatmospheres are composedof poisonouscompoundsand vary radically in their consistencies.Some toxicatmospheresare capable of sustainingoxygen-breathinglife-forms,while others immediately suffocate thosewithin them. Regardlessof whether or not they allow creatures to breathe,toxic atmosphe res are threatsto most living creatures,as they act as an inhaledpoison (seepage417).Thought he specific type of poisonvaries, many toxic atmospheresact as existing poisonsbut with radically different onset times and saveDCs.Low-level toxic atmospheres can haveonset times measuredin hours or days,while heavily toxic atmosphereshaveonsettimesmeasuredin rounds.
Deep Water Lakes and oceanssimply require a swim speedor success f ul Athletics checks to move through (typically, DC 10 in calm water, DC 15 in rough water, DC 20 in stormy water, and DC 30 in maelstromwater). Characters needa way to breathe if they're underwater; lacking that, t hey risk drowning. When underwater,characters can move in any direct ion, includingup and down.
Extreme Depths At certain depths, the pressure of the surrounding water
becomesso great that charactersmight be affected as if they were in a thick or severely thick atmosphere(see page 396), evenif they can breatheunderwater.
Stealth andDetection Underwater How far a charactercan seeunderwaterdependson the water's clarity. As a guideline, creaturescan see 4d8x100 feet if the water is clear and 1d8x10feet in murky water. Running water is alwaysmurky,unlessit's in a particularly large,slow-moving river. It is hard to find coveror concealment to hide underwater (exceptalong the seafloor).
Desert Terrain
Stealth andDetection ina Forest In a sparseforest,the maximumdistanceat which a creaturecan succeedat a Perception checkto detectthe presenceof othersis 3d6x10feet. In a medium forest,this distanceis 2d8x10feet,and in a denseforestit is 2d6x10feet. Because any square with undergrowth provides concealment,it's usually easyfor a creatureto use the Stealth skill to hide. Logsand massive trees provide cover,which also makeshiding possible. The backgroundnoise of a forest makesPerceptionchecks that rely on soundmoredifficult, increasingthe DCof the check by 2 (not 1)per 10 feet.
HillandMountain Terrain
Desert terrain exists in cold, temperate,and warm climates, but all desertsshareonecommontrait: very little precipitation. The three categoriesof desert terrain are tundra (cold desert), rocky deserts (often temperate), and sandy deserts (often warm). The most common rules sections to reference for adventuresin these areas are Cold Dangers(see page 400), Heat Dangers (see page 402), Starvation and Thirst (see page404), and Weather (seepage398).
Hill terrain describesrisesin the immediate area,often multiple hills spreadover miles. This type of terrain can occur in any other biome. Mountainsare steeply rising rock, metal, or even the organiccrust of the planet.Themostcommonrulessections to referencewhen using hill and mountain terrain are Cold Dangers(see page400), Falling(seepage400), and Weather (seepage398).
Stealth andDetection intheDesert
Chasms
In general, the maximum distance in desert terrain at which a creature can succeed at a Perception check to detect the presence of others is 6d6x20 feet: beyond this distance, elevation changes and heat distort ion in warm deserts makes sight-based Perception checks impossible. The presence of dunes in sandy deserts limits spotting distance to 6d6x10 feet. The scarcity of undergrowth or other elements that off er concealmentor cover makesusing Stealth more diff icult.
Usually formed by natural geological processes,chasms are commondangersin mountainousareas. Chasmsaren't hidden, socharacterswon't (usually) fall into them by accident.A typical chasmis 2d4x10feet deep,at least 20 feet long,and anywhere from 5 to 20 feet wide. It usually requiresa successful DC 15 Athleticscheckto climb the wall of a chasm. In mountainterrain, chasmsare typically 2d8x10feet deep.
Forest Terrain A forest can be composedof morethan trees.On someworlds, vast fungal growths tower into the sky, while on othersmetallic veins rise from the ground and connect in spidery canopies. Commonrules sections to referencefor forests are Catching on Fire (seepage403), Falling Objects(see page401), Smoke Effects(seepage404), and Vision and Light (seepage261).
Trees Most forests are fi lled with t rees,or somethingakin to trees, which provide partial cover to those standing in the same squareas a tree. An averagetree has an AC of 4, a hardness of 5, and 150 HP (see page 409 for rules on smashing an object).A successful DC15 Athletics checkis enoughto climb most trees.
Undergrowth Fungal blooms, vines, roots, and short bushescover much of the ground in a forest. Undergrowthcounts as difficult terrain (seepage 257), provides concealment (20%miss chance).and increasesthe DCsof AcrobaticsandStealthchecksby 2. Squares with undergrowth are often clusteredtogether. Undergrowth and trees aren't mutually exclusive; it's commonfor a 5-foot squareto haveboth a tree and undergrowth.
Rock Wall A vertical plane of stone, a rock wall requires one or more successfulDC25 Athleticschecksto ascend.A typical rock wall is from 2d4x10 feet tall to 2d8x10feet tall.
HighAltitude At part icularly high altitudes, the thinning atmosphereposes a challengefor many creatures, with the same effects as a thin atmosphere(seepage 396). A creature residing at a high altitude for 1 month becomesacclimatedand no longer takes thesepenalties, but it losesthis benefit if it spendsmore than 2 monthsaway from high-altitude terrain and must reacclimatize upon returning.
Stealth andDetection inHillsandMountains As a guideline, the maximumdistance in mountain terrain at which a creaturecan succeedat a Perception check to detect the presenceof others is 4d10x10 feet. In hill terrain, the maximumdistanceis 2d10x10feet. It's easier to hear distant sounds in the mountains. The DCsof Perceptionchecks that rely on sound increaseby 1 per 20 feet between listener and source,not 1 per 10 feet.
Marsh Terrain Two categoriesof marshexist: relatively dry moorsand watery swamps.Both are often borderedby lakes(seepage396).which
are effectively a third category of terrain found in marshes. The most common rules sections to referencefor marshes and swamps are Suffocation and Drowning (see page 404), UnderwaterComba t (seepage405), and Weather(seebelow).
Bogs If a squareis part of a shallow bog,it hasdeepmud or standing water of about 1 foot in depth. It counts as difficult terrain, and the DCs of Acrobaticschecksattempted in such a square increaseby 2. A squarethat is part of a deep bog has roughly 4 feet of standing water. It counts as difficult terrain, and Medium or larger creaturesmust spend4 squaresof movementto move into a squarewith a deep bog, or characterscan swim if they wish. Smallor smaller creaturesmust swim to movethrough a deepbog. Tumblingis impossible in a deepbog. Thewater in a deepbog provides coverfor Medium or larger creatures. Smaller creatures gain improved cover. Medium or larger creaturescan crouch as a move action to gain this improvedcover. A creature with this improvedcover takes a -10 penalty to attacksagainstcreaturesthat aren't underwater. Deep bog squares are usually clustered together and surroundedby an irregular ring of shallow bog squares.
WEATHER Weather can play an important role in an adventure. The following sectiondescribesweathercommon on most habitable worlds.Additional rules for cold and heat dangerscan be found in Environmen t al Rulesstarting on page400.
RainandSnow Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another. Torrential downpoursand blizzardsobscurevisionaseffectively as densefog. Most precipitation is rain, but in cold conditions it can manifestas snow,sleet, or hail. If the temperaturedrops from abovefreezing to 32° For below,it might produceice.
Rain Rainreducesvisibility rangesby half, resulting in a -4 penalty to Perception checks. It has the same effect on flames and Perception checksas severewind (seebelow).
Snow Fallingsnow has the same effects on visibility and skill checks asrain.Snow-covered squarescount asdifficult terrain. A day of snowfallleaves1d6inchesof snowon the ground.
Stealth andDetection ina Marsh
Heavy Snow
In a moor, the maximum distance at which a creature can succeedat a Perception checkto detect the presenceof others is 6d6x10 feet. In a swamp, this distance is 2d8x10 feet. Vegetationand deepbogs provide plentiful concealment (20% miss chance),so it is possible to use Stealth to hide in a marsh.
Heavy snow has the same effects as normal snowfall but also restricts visibility as fog does (see Fog below). A day of heavy snow leaves1d4 feet of snow on the ground. Snow at this depth counts as diff icult terrain, and it costs 4 squares of movementto enter a squarecoveredwit h heavysnow.Heavy snow accompanied by st rong or severewinds might result in snowdrifts 1d4x5 feet deep,especially in and around objects big enough to deflect the wind-a reinforced wall or a large force field, for instance. There's a 10%chance that a heavy snowfall is accompanied by lightning (see Thunderstorm on page399).
Urban Terrain Urban terrain can be found in most settlements where the peoplehavegreatly exerted their influenceovert hesurrounding environment, constructing buildings where t hey can live and work in comfort and laying well-defined roads,usually paved. This type of terrain can occur in just about any biome,and it often supersedes the environmental effects of that biome. Urbanterrain can includespacestat ions,and it is often replete wit h technology. The most common rules sectionsto reference when using urban terrain are Settlements (see page 405), Structures (seepage406), and Vehicles(seepage228), as well as Breaking Objects (seepage 409) and sometimes Radiation (seepage403).
Stealth andDetection inUrban Terrain In a settl ement wit h wide, openstreets,the maximumdistance at which a creaturecan succeedat a Perceptioncheckto detect the presenceof ot hers is 2d6x10 feet. In a settlement where the buildings are more crowded,standing close toget her, t his distanceis 1d6x10 feet. The presenceof crowds might reduce this distance. Thanks to twisting sidestreets and vehiclesthat can provide cover,it's usually easy for a creatureto use Stealth to hide in a sett lement. In addition, settlements are often noisy, making Perception checks that rely on sound more difficult; this increasesthe DCof any such checksby 2 per 10feet.
OtherPrecipitation There are other forms of precipitation,such as freezing rain, hail,and sleet.Thesegenerally function as rain whenfalling, but at the GM'sdiscretion, they mayalso haveeffectson movement similar to snowoncethey accumulate on the ground.
Storms The combinedeffects of precipit ation (or dust) and wind t hat accompanystorms reduce visibility rangesby three-quarters, imposing a -8 penalty to Perception checks. Storms make aiming with rangedweaponsdiff icult , imposing a -2 penalty to attack rolls, and archaic ranged weaponscan't be fired at all. Storms automat ically extinguish unprotected flames. Storms commonly appearin three types:dust, snow,or thunder.
OustStorm These desert storms differ f rom other storms in t hat t hey have no precipitati on. Instead,a dust storm blows fine grains of sand that obscurevision, smother unprotected flames, and can even choke protected flames (50% chance). Most dust
stor ms are accompanied by severe winds and leave behind a deposit of 1d6 inches of sand. There is a 10% chance for
(typically 1d4 feet), and extreme cold make blizzards deadly for those unprepared for them.
a dust storm to be accompanied by windstor m-magnitude
• Hurricane:In addition to very high winds and heavy rain,
winds (see Table 11-6 : Wind Effects on page 400); th is
hurricanes are accompanied by floods. Most adventuring
greater dust stor m deals 1d3 nonlethal damage each round to anyone caught out in the open w ithout shelter and also poses a choking hazard (see Suffocation and Drown ing on page 404). A greater dust storm leaves 2d3- 1 feet of f ine sand in its wake.
activity is extremely difficu lt under such conditions.
• Tornado : With incredibly high winds, tornadoes can severely injure and kill creatures pulled into their funnels.
• Windstorm : Wh ile accompanied by litt le or no precipitation, windstorms can cause considerable damage simply through the force of their w inds (see Winds below).
Snowstorm In addit ion to the wind and precipitation common to other
Fog
types of storms, a snowstorm leaves 1d6 inches of snow on
Whether in the for m of a low-ly ing cloud or a mist rising from
the ground afterward.
the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (20%
Thunderstorm
miss chance).
In addition to wind and precipitation, a thunderstorm is accompanied by lightning that can pose a hazard to characters
Winds
who don't have proper shelter (especially those in metal armor).
Wind can create a stinging spray of dust, sand, or water, fan a
As a rule of thumb, assume one bolt per minute for a 1-hour
large fi re, rock an atmospheric transport midflight, and blow
period at the center of the storm (GM rolls to hit). Each bolt
gases or vapors away. If powerfu l enough, it can even interfere
deals between 4d8 and 10d8 electricity damage. One in 10
with some ranged attacks and knock characters down. Below
thunderstorms is accompanied by a tornado.
are t he most common wind forces seen on habitable worlds.
Powerful Storms
LightWind
Very high winds and torrential precipitation reduce visibility to
A gentle breeze, having little or no game effect.
zero, making Perception checks and all ranged weapon attacks impossible. Powerful storms are divided into the fo llowing types.
Moderate Wind
• Blizzard:The combination of high winds, heavy snow
A steady wind often extingu ishing small, unprotected flames.
Strong Wind Guststhat automatica lly put out any unprotectedflames.Such gustsimposea -2 penaltyto nonenergyrangedweaponattackrolls.
Severe Wind Nonenergyrangedweaponattack rolls take a -4 penalty.
Windstorm Powerfulenough to bring down branches,if not whole trees. Nonenergyrangedweaponattack rolls take a -4 penalty,while attackswith archaicrangedweaponsareimpossible.Perception checksthat rely on soundtake a -8 penalty dueto the howling of the wind. Small charactersmight be knockeddown.
Hurricane-Force Wind Nonenergyrangedweaponattack rolls take a -8 penalty,and archaicrangedweaponattacksareimpossib le.Perceptionchecks basedon soundare impossib le: all characterscan hear is the roaringof the wind. Hurricane-force winds often fell trees.Most charactersareknockeddown dueto the forceof thesewinds.
An unprotectedcharacter in cold weather (below 40° F) must succeedat a Fortitudesave each hour (DC= 15 + 1 per previouscheck) or take 1d6nonlethal cold damage.A character canattempt Survival skill checksto gain a bonusto this saving throw and might be ableto apply this bonusto other characters as well (seepage148). In conditions of severe cold (below 0° F), an unprotected character must succeedat a Fortitudesave every 10 minutes (DC = 15 + 1 per previouscheck) or take 1d6 nonlethal cold damage.A charactercan attempt Survival skill checks to gain a bonus to this saving throw and might be able to apply this bonusto other charactersas well. Extremecold (below-20' F)deals1d6lethal colddamageper minute(nosavingthrow). In addition,a charactermust succeed at a Fortitude save(DC= 15+ 1 per previouscheck)eachminute or take 1d4 nonlethalcold damage . Colderenvironmentscan deal moredamageat the GM'sdiscretion. A characterwho takes any damagefrom cold or exposure is beset by frostbite or hypothermia (sameas fatigued).These penalties end when the character recovers the nonlethal damageshetook from the cold andexposure.
Tornado All flames are extinguished. All nonenergy ranged weapon attacks are impossible,as are sound-basedPerceptionchecks. A creature in close proximity to a tornado that fails a DC15 Strengthcheckis suckedtoward the tornado. All creaturesthat come into contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds,taking 6d6 bludgeoning damageper round,beforebeing violently expelled in a random direct ion (falling damage,described below, might apply). While a tornado'srotational speedcan be as great as 300 mph, the funnel itself movesforward at an averageof 30 mph (roughly 250 feet per round).A tornadouprootstrees,destroysbuildings, andcausessimilar formsof maj or destruction.
TABLE 11-6: WINDEFFECTS WINDFORCE
WINDSPEED
RANGED ATTACK PENALTY*
0-10 mph Light Moderate 11-20mph Strong 21-30mph -2 31-50 mph -4 Severe -4 Windstor m 51-74mph Hurr icane 75-174 mph -8 175 -300 mph Impossible Tornado • Thisappliesonlytononenergy ranged weapons. Larger weapons, suchas starship weapons, ignore this penalty.
ENVIRONMENTAL RULES The following is a compilation of rules appropriate for use in a variety of environments .
Ice Icysurfacescountasdifficult terrain,andthe DCsfor Acrobatics checksattemptedon ice increaseby 5. Charactersin prolonged contact with ice might run the risk of taking damagefrom severecold.
Falling A characterthat falls takes 1d6damageper 10 feet fallen, to a maximum of 20d6. A character that takes damagefrom a fall landsprone. If a character deliberately jumps instead of merely slipping or falling, the damageis t he same but the first 1d6 is nonlethal damage.Ona success f ul DC15 Acrobat ics check,the character avoids taking damagefrom the first 10 feet fallen and converts the damagefrom the second10 feet to nonlethaldamage. For example, a characterwho slips from a ledge30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 nonlethaldamageand 2d6 lethal damage.And if the character leapsdownwit h a success f ul DC15 Acrobaticscheck, hetakesonly 1d6nonlethal damageand1d6lethaldamagefrom the plunge. The damagefrom the first 10 feet of a fall onto a yielding surface(suchas soft groundor mud)is converted into nonlethal damage. This conversion is cumulative with damagereduced throughdeliberate jumpsand success f ul Acrobaticschecks. A charactercan't casta spell or activate an item while freefalling unlessthe fall is greater t han 500 feet or t he spell or item can be used as a reaction. Casting teleport or a similar spell while falling doesn't end the character's momentum;it just changesher location, meaning that she still takes falling damage,evenif shearrivesatop a solid surface.
ColdDangers Cold and exposure deal nonlethal damageto the victim. A character can't recover from the damage dealt by a cold environment until shegetsout of the cold andwarmsup again.
Falling andGravity The rules for falling presented here assumestandardgravity. Forplanetswith highor low gravity, double or halve the damage
amounts,respectively. Falling in extreme gravity dealsas least triple the listed damage,and potentially even more.
FallingintoWater Falls into water are handled somewhat different ly. If the water is at least 10 feet deep, a falling character takes no damagefor the f irst 20 feet fallen and 1d3 nonlethal damage per 10-foot increment for the next 20 feet fallen. Beyondthat, falling damage is lethal damage as normal (1d6per additi onal 10-foot increment). A character who deliberately dives into water takes no damage with a successful DC 15 Athletics check or DC 15 Acrobaticscheck,as long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check increasesby 5 for every 50 feet of t he dive.
FallingObjects Just as characters take damagewhen they fall more than 10 feet, so too do they takedamagewhen they are hit by falling objects. An object that falls upon a character deals damagebasedon its sizeand t he distanceit fell. Table 11-7: Damagefrom Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumesthe object is made of dense,heavy material, suchas metal or stone.Objects madeof lighter materials might deal as litt le as half the listed damage, subject to the GM's discret ion. For example, a Huge boulder that hits a character deals 6d6 bludgeoningdamage,whereas a Huge wooden wagon might deal 3d6 bludgeoningdamage. In addition, if an object falls less than 30 feet, it deals half t he listed damage.If an object falls more than 150 feet, it deals
double the listed damage. Note that a falling object takes the sameamountof damageas it deals. Droppingan object on a creature requiresa ranged attack against its KAC.Suchattacks generally havea rangeincrement of 20 feet. If an object falls on a character (insteadof being thrown), that character canatt empt a DC 15 Reflex saveto take half damage if he is aware of the object. Fallingobjects that are part of a trap usethe trap rules (seepage410) insteadof t hese generalguidelines.
TABLE 11-7: DAMAGE FROM FALLING OBJECTS OBJECT SIZE Tinyorsmaller Small Medium Large Huge Gargantuan Colossal
DAMAGE 1d6 2d6 3d6 4d6 6d6 Bd6 10d6
Gravity Gravitational differencesbetween planets have the potential to cripple characters or make them superheroes-and sometimes both at the sametime.Most planetshabit able by humanoidshave a gravity level defined as standard, which makesthem similar enoughthat trying to arbitrate the difference isn't necessary . Others, however,require special consideration. For planetswith gravities that aren't quite standard but don't fall into the exact categories below, the GMmight decideto assumethe effects are proportional. For example,a planet with half standard gravity
allows player charactersto jump twice as high, whereasone with 1-1/2 standardgravity cuts jump heights by a third. In all cases.these effects last until the PCsadjust to the gravity (a processthat typically takesabout a month of living undersuch conditions).SeeFlying on page259 for informationabout flying on planetswith high or low gravity.
ExtremeGrav ity A planet where the gravity is at least five times as strong as standardgravity is extremelydangerousto most creatures . In additionto the limitationsof high gravity (seebelow).a creature in this environment takes an amount of nonlethal bludgeoning damageper round(at least1d6,but potentially more.depending on the intensity of the gravity).Once a charactertakessufficient nonlethal damageto be reducedto O Hit Points, any further damagefrom extremegravity is lethal bludgeoningdamage.
HighGravity On high-gravity worlds. characters are burdened by their increased weight, and their physical abilities are affected accordingly. Ona high-gravity world, wherethe gravity is at least twice as strong as standardgravity, a character(and her gear) weighs twice as much as on a standard-grav ity world, but she has the sameamountof strength. Suchcharactersmove at half speed,can jump only half as high or as far, and can lift only half as much.Thrown weapons(though not those of natives)have their rangescut in half as they fall to the ground morerapidly. Modifications to running. jumping, and lifting can be negated by certain magicor technology,but projectilesremain affected. Characters who remainin a high-gravity environmen t for long periods (morethan a day) often becomefatiguedand remainso until they leavethe planetor becomeaccustomedto the gravity.
LowGravity Low-gravity worlds are liberating to most species acclimated to standard-gravityworlds. Suchcharacters' musclesare far more effective than normal.Ona low-gravity world, wherethe gravity is no greater than a third of standardgravity,PCscanjump three timesas high and asfar and lift threetimesas much.(Movement speed, however,stays the same,as moving in great boundsis awkward and difficult to control.) Thrown weaponshave their rangecategoriestripled.
or creature,moving at half its land speedin a direction of its choosing(as appropriate);if that object or creature is movable, it begins movingin the oppositedirection at that samespeed. e Movingin Zero-G: A creaturethat movesin a given direction continuesto movein that direction at the samespeedat the beginningof its turn eachround(without taking any action); it must movethe full distanceunlessit is able to changeits motion by latching on to an object or creature,pushingoff in a new direction, or creating thrust of some kind (all of which are consideredmove actions). If a creature runs into a solid object during its movement, it must succeedat a DC 20 Acrobatics or Athleticscheckto safely stop its movement; failure meansthat creaturegainsthe off-kilter condition(see page 276). If a creature runs into another creature during its movement, both creaturesmust each attempt a DC 20 Acrobaticsor Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check.An off-kilter creature in a zerogravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion:alternatively, that creature can throw a single item weighing at least4 bulk (for Mediumcreatures;2 bulk for Small creatures) to reorient itself and remove the offkilter condition. If provided with sufficient handholds, a creature with a climb speedcan movealonga wall at full speed,as can any creature that succeedsat a DC 20 Acrobaticsor Athletics check. Creatures that fly via methods that require an atmosphere.such as wings or turbofans. can't use their fly speedsin a vacuum;once they reenter an atmosphere,they can recoverand get their bearingswithin 1d4 rounds,after which they can fly normally. Magicalfl ight and methodsof flight that provide their own thrust, such as maneuvering jets, are not affected. A character in a zero-gravity environmentcan lift and carry 10 t imes her normal amount. e Weapons: Thrown weapons have their range increments multiplied by 10 in zero-g.In addition,all rangedweaponsno longer have a maximum number of range increments-their wielders simply continue to accrue penalties the farther away t he target is.
HeatDangers Standard Standard -gravityworlds havegravity approximately the same as that of lost Golarion,which is identical to Eart h's gravity.
ZeroGravity Movementin zero gravity (also referred to as zero-g)is not the sameas fl ight. Controlledmovementis difficult without some form of propulsion, and creatures without somethingto push off from often find themselves floating aimlessly. A creaturein a zero-gravity environmentcan't take move actionsto moveits speed,crawl, or take a guardedstep. If a creature is adjacent to or in the samesquareas an object (includinga wall, floor, or ceiling) or another creatureone size category smaller than itself or larger.it can take a moveaction to pushoff that object
Heat deals nonlethal damage to the victim. A charactercan't recoverfrom the damage dealt by a hot environmentuntil she getsout of the heat andcools off. A character in very hot conditions (above go• F) must attempt a Fortitude saving throw each hour (DC = 15 + 1 per previouscheck)or take 1d4 nonlethal fire damage.Characters wearing heavyclothing or armorof any sort take a -4 penalty to their savingthrows. A charactercanattempt a Survival checkto receive a bonusto this savingthrow, and might be ableto apply this bonusto other characters as well (seepage148). In severe heat (above 110· F). a character must attempt a Fortitude saving throw onceevery 10 minutes (DC= 15 + 1 per previous check)or take 1d4 nonlethal fire damage.Characters wearing heavyclothing or armor of any sort take a -4 penalty to
their saves. A character can attempt a Survival checkto receive a bonus to this saving throw and might be able to apply this bonusto other characters as well (seepage148). Extreme heat (air temperature over 140° F, boiling water, fire, and lava)dealslethal fire damage.Breathingair in extreme heat deals1d6 fire damageper minute (no savingthrow). In addition, a character must attempt a Fortitude saving throw every 5 minutes (DC = 15 + 1 per previous check)or take 1d4 nonlethal fire damage.Hotter environmentscan deal more damageat t he GM's discret ion. A character who takes any damage from heat exposure suffers from heatstroke (sameas the fatigued condition; see page 276). These penalt ies end when t he character recovers from the nonlethal damageshe took from the heat. Boiling water dealsanywherefrom 1d6 to 10d6 fire damage per round of exposure,dependingon water temperature and level of immersion.
Catching onFire Characters exposed to burning oil, bonfires, and noninstantaneousmagical fires might find their clothes, hair, or equipment on fire. Spells or technological items with an instantaneouseffect don't normally set a characteron fire, since the heat and flame from thesecome and go in a flash. A characterat risk of catching fire must succeedat a Reflex savingthrow (usually DC15) or gain the burning condit ion (see page 273). Thosewhose clothes or equipment catch fire must attempt a separate Reflex saving throw (at the same DC) for each item. On a failed saving t hrow, flammable items take the sameamount of damageas the character.
LavaEffects Lavaor magmadeals a minimum of 2d6 fire damageper round of exposure,while casesof total immersion(such as when a character falls into the crater of an active volcano)deal upward of 20d6 fire damageper round.The exact damageis left to the GM's discretion, basedon situational terrain elements. Damage from lava continues for 1d3 rounds after exposure ceases,but t his addit ional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 per round).Immunity or resistance to fire serves as an immunity or resistance to lava or magma. A creature immuneor resistant to fire might still drown if completely immersed in lava(seeSuffocationand Drowningon page404).
Radiation Radiation is a very real threat to adventurers, whether it's the radiation emitted from stars or the radiation generated by various technologicalwonders of the universe. Radiation is a poison effect (see page 414) that weakens an affected creature'sConstitution and can also inflict an affected creature with a diseasecalled radiation sickness. Radiationdangersare organizedinto four categories: low, medium, high, and severe. The effects of these categories of radiation are describedon Table11-8:Radiation Levels.
Areaof Effect Radiation is an emanationpoison,meaning that a victim only needsto enter an area suffusedwith radiat ion to be affected by it. Radiation suffusesa sphericalareaof effect that can extend into solid objects. Thecloserone gets to the center of an areaof
radiation,the stronger the radiation effect becomes.Radiation entrieslist the maximumlevel of radiationin an area,aswell as the radiusout to which this radiationlevelapplies.The radiation continues to suffuse each increment out to an equal length beyond that radius, its strength degraded by one level per increment.For example,a sphericalareaof high radiationwith a radiusof 20 feet createsa zoneof mediumradiation spanning 20 feet to 40 feet from the center in all directions,and a similar zoneof low radiationspanning 40 to 60 feet from the center.
Curing Radiation Effects A creature that leaves an area suffused with radiation is essentially cured of the poison effect. Ending the source of radiation or successfully casting removeradioactivity has the sameeffect. As usual for poisoneffects, an affected creature requires rest to recover from radiation poisoning. Remove affliction doesn't cure a creature of the effects of radiation poisoning,but removeradioactivitydoes. If a creaturehas beenexposedto enoughradiation, it might contract radiation sickness,which acts like a noncontagious disease. Symptoms of radiation sickness include nausea, vomiting,and lossof hair. Radiation sicknesscan be treatedlike any disease,although it can't be cured with removeaffliction. Removeradioactivitycan cure radiationsickness.
RADIATION Typepoison,emanation (seeabove);Save Fortitude(seechart) TrackConstitution; Frequency1/round EffectAt eachstate of impairedand beyond, the victim must succeedat a DC18 Fort itude savingthrow or contract the radiation sicknessdisease(seebelow). Curenone
Smoke Effects A characterwho inhalesheavysmoke must attempt a Fortitude saveeachroundshe'swithin the smoke (DC= 15 + 1 per previous check)or spendthat round choking and coughing.A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage.Smokeobscuresvision, giving concealment(20%miss chance)to characterswithin it.
Starvation andThirst Charactersmight find themselveswithout food or water and with no meansto obtain them. In normal climates, Medium characters need at least a gallon of fluids per day to avoid thirst and about a pound of decent food per day to avoid starvation; Small characters need half as much. In very hot climates,characters need two or three times as much water to avoid thirst. A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must succeedat a Constitution check each hour (DC= 10 + 1 per previouscheck) or take 1d6 nonlethaldamage. A character can go without eating food for 3 days. After this time, the character must succeed at a Constitution check (DC = 10 + 1 per previous check) each day or take 1d6 nonlethal damage. A characterwho hastaken any damagefrom lack of food or water is fatigued. Damagefrom thirst or starvation cannot be recovereduntil the charactergets food or water, as needed-not evenmagic that restoresHit Points healsthis damage.
Suffocation andDrowning
Sleep Deprivation
A character who has no air to breathe can hold her breath for a number of roundsequalto twice her Constitution score. If a character takesa standardor full action, the remainingduration that the charactercan hold her breath is reducedby 1 round. After these roundshaveelapsed,t he character must attempt a Constitution check(DC= 10 + 1 per previouscheck) eachround in order to continue holding her breath. When the character fails one of these Constitution checks, she beginsto suffocate. In t he first round,she is reducedto 0 Hit Points and is unconsciousand stable. In the following round, she is no longerstable and beginsdying (seepage275). In the third round,she suffocatesand dies. An unconscious character must begin attempting Constitution checks immediately upon losing air supply (or upon becomingunconscious,if the character was conscious when her air was cut off). Onceshe fails one of these checks, she immediatelydrops to O Hit Pointsand is dying (see page 275). On the following round,she suffocatesand dies.
A character who needsto sleep must get at least 6 hours of sleepevery night. If she doesn't,she must attempt a Fortitude save (DC = 15 + 1 per previous check) after each night she doesn't sleep enough. The first failed check causes her to becomefatigued and take a -1 penalty to saving throws against effects that causethe asleepcondition (seepage273). A secondfailed check causes her to becomeexhausted,and the penalt y to saving throws against effects that cause the asleepcondition increasesto -2.
A Mediumcreaturecan breathe easily for 6 hours in a sealed cubicchambermeasuring10 feet on a side.After that time,the creaturetakes 1d6nonlethaldamageevery 15 minutes. Eachadditional Medium creature or significant fire source (a torch, for example) proportionally reducesthe time t he air will last (two Mediumcreatures will run out of air in 3 hours, and so on). Small characters consume half as much air as
RADIATION SICKNESS Typedisease;SaveFort itude (sameDCas the levelof radiation that causedthe radiationsickness) Track physical; Frequency1/day EffectRadiation sicknessisn't contagious. Cure3 consecutive saves
TABLE 11-8: RADIATION LEVELS RADIATION LEVEL
FORT DC
Medium
13 17
High
22
Severe
30
Low
SlowSuffocation
Medium characters.A creature stuck in a starship or space station whose life support systems have completely failed will run out of breathableair in a similar fashion; while these structures are often larger than a 10-foot cube, they are also often occupiedby several creatures.On average,a crew of four in a Medium starshipwithout a sourceof fresh air can breathe easily for 20 hours.
Underwater Combat Land-basedcreaturesusually haveconsiderab le difficulty when fighting in water,asit affectsacreature'sattackrolls,damage,and movement(seepage137for moreon swimming).The following adjustmentsapplywhenevera characteris swimming,walking in chest-deepwater,or walkingalongthe bottomof a bodyof water.
Attacks fromLand Charactersswimming or floating in water that is at leastchest deepand characterswho are fully immersedhavecoveragainst attacks madefrom the surface.
Attacks Underwater Most attacks madeunderwatertake a -2 penalty and deal half damage. Attacks that deal fire damagedo only one-quarter damage.Attacks that deal electricity damagetake a -4 penalty rather than a -2 penalty. Melee attacks that deal piercing damage deal full damage. Thrown weapons are ineffective underwater,evenwhen launchedfrom land.
Spellcasting Underwater A creature that is attempting Constitution checks to hold its breathcan't concentrate enoughto castspells.Somespellsmight work differently underwater,subject to the GM'sdiscretion.
SETTLEMENTS Any place where sentient life gathers, lives, and works on a regular basisis referredto as a settlement, and they are just as varied as the types of life-forms that occupythem. Presentedon the following pagesis a streamlinedway to refer to settlements in the StarfinderRPG-stat blocksthat quickly list the vital data for a sett lement. For particularly large inhabited places,multiple sett lement stat blocks can be used to represent distinct districts or neighborhoods.GMs should feel free to add new qualities to createthe settlementsthey desire.
Settlement StatBlocks A sett lement stat block usually beginswith a brief description, often noting where it is located. A settlement stat block is organizedas follows. • Name:The sett lement'snameis presentedfirst. • AlignmentandType:A sett lement'salignment is the general alignment of its citizensand government,though individuals who dwell thereincanstill be of any alignment.A settlement's type is a term that generally classifies the settlement, such as"spacestation"or "trading post." • Population : This number represents the settlement's averagepopulation;t he exact number is flexible. In addition,
a breakdown of the settlement's racial mix is listed in parenthesesafter the population. e Government: This entry lists how the settlement is governed and ruled. e Qualities:This entry lists the unusual qualities that make the settlementunique. e Maximum Item Level: Items of this level or lower are generally available for purchase in this settlement. Maximum item level isn't always directly related to a settlement's size, as even a small city can be home to a black market or gifted engineers.
Examples ofSettlement Governments The following are just a few of the ways a settlement might be governed. e Anarchy:A lack of structured governmentor laws leadsto a settlementwhere nearly anything goes. e Autocracy:A single individual has complete control over the community. e Council :A groupof councilors, sometimeselected,sometimes self-appointed, leadsthe settlement. e Magocracy:An individual or group with potent magical powerholds sway over the citizens. e Military: A military force controls the settlement, whether it's a regularsettlementthat hascomeundermartial law or a basebuilt to housesoldiers. e Oligarchy:The settlement is ruled by a small group or particular classof citizen. e SecretSyndicate:An unofficial or illegal group rules the settlement, often behind the sceneswhile a puppet ruler appears to havenominal control. e Plutocracy : The wealt hiest and most influential individuals rule the settlement.often while the poorare derided. e Utopia:The settlementwas founded on a particular set of lofty ideals, and all membersof the community usually have a voicein its government.
Examp lesofSettlement Qual ities Thefollowing are just a few of the possible qualitiesa settlement might have. e Academic:It is often easier to do researchin this sett lement, which is home to a large school, researchfacility, or great repository of knowledge. e Bureaucratic:The settlement is a nightmarish, confusing, and frustrating mazeof red tape and official paperwork. e Cultured :Thesett lementiswell knownfor beinga placewhere artistry thrives,suchas a community of actorsand musicians. e Devout: The settlement is devoted to a deity (which must be of the same alignment as the community) or follows a religious creed. e FinancialCenter: This settlement is home to large banks, trading houses, currency exchangesand other powerful financialand mercantileorganizations. e Insular:The settlement is isolated, perhaps physically. Its citizens are fiercely loyal to one another, often making it difficult to learnsecrets about them. e Notorious : The settlementhas a reputation(deserved or not)
• • •
•
for being a den of iniquity. It is usually easierto procure illegalgoodsand services. Polluted:The settlement'smagical or high-techindustry has fi lled the groundand sky with disgusting pollution. Technologically Advanced : The settlement produces and usesa levelof technology that isn't widely seenelsewhere. Technologically Average: The level of technology used by the settlement is similar to that found in the majority of other settlements. Technologically Underdeveloped: The technology used by the settl ement is lessadvancedthan that found elsewhere.
Samp le Settlements Two sample settlementsthat exist with in the Pact Worlds are presentedbelow.
made possible by technology, whether it's cutting-edge devices or barely functioning older models. Technology is usedin just about everything,from high-endsecurity systems to simple signs and vending machines. Most technology found in settlements can be broken down into the following four categories.
Civil Civil technology includesanything installed by a government to be part of an area's infrastructure. Streetlights, public transportation, mail-delivery drones, automated street sweepers,and more makeup this category of technology. As a great numberof people usually rely on the servicesthis kind of technologyprovides,it is often better protected.The DCto disableor hack into an averagepiece of civil technologywith the Computersor Engineering skill is 23.
01 Once a bustling spacestation orbiting Aballon, 01 was built by the native anacitesright after the Gap,in order to facilitate trade with life-forms from other worlds. Thesedays, most of Aballon'smajor trading ports havedistricts catering to organic life-forms, as well as localized atmosphere generators, yet 01 might still have remained a vital trading hub had it not been infected with a peculiar virus. The virus, dubbed the Bureaucratic Subroutine, seems tailored to makethe machines incredibly inefficient and desirous of elaborate layers of hierarchy and ritual. While traff ic to 01 quickly tapered off as a result of a complete quarantine for mechanical organisms, Aballon's government continues to let the station exist due to t he strange discoveriescoming out of its labs, and some brave traders from other worlds still come to purchase its advancedtech.
LN spacestation Population26,013(33%android,32%human,35%other) Government oligarchy Qualitiesbureaucratic,technologicallyadvanced MaximumItem Level16th
Estuar Located at the edge of the southern ice cap of Akiton, this small town was founded to collect water from the melt ing ice and sell it to the planet'sdesert dwellers. Estuar has no law enforcementto speakof, so it also attracts a wide variety of underhandeddealings.
ESTUAR CNtrading post Population2,340 (48%human,19%ysoki, 33%other) Government secretsyndicate Qualities notorious,technologically average MaximumItemLevel4th
Settlemen t Technology Most urban areasare centers of commerce and entertainment bustling with act ivity. The ameniti es of city living are usually
Commercial Commercia l technologyis often mass-producedand is usedby private citizens and most businesses.This category includes personal communication devices, game consoles, most security camerasand electronicdoor controls,and muchmore. The DCto disableor hack into an averagepieceof commercial technologywith the Computersor Engineeringskill is 18.
Restricted Whether owned by the military or a massive corporation, restricted technology is some of the most advanced and hardest to hack. This category includes private servers, weapon prototypes, high-end security systems and alarms, and much more. The DC to disable or hack into an average piece of restricted technology with the Computers or Engineeringskill is 30.
Custom The pervasivenessof technology goes hand in hand with the ability to tweak and alter that technology. Engineers build custom refits for vehicles, and hackers jailbreak personal communicationdevices to do things the original creatorsnever intended.Customtechnologycan be any pieceof technology described above but with numerousmodifications that make hacking or disabling it muchtrickier. The DCto disable or hack into an averagepieceof customtechnology with the Computers or Survivalskill varies, but it might be as high as40.
STRUCTURES The following rules cover the basic features that can be found in structures.
Doors Doors in structures are much more than mere entrancesand exits. They can even be encountersall by themselves.Doors come in several types.ConsultTable 11-10: Doorsfor information on common types of doors. • BreakingDoors:Structure doors might be locked,trapped, reinforced, barred, artificially sealed, or sometimes j ust stuck. All but the weakest characters can eventually break
through a door with a large weapon such as an assault hammer or other heavy tool. Attempts to chop down a door with a slashing or
sequence to open th e door. Because such keyless locks are larger and more complex, they are typica lly found only in sturdy doors (strong wooden, stone, or steel doors).
bludgeoning weapon use the hardness and Hit Points given
The DC of the Computers check to hack an electroni c
in Table 11-10:Doors. When assigning a DC to an attempt to
system that controls a door or the Engineering check to pick
knock a door down, use the following as guidelines.
a lock (whether it is mechanical or electron ic) often ranges
DC10or Lower:A door just about anyone can break open. DC11-15:A door that a strong person could break with one try and that would take an average person one or two tr ies.
DC16-20:A door that almost anyone could break, given enough time.
DC21-25:A door that only a very strong person has any hope of breaking, and probably not on the first try.
DC26 or Higher:A door that only an exceptionally strong person has any hope of breaking.
• Locks: Structure doors are often locked and thus require
from 20 to 40, although locks with lower or higher DCs can exist. A door can have more than one lock, each of wh ich must be unlocked separately. Breaking a lock is sometimes quicker than breaking the whole door. If a PC wants to strike a lock w ith a weapon, treat the typ ical lock as having a hardness of 20 and 30 Hit Points. A lock can be broken only if it can be attacked separately from the door, which means that a built- in lock is immune to this sort of treatment. In an occupied structure, every locked door should have a key somewhere.
the Engineering skill (or other means) to bypass. Locks are usually bui lt into th e door, either on the edge opposite
Lighting
the hinges or right in the middle. Built-in locks (which are
Most fabr icated structures have some form of light ing built
usually electron ic) either contro l an iron bar that juts out of
into th e ceilings or walls . This lighting prov ides enough
the door and into the wall of its fra me or else a sliding iron
il lumination for the inhabitants to see and is often controlled v ia a simple switch, touch pad, or vocal device. Light ing can
or heavy wooden bar that rests behind the entire door. By contrast, padlocks are not bui lt in but usually run through
usually be turned on and off on a room-to-room basis, thou gh
two rings: one on the door and t he other on the wal l. More
sometimes a structure's lighting can be deactivated v ia a
complex locks, such as combination locks and puzzle locks,
central breaker switch (usually located in some kind of control
are usually built into the door itself. A special door might
room or serv ice area). A typica l manufactured light ing fixture
have a lock needing a biometr ic signature or requirin g that
has a break DC of 18, a hardness of 3, and 10 Hit Points (see
the r ight symbols be pressed on a keypad in th e correct
page 409 for ru les on smashing objects).
TABLE 11-9: WALLS TYPICAL ATHLETICS DC THICKNESSBREAK DC HARDNESSHITPOINTS * (TOCLIMB)
WALL TYPE Concrete Plastic Starship bulkhead Starsh ipinterior Steel Unwo rkedstone Wooden • Per10-foot-by10-footsec tion.
3ft. 5in. 5ft. 3ft. 3in. 5 ft. 6 in.
45 25 55 45 30 65 20
15 8 35 30 20 15 5
540 75 2,400 1,440 90 900 60
25 28 25 20 25 15 21
TABLE 11-10:DOORS DOOR TYPE Wooden Plastic Stone Steel Airlockdoor Loc k
TYPICAL THICKNESSHARDNESS 1-1/2in. 2in. 4 in. 2 in. 4in.
5 8 15 20 35 20
TABLE 11-11: MATERIAL HARDNESS ANDHITPOINTS HITPOINTS MATERIAL Glass Cloth, pape r, orrope Ice Leather orhide Wood Plastic Ceramic Trans paren t aluminu m Stoneor conc rete Ironorstee l Adamantine alloy Nanocarbon Polycarbon plate Pureada mantine
[PER INCH OFTHICKNESS) HARDNESS
1 0 0 3 5 8
10 10 15 20 30 35 45
so
1 2 3 5
HITPOINTS 15 30 60 60 160 30
BREAK DC STUCK LOCKED 16 22 28 28 40
18 24 28 28 40
starsh ip const ruction, they're also commonplace in highend planetary structu res, such as research stat ions and military installations.
• SteelWalls:Thesewalls are commonly used within structures of import, such as vaults or older military headquarters.
• UnworkedStoneWalls:Hewn wal ls usually result when a chamber or passageis tunne led out of solid rock. Unworked
10
stone is uneven and rarely flat. The rough surface of
15 10 15 15 30 40 60 60 80
stone wal ls frequentl y prov ides minuscule ledges w here
Natural caverns and structu res built by and fo r creatures
fungus grows and fissu res where bats, subterranean snakes, and ver min live.
• WoodenWalls:Wooden wal ls often exist as recent additions to preexist ing structu res, used to create animal pens, storage bins, and temporary structu res, or just to make a number of smaller rooms out of a larger one.
MATERIALS Wh ile materials such as glass and wood are commonly found
w it h darkvision often lack manufactured light ing. Characters
in terrest rial sett lements, some substances are bit more
w ithout darkv ision must provide their own source of lighting to
unusual. A list of th e hardness and Hit Points of often-used
be able to navigate these locations.
substances can be found in Table 11-11:Material Hardness and
Walls
• AdamantineAlloy and Pure Adamantine:Adamantine
Hit Points. Structure walls vary drast ically in makeup,ranging from natural,
is a valua ble metal mined from ast eroids and planets
unworked solid stone to reinforced starship bulkheads (though
throughou t t he galaxy. It is someti mes combined w ith
stranger walls exist). While they are typically incredibly diff icult
ot her meta ls (such as iron or steel) to fo rm alloys th at are
to break down or through, they' re generally easy to climb. Table
very durable; one such alloy is known as glaucite. Objects
11-9: Walls contains info rmation on the most common types of
made of pure adamantine are incredibly valuable, as t hey
walls found in structures.
are difficu lt to dest roy.
• ConcreteWalls: These walls are usually at least 1 foot thick. Concrete walls stop all but the loudest noises.
• Nanocarbon : Consisting of carbon ato ms bonded together to for m microscopic cylindr ical nanost ructu res, nanocarbon
• StarshipWalls:Whet her the inter ior wal ls or the bulkheads
has propert ies that make it beneficia l in numerous fie lds.
that for m the outs ide of the ship, these walls are among
Nanocarbon can be found in everything from electronics
the strongest. While they are most commonly used in
to text iIes.
e Polycarbon Plate: Easy to mold but extremely tough, polycarbon plate is constructed from a polymer that is shapedat extremely high temperatures.A strongerform of plastic, polycarbonplate canalso be transparent,making it a good choicefor the viewports of military starships. e TransparentAluminum: This compound is composedof aluminum,oxygen,and nitrogen.Sturdier than glassbut still transparent,this material is commonly used in starshipand spacestation windows.
BREAKING OBJECTS When attempting to break an object, you have two choices: smashingit with a weaponor destroyingit with sheerstrength.
Smashing anObject Using a weaponto smasha foe'sweaponor an objectaccessible on the foe's body is accomplished with the sunder combat maneuver (see page 246). Smashing an unattended object is similar, except this attack roll is opposedby the object's Armor Class. e Armor Class: Unattended objects are easier to hit than creaturesbecausethey don't usually move, but many are tough enough to shrug off some damagefrom each blow. An object's Armor Class is equal to 10 + a modifier due to its size (see Table11-12: Size and Armor Class of Objects) + its Dexterity modifier. An inanimateobject has not only a Dexterity of O (- 5 modifier) but also an additional -2 penalty to its AC. Furthermore,if a creature takes a full action to line up a shot, it automatically hits with a melee weapon and gains a +5 bonus to an attack roll with a rangedweapon. e Hardness: Each object has hardness-a number that representshow well it resistsdamage.Eachtime an object is damaged,its hardnessis subtracted from the damage. Only damagein excessof its hardnessis deductedfrom the object's Hit Points. Onaverage,a sturdy pieceof equipment (suchas a weaponor a suit of armor) hasa hardnessequal to 5 + 2 x its item level.Any other pieceof equipmenthasa hardnessequalto 5 + its item level. e Hit Points:An object'sHit Pointtotal dependson its item level and is modifiedby additional criteria. On average,a sturdy pieceof equipment(suchas a weaponor a suit of armor)has a numberof Hit Pointsequal to 15 + 3 x its item level. Any other pieceof equipment has a numberof Hit Pointsequal to 5 + its item level. Any item of level 15th or higher receives an extra 30 Hit Points.Very large objects may haveseparate Hit Point totals for different sections. Objectsdo not have StaminaPoints. DamagedObjects:A damagedobject remainsfunctional (t hough it has the broken condition; see page 273) until the item'sHit Points are reducedto 0, at which point it is destroyed. Damaged(but not destroyed) objects can be repaired with the Engineeringskill or a numberof spells. Ineffective Weapons:Certain weaponscan't effectively dealdamageto certainobjects.Mostlow-level meleeweapons havelitt le effect on metal walls and doors.Certainpiecesof equipmentaredesignedto cut throughmetal,however.
Immunities:Objectsare immuneto nonlethaldamageand to critical hits. Vulnerability to Certain Attacks: Certain attacks are especially strong against some objects. In such cases. attacks deal double their normal damageand might ignore the object'shardness. e Saving Throws: Effects that deal damage generally damage unattended objects normally but don't damage held or attended objects unless the effect specifically says otherwise. Effects that do somethingother than deal damageaffect only objects if their descriptionsspecifically say so (only commonwith spells) or note "(object)" in the description of the effect's saving throw. An object's total saving throw bonusfor Fortitude, Reflex,and Will savesis equal to the object'scaster level or item level.An object that is held or worn usesthe savingthrow bonusof the creature carrying it if that bonusis better than its own savingthrow bonus. Items with a caster level or item level of O don't receivesaving throws when unattended.
Destroying Objects Using Strength When a charactertries to destroy a certain object by using sudden force rather than by dealing damage,he attempts a Strengthcheck (rather than making attack and damagerolls, as with the sunder combat maneuver)to determinewhether he succeeds.Sincehardnessdoes not affect an object'sbreak DC,this value dependsmore on the constructionof the item in questionthan on the material the object is madeof. Consult Table11-13:DCsto BreakObjectsfor a list of commonbreakDCs. If an object haslost half or moreof its Hit Points,the object gains the brokencondition (seepage273) and the DCto break it is reducedby 2. Larger and smaller creatures get bonusesand penaltiesto Strengthchecksto breakobjectsasfollows:Fine-16, Diminutive -12, Tiny -8, Small -4, Large +4, Huge +8, Gargantuan +12, Colossa l +16.
TABLE 11-12: SIZEANDARMOR CLASS OFOBJECTS SIZE Colossal Gargantuan Huge Large Medium Small Tiny Diminutive Fine
ACMODIFIER -8 -4
-2 -1 +0 +1 +2 +4 +8
TABLE 11-13: DCS TOBREAK OBJECTS TASK Break downwooden door Burstropebonds Burststeelrestraints Break downsteeldoor Bendnanocarbon bars
STRENGTH DC 16
20 25
28 35
TRAPS
~-- -----
ELEMENTS OFATRAP
-
ncient alien ruins and corporateofficesalike are rife with traps and defensemechanismsmeantto protectvaluable goods, personne l, and information. Additionally, adventuring characters sometimes encounter situations that, while not intentionallyset up as traps,arejust asdangerous-anunshielded powerconduitin a damagedshipcouldprovedeadly to thosewho aren'tcareful,ascouldan unbalancedgrav plate that might fling the unwary into a wall at high speeds.Whetherthe presentation of suchdangersis intentional,accidental, or simplysituational,all are representedusingthe sameset of rules.
A
DETECTING ATRAP A charactercan searchfor traps using the searchtask of the Perception skill. Comparethe searchingcharacter'sPerception check result to the trap's Perception DC. On a success,the character detectsthe trap.
TRIGGERING ATRAP All traps havea defined trigger.If the charactersfail to locate a trap while exploring an area,the trap might be triggeredby a standardpart of traveling,such as steppingon a floor plate or moving througha magicalsensor.Sometrapsinsteadhavetouch triggers. Thesetraps trigger only when a characterdeliberately takes an action that directly manipulatesthe environment- by opening a dooror pulling a chain,for example.
DISABLING ATRAP Charac t ers canattempt to disable analogandtechnological traps with the Engineering skill, magical traps with the Mysticism skill, and most hybrid traps with either skill. Sometraps require other skills to deactivate-for example,if a trap is controlled by a computer system's control module, characters must use the Computersskill to hack the control moduleto preventthe computer from triggering the trap. For sometraps, more than one skill can be used to disablethem; often, these skill checks havedifferent DCsand different result s (which may not entirely disable the trap). Other traps require multiple skill checks to completely deactivate. The skills requiredto disablea trap (and the method of deactivation)are listedin the trap'sstat block. A character must first detect a trap in order to attempt to disable it, sinceonly through observing part icular detailsabout the trap can the characterknow the proper countermeasures . Even if a trap has already been tr iggered,characters can still attempt to deactivatethe trap. Sometraps no longer pose a dangeroncethey've beentriggered, but the PCsmight be able to stop the trap's ongoing effects, if any. Othertraps might not haveongoingeffects, but resetover a periodof time; characters can still attempt to disablethe trap during this t ime.
GAINING EXPERIENCE Charac t ers gain experiencepoints (XP) for overcominga trap, whether they disableit, detectandthen avoid it, or simply endure its effects.TheXPfor a trap is equal to the XPfor a monsterof the sameCR(seeTable11-3: ExperiencePoint Awards on page390).
Trapsare presentedin stat blockswith the following information; entriesmarked•optional"appearonly if relevant. e NameandCR: This showsthe trap'snameand CR. e XP:This indicatesthe amount of XP charactersreceivefor overcoming the trap. e Type: A trap can be analog, magical, technological,or a hybrid of magical and technological. Analog traps don't use any advancedtechnologyor electrical power sources. Magical traps harness mystic energy to produce unusual effects. Technologicaltraps use computers to bring other electronic machinery and weaponry to bear against their victims. Hybrid traps meld magicand technology together. e Perception: This is the DCto find the trap usingPerception. e Disable:This is the DCto disablethe trap usingthe listedskill or skills. e Trigger: A trap's trigger determineshow it is set off. Unless otherwisenoted,creaturessmaller than Tiny do not normally set off traps. Thereare severalways to trigger a trap. Location:A location trigger goes off when a creature entersa specific area. Proximity:A proximity trigger activateswhen a creature approacheswithin a certain distanceof the trap. Proximity triggers can detect creaturesthrough various methods(as notedin parentheses). Forexample,a proximity(visual)trigger goesoff if it can seethe target,a proximity(auditory) trigger activates if enough noise occurs near it, and a proximity (thermal)triggerdetectscreatures'bodyheat. Touch:A touch trigger goesoff when a creature touches or tr iesto usea trappeditem (suchas a computerconsole). e Initiative (Optional):Some traps roll initiative to determine when they activate in a combatround. e Duration(Optional) : If a trap has a duration longer than instantaneous, that is indicatedhere.Sucha trap continuesto produceits effect overmult iple roundson its initiative count. e Reset:This lists the amount of time it takesfor a trap to reset itself automatically; an immediateresettakes no time,which meansthe trap can trigger every round.Some traps have a manualreset,which meansthat someonemust reset the trap manually. A trap with a reset entry of "none"is a single-use trap. Evenif a trap resets,the groupcanget XP for overcoming it only once.PCscan attemptto disable a trap during its reset periodat muchlower risk than normal,sincethere'sno danger of settingoff the trap;they caneventake 20 (seepage133),as longas they canfinish taking20 beforethe trap resets! e Bypass(Optional):Some traps havea bypassmechanismthat allows the trap'screatoror other usersto temporarily disarm the trap.Thiscanbe a lock (requiring a successfulEngineering check to disable), a hidden switch (requiring a successful Perception checkto locate),a hiddenlock(requiringasuccessful Perception checkto locateanda successfulEngineeringcheck to disable), or some other method (such as a keypad that requireseither the correctpasscode or a successfulComputers check to hack). Details of the bypassmechanismandany skill check necessa ry to activatethe bypassare listed in this entry. e Effect:This lists the effect the trap has on thosethat trigger it. Thisusually takesthe form of an attack, a damagingeffect,
or someother kind of spell effect, thoughsometraps produce special effects (for example,mind-altering gases) . Sometraps (especiallythose with durations)havean initial effect, which occurs on the round the trap is triggered,and a secondary effect, which occurson subsequentrounds.This entry notes the trap's attack bonus uf any), the damagethe trap deals, which savingthrow the target must attemptto avoidor reduce the trap's effects, andany other pertinent information. Multiple Targets:A trap normally affects only a single creature (usuallythe one that triggered it); if a trap affects multiple targets,this entry noteswhich targetsare affected. NeverMiss:Sometraps can'tbe avoided.Sucha trap hasno attack bonusor a savingthrow to avoid(though it might allow a savingthrow to reducedamage).It alwayshasan onset delay. OnsetDelay: Sometrap effects do not occurimmediately.An onset delay is the amountof time betweenwhen the trap is sprungandwhen it dealsdamage.
DESIGNING ATRAP Todesigna newtrap,decidewhat CRyouwant the trapto haveand consultTable 11-1 4: Trap Statisticson page412for guidanceon the variousstatistics of a trap at that CR.Theseare only guidelines, however.Feelfree to adjusta trap'sstatistics,thoughyou should avoid changing these numbersto values correspondingto a CR more than 2 higheror lower thanthe trap's CR. • Perception andDisable DCs:All traps require Perceptionand disable OCs.If the trap requires multiple checksto disable, usethe OCfor a trap with a CR2 lower than your trap. If the trap has a bypassmechanism,use this OC for detecting and disabling t he bypassas well.
• Initiative:If it is importantwhen your trap actsin combat.use this bonusto calculatethe trap'sinitiative. • EAC/KAC: If the mechanicalpartsof your trap canbe attacked, thesevalueshelp determinehow easythey are to hit. • Goodand Poor Saves: If PCs use special attacks that can target objectsagainstthe trap, these valuescan be usedfor the trap's Fortitude and Reflex saves. You decidewhich is a goodsaveand which is a poor savefor your trap.Trapsdon't normally needWill saves,but if necessary,a trap's Will save is a poor save. • HP: Crucial parts of some traps can be damagedand should have the listed number of Hit Points. Traps are immuneto anything an objectis immuneto unlessotherwise noted.Traps also have hardnessbasedon their material. A trap reduced to O HP is destroyed. Destroying a trap might set off a final componentof the trap, like an explosion. Traps never have Stamina Points. • AttackandDamage: Thetable lists the trap'sattack bonusand its averagedamage,if any,but consider reducing this damage if a trap hasmultiple attacksor affects multiple targets. • SaveDC: If a trap affectsits victimsby meansof an areaeffect, a spell,a poison,or anotherspecialability,usethe listed OCfor the appropriatesavingthrow.
SAMPLE TRAPS Thefollowing sample traps are listed by CR.
PitTrap(CR 1/2) A 10-foot-squaretrapdooropenswhen a creaturewalks on top of it, dumpingvictims into a 20-foot-deeppit.
TABLE 11-14: TRAP STATISTICS CR 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
PERCEPTION DC DISABLE DC 17 12 21 16 23 18 24 19 21 26 27 22 29 24 30 25 27 32 33 28 35 30 36 31 38 33 34 39 41 36 42 37 44 39 45 40 47 42 48 43 45 50
PITTRAP
GOOD POOR INITIATIVE EAC/KAC SAVE SAVE HP +4 +3 +O 12 9/13 +6 +4 +1 19 10/14 +7 12/16 +5 +2 25 +8 13/17 +6 +3 38 +9 +7 +4 15/19 50 +10 +8 +5 16/20 69 +9 +6 +11 17/21 88 +12 +10 +7 107 18/22 +14 19/23 +11 +8 125 +15 21/25 +12 +9 144 +16 +13 +10 163 22/26 +17 +14 23/27 +11 181 +19 25/29 +15 +12 200 +20 +16 +13 225 26/30 +21 +17 +14 27/31 250 +22 28/32 +18 +15 275 +19 +16 300 +23 29/33 +20 +17 +24 338 30/34 +21 +18 375 +26 31/35 +22 +19 413 +27 32/36 +23 +20 +28 463 34/38
CR1/2
XP200 Typeanalog;PerceptionDC17;DisableEngineeringDC12 (opentrap door) or DC18 Uamtrap door shut) Triggerlocation; Resetmanual Effect20-ft.-deeppit (2d6 falling damage ); Reflex DC11avoids; multiple targets(all targets in a 10-ft.-squarearea)
Laser BlastTrap(CR 1) When sensors detect movement in the trapped room, a wall panel opensand a mounted laser rifle opens fire on the triggering creature.
LASER BLAST TRAP
CR1
XP400 Type technological;PerceptionDC21; Disable Engineering DC15 (disable motion sensors) Trigger location; Reset1 minute Effect laser+11 ranged(3d6+1 F)
When an unsuspecting creature touches the trapped console, the console sparks with electricity, shocking the triggering creature.
CR3
XP800 Type technological;PerceptionDC24; DisableEngineering DC19 (disable shock plates) Triggertouch;Resetimmediate;Bypasswirelesskey card reader(ComputersDC19 to hack) Effect arc of electricity (6d6 E); ReflexDC14 half
DAMAGE SAVE DC 2d6 11 12 3d6 4d6 13 6d6 14 4d10 +2 15 4d12+4 15 6d12 16 8d10 17 8d12 18 10d10+5 18 10d12 19 12d12 20 12d12+5 21 14d 12 21 14d 12+7 22 14d12+15 23 16d12+15 24 16d12 +30 24 16d12+45 25 16d12+60 26 16d12+75 27
Trash Compactor Trap(CR5) This trap consists of several 5-foot-square trapdoors that open when a creature stands on one, dumping the victim down a 60-foot-long chute and into a 30-foot-by-30-foot trash compactorwith a single locked exit in one corner. The room is filled with debris and the floor functions as difficult terrain. One round later on t he trap's initiative count, two of the walls of the room begin closing inward, reducing the widt h of t he room by 10 feet each round (to 20 feet on the first round, and so on). On the first round, this deals 2d6 bludgeoning damage to all nonamorphous creatures in the room.The damageincreasesto 8d6 on t he secondround,and to 32d6 on the third round. On the fourth round, the t rash compactor's exit opens to release the compressed garbage. A creature can climb back up the slippery chute wit h a successfulDC 32 At hletics check. The gears controlling the compressionmechanismhave EAC14, KAC 20, hardness 20, and 69 Hit Points.
TRASH COMPACTOR TRAP
JoltingConso leTrap(CR3)
JOLTING CONSOLE TRAP
ATTACK +9 +11 +12 +13 +14 +15 +17 +19 +20 +22 +23 +24 +27 +28 +29 +30 +31 +32 +33 +34 +35
CR5
XP1,600 Typetechnological; PerceptionDC27; Disable Engineering DC19 (disablecompression for 1 round)or DC25 (openexit door) Triggerlocation;I nit +10;Duration7 rounds;Reset1 minute Initial Effect several 60-ft.-long chutes (3d6 falling damage); ReflexDC 18 avoids; multiple targets (any target in one of several 5-ft.-squareareas);SecondaryEffect crushing walls (30-ft.-square room compresses10 ft. per round, 2d6 B on fi rst round, 8d6 B on secondround,and 32d6 B on third round); Reflex DC15 half; never miss;onset delay (1 round); multiple targets (all nonamorphous targets in t he room)
MindSpores Trap(CR6)
NANOFLECHETTE LAUNCHER TRAP
When sensorsdetect movement.a vent releasesa spray of sporesthat affect the triggering creature'smentalprocesses.
MINDSPORES TRAP
CR6
XP2 ,400 Typehybrid; PerceptionDC29; DisableEngineeringDC24 (jam vent closed)or Mysticism DC 24 (neutralizespores) Triggerlocation; Reset1 hour Effectspores(-4 penalty to Intelligence-.Wisdom-, and Charisma-based ability checks.skill checks. and saving throws for 1d4 hours;this is a mind-affectingeffect); Will DC16 negates;multiple targets (all targets in 30-ft. cone)
Hacker 'sCurse Trap(CR 7) When an unauthorized user attempts to hack the trapped computerconsole,a magicalcursescript downloadsinto nearby technological items. which becomecursehacked. A creature usinga cursehackeditem takesa -4 penaltyto attack rolls (if it's a weapon),AC(if it's a suit of armor),skill checks(if it's involved in attempting the skill check),and so on. The virus replicates in other technological items if they touch either a cursehacked item or a creature carrying or wearing one.This curse remains until removed by removeaffliction or similar magic or by a successfulComputersDC 35 check that takes 10 minutes for a single item.
HACKER'S CURSE TRAP
CR7
XPJ ,200 Typehybrid; PerceptionDC30; DisableComputers DC25 (rewrite virus code)or Mysticism DC 25 (dispelcurse) Triggertouch; Reset1minute Effectcurse(technological items becomecursehacked; this is a curseeffect);Will DC17negates(itemsof 8th levelor above only; lower-level items receiveno save);multiple targets(tech itemscarried by all creatureswithin 60 ft. of console)
Explosive Detonation Trap(CR 9) Whenthe trap detectsa living creaturewithin 5 feet,it explodes.
EXPLOSIVE DETONATION TRAP
CR9
CR11
XP12,800 Typetechnological;PerceptionDC36; DisableEngineering DC29 (closeone aperture)or DC35 (opendoor) Triggerlocation;I nit +17;Duration10 rounds;Reset1 minute Effectnanoflechettes+25 ranged(6d12P);multiple targets(all targets in room)
Obedience Implant Trap(CR 12) Whenthe trap seesa creaturewithin 10feet. a lancetimplants a magicmicrochipin the triggering creature,which falls underthe telepathiccontrol of the trap's creator, as per dominateperson (but affecting any creature). Removingthe chip safely requires a 1-minute surgicalprocedureand a successfu l Medicine DC 28 check. Failure deals 3d6 slashingdamageand leavesthe implant in place.An implantedchip preventsmagical meansof ending the spelleffect.Any latersuccessfu l save(suchasto resista command) rendersthe spelleffectdormantfor 1 roundratherthan endingit.
OBEDIENCE IMPLANT TRAP
CR12
XP19,200 Typehybrid; Perception DC38; DisableEngineering DC33 (disable lancet)or MysticismDC33 (renderimplant ineffective) Triggerproximity (visual,10 feet); Resetmanual Effectlancet+27 melee(3d6+10 P plus dominateperson); Will DC21 negatesdominatepersoneffect
Disintegrat ionChamber Trap(CR 14) Whenorganic matter entersthe trapped room,a disintegration beampermeatesit 1 round later, atomizingeverything wit hin.
DISINTEGRATION CHAMBER TRAP
CR14
XPJB,400 Typetechnological;PerceptionDC41; DisableEngineering DC36 (disable beam) Triggerlocation;Reset1minute Effectdisintegrationbeam(14d12 ); FortitudeDC 22 reduces damageto 4d12; onsetdelay (1round);multipletargets(all targetsin room)
SoulUpload Trap(CR 17)
Nanoflechette Launcher Trap(CR 11)
One minute after living creaturesenter the trappedroom,they are bombardedwith energy that digitizes and removes their souls,leavingtheir bodieslifeless husks. The digitized soulsare uploadedinto datamoduleslinkedto the room'scomputersystem. Hackingthe systemvia a successfulComputers checkcanrelease trappedsouls,but it usuallyhasa wipe module-afailed attempt might purge the souls. Castingraisedeadon an affected body requiresa successfu l DC32 casterlevel checkor the spell fails.
When sensors detect movement in the trapped room, the doors seal and f ive wall apertures open on its init iat ive count to launch nanoflechettes at everyone in the room. The trap fires nanofl echettes for 10 rounds, unless all the apertures have been closed or destroyed. An aperture has EAC 23, KAC 27, Fort +14. Ref +11, hardness 10, and 40 Hit Points. Closing or destroying one apert ure reducesthe damagedealt by 1d12.
XP102,400 Typehybrid; Perception DC45; DisableComputers DC45 (disrupt system'suploadcapacity)or Mysticism DC40 (scramblemagic) Trigger locat ion;Resetimmediate Effectdeath,souluploadedinto data module;Will DC24 negates; onset delay (1minute);multipletargets (all targetsin room)
XP6,400 Typetechnological;PerceptionDC 33; DisableEngineering DC28 (defuseexplosive) Triggerproximity (thermal, 5 feet); Resetnone Effectexplosion(8d12F); ReflexDC18 half; multiple targets (all targets within 20-ft. radius)
SOUL UPLOAD TRAP
CR17
AFFLICTIONS
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-
urses,diseases,drugs,and poisonscanall haveeffectson a characterthat continue long past the character'sfirst exposure.Thisdeteriorationin physical or mentalhealth is often representedby what is called a •progressiontrack." Diseases and poisons each havedefault progress ion tracks whosesteps havespecific rules consequences; drugsusethe relevantpoison track (for example,drugs that affect Wisdom use the Wisdom poisontrack). Somespecificafflictions have their own unique progressiontracksdefinedin their stat blocks.Cursesgenerally do not use progress ion tracks-their effects continue until they'recuredwithout progressingthroughstages. Before an individual is subjectedto an affliction, she is consideredhealthyin termsof theaffliction'sprogress iontrack,if any. Wheninitially is targetedby an affliction,shemust succeed at a saving throw to avoid its effects;if shefails, she is subject to the affliction. If the affliction hasa progressiontrack, she is no longerconsideredhealthywith respectto that affliction and immediately gains the effectsof the first step on its progression track. For diseases,this is the typically the latent state; at this step, the victim can passthe diseasealong to others if it's contagious, but generallysuffers no ill effects from it herself. Forpoisons,the first stepon the progressiontrack is usually the weakenedstep.A truly deadly afflictionmight causethevictim to start further alonga progressiontrack than normal. Diseasesandpoisonseachhavea listedfrequencyspecifying how often a victim must attempt subsequentsavingthrows to preventthe affliction from progressing.Successcould help the victim recover(seeCuring an Affliction below);failure means that the victim movesone step further along its progression track, gaining the effects of the next step and keeping all previous effects. A character using a drug must attempt a saving throw each time she uses that drug. Victims typically fail voluntarily, progressingalong the drug'sprogression track in exchangefor benefit s, andwithdrawalfrom the drug acts as a disease(seethe stat blockfor Addiction on page418). Eachprogressiontrack hasan endstate-a point at which the affliction has progressedas far as it can.Oncean affliction has reachedits end state, the victim keepsall current effects (but doesn'tsuffer further effects)and canno longerattemptsaving throws to recoverfrom the affliction (see below).By default, diseases, poisons,anddrugshavean endstate of dead,but some afflictions have lesssevereend states,while others might have no endstate,allowingvictimsto continueattempting saves. Someafflictionscausethe sameeffectsasa condition (suchas sickened;seepage277).Effectsthat modify,prevent, or remove thoseconditionsdo not apply;only effects andimmunitiesagainst theappropriateaffliction apply. Curingan Affliction : Diseases,drugs, and poisons can be curedif they aretreatedbeforethe victim reachest he endstate. In the caseof a disease,the victim must fulfill the condit ions in the disease'sCureentry (usuallysucceed ing at one or more consecutivesavingthrows).Eachtime she doesso, she moves onestep backtoward healthy;onceshe reacheshealthy,she is cured. Poisonsand drugs work differently- fulfilling the cure
C
condition (or reaching the end of a poison'sduration)removesa poisonfrom thevictim'ssystem,but sheremainsat the samestep on the track and recoversgradually. For every day of bed rest (or two nights of normal rest),a victim movesone step toward healthy.This rate of recoveryis doubledby successfulMedicine checks (see Long-TermCare on page 143), though tenacious poisonsmight require a longerrecoveryperiod. Curses can be cured only by fulfilling the unique cure conditionslisted in their individualstat blocksor throughmagic. Usually, the spellremoveaffliction(seepage373) immediately curesa victim of an affliction (movingthe victim of a disease, drug, or poison to a healthy state on its progressiontrack). However,once a diseaseor poison has reachedits end state, only the most powerful magicor technology (suchasmiracleor wish,or in the mostextremecases,reincarnateor a regeneration chamber)canremoveits effects.
CURSES Cursesare magicalafflictions and usually have a single effect. though some curses use tracks like diseasesand poisonsdo. Removinga curse requires either using removeaffliction or fulfilling a specialcondition that variesby curse(andsometimes differs betweenindividualapplicationsof the samecurse).
DISEASES Diseasesare typically inhaled contagions (though these are usually filteredout by a standardspacesuit or suit of armor)or injury contagions.Page417explainsthe detailsof eachmethod of contagion.If a diseaselacksa Cure entry,its progressionmay be irreversible without powerful magic or technology,but a successfulcastingof removeaffliction usually prevents further deterioration. Physicalandmentaldiseaseshaveseparatetracks.
Phys ical Disease Track Healthy- Latent - Weakened- Impair ed- Debilitated Bedridden - Comatos e- Dead
Latent The victim has contracteda disease . Shesuffers no ill effects yet, but if the diseaseis contagious,shecanpassit on.
Weakened Thevictim is sickenedandfatigued.
Impaired Thevictim is exhausted.Whenever shetakesa standardor full action,shemust succeedat a Fortitude saveat the disease'sDC or losethe actionand becomenauseatedfor 1 minute.
Deb ilitated Strenuousactionscausethe victim pain. If shetakesa standard action,sheimmediatelyloses1 Hit Point.
Bedr idden The victim is awakeand can converse,but she can't stand on her own or takeany other actions or reactions.
Comatose
Weakened
Thevictim is unconscious and feverish,and can't be woken.
The victim takes a -2 penalty to Strength-basedability checks, attack rolls, damagerolls, and skill checks, and the DCsof his spells and special abilities decreaseby 2. The victim's total carrying capacity is reducedby two-thirds (minimum 1 bulk), and he gains the encumberedconditionregardlessof how much he is carrying.
Dead Thevictim is dead,and her corpsemay still be contagious.
Mental Disease Track Healthy-Latent-Weakened-Impaired-BefuddledDisassociated-Comatose-Dead
Latent Thevictimcanpasson contagiousdiseases but suffersnoiiI effects.
Impaired The victim takes an additional -2 penalty to the affected checks,rolls,and DCs,and he gains the overburdenedcondition regardlessof how muchhe is carrying.
Weakened
Staggered
The victim is shaken,and the DCs of his spells and special abilities decreaseby 2. He can no longercast his highest level of spells(if any).
The victim is staggered,excepthe can still take a purely mental full action.
Impaired
Thevictim is helplessandcantake only purelymentalactions.
Thevictim is flat-footedandno longeraddshis mentalability score modifiers when calculatingnumberof usesper day of abilities dependenton thosescores,includingbonusspells per day.The DCsof his spellsand specialabilities decreaseby an additional2. Hecan no longercast his 2 highestlevels of spells (if any).
Thevictim dies.
Immobile Dead
Dexterity Poison Track Healthy-Sluggish-Stiffened-Staggered-Immobile-Dead
Befudd led Thevictim beginslosinghis graspon thought.reality,and self. He hasa 50%chanceeachroundto take no relevantactions,instead babblingrandomly,wandering off, or talking to unseenparties.
Sluggish Thevictim takesa -2 penaltyto Reflexsavesand Dexterity-based ability checks, attack rolls. and skill checks;the DCsof her spells andspecial abilitiesdecreaseby 2; and shebecomesflat-footed.
Disassociated Thevictim is almostentirely disconnectedfrom reality. Hismind filters and twists all external stimuli into strangeforms. He can no longer tell friend from foe and can't willingly acceptany aid (including healing) from anothercreatureunlesshe succeedsat a Will saveagainstthe disease'sDC.
Stiffened The victim loses her Dexterity bonus to her Armor Class,and shecan't take reactions.
Staggered The victim is staggeredbut can take purely mentalfull actions.
Comatose A victim renderedcomatoseby a mental diseasehaslost all grip on reality and entered a dreamworld. Hecan't be woken.
Immob ile Thevictim is helplessand cantake only purelymentalactions.
Dead
Dead
Thevictim is dead,and his corpse may still be contagious.
Thevictim dies.
POISONS
Constitution Poison Track
Eachpoison has a delivery mechanism. Page417 explainst he details of the various methodsof delivery. A characterwho is poisonedattempts a savingthrow after the listed onset and at the listed frequencythereafter.Uponinitial exposure,regardless of whether she succeedsat her savingthrow, the victim losesa numberof Hit Pointsequal to the poison'sDC-10. If a victim is exposedto multiple dosesof the samepoison,she mustattempt a separate savefor eachdoseand progressesto the next stateon the poisontrack with eachfailedsave.
Healthy - Weakened - Impaired - Debilitated - Unconscious - Dead
Strength Poison Track Healthy- Weakened- Impaired - Staggered- Immobile - Dead
Weakened The victim takes a -2 penalty to Fortitude saves,Constitut ion checks, and Constitut ion-basedDCs. Every t ime the victim attempts a Fort itude save against the poison-whet her he succeedsor fails-he losesHit Points as per on initial exposure.
Impaired Thevictim takesan addit ional-2 penalty to the affectedchecks, and the DCsof his spells and special abilities decreaseby 2.
Debilitated
Animalistic
Strenuousactions causethe victim pain. If he takes a standard action,he immediately loses1 Hit Point.
Thevictim suffers the effectsof a feeblemindspell(seepage354), excepther Charismaand Charisma-based skills are unaffected.
Unconscious
Comatose
The victim is unconsciousand can't be woken by any means.
Thevictim can't processthoughtsand can't be woken.
Dead
Dead
The victim dies.
Thevictim'sbrain stopsworking, andshedies.
Intelligence Poison Track
Wisdom Poison Track
Healthy- Weakened- lmpaired - Animalistic- Comatose - Dead
Healthy-Weakened - Impaired - Confused-Comatose - Dead
Weakened
Weakened
The vict im takes a -2 penalty to all Intelligence-basedability checks and skill checks,and the OCsof her spells and special abilitiesdecreaseby 2. If shehas1or more levelsin a spellcasting class whose key ability score is Intelligence,she can't cast her highest levelof spellsfrom that class.
The victim takes a -2 penalty to Will savesand Wisdom-based ability checksand skill checks, and the OCsof his spells and special abilit ies decreaseby 2. If he has 1 or more levels in a spellcasting class whose key ability score is Wisdom,he can't cast his highest levelof spellsfrom that class.
Impaired
Impaired
Thevictim takesanadditional-2 penalty to the affectedchecks and the affectedOCsdecreaseby an additional 2. If she has1 or more levels in a spellcasting classwhosekey ability scoreis Intelligence, shecan't cast her 2 highest levels of spellsfrom that class.
The victim takes an additional -2 penalty to the affectedchecks, and the affected OCs decreaseby an additional 2. If he has 1 or more levelsin a spellcasting classwhose key ability score is Wisdom,he can'tcasthis 2 highest levelsof spellsfrom that class.
Confused Thevictim gainsthe confusedcondition.
Comatose Thevictim can'texperiencereality andcan't bewoken.
Dead Thevictim'sbrainstopsworking,and he dies.
Charisma Poison Track Healthy-Weakened-Impaired-Pliable-Catatonic-Dead
Weakened Thevictim takes a -2 penalty to Charisma-basedability checks and skill checks,and the DCsof her spellsand special abilities decreaseby 2. If she has 1 or morelevels in a spellcasting class whosekey ability scoreis Charisma,she can't cast her highest level of spellsfrom that class.
Impaired Thevictim takesan additional -2 penalty to the affectedchecks and DCs.If shehas1or morelevels in a spellcastingclasswhose key ability scoreis Charisma,she can't cast her 2 highest levels of spellsfrom that class.
Pliable The victim has little senseof self and goes along with nearly any orderor suggestion.Creatures attempting Bluff, Diplomacy, or Intimidate checksagainst her automaticallysucceed,though Diplomacychecksto improveherattitudestill havethe normal DC.
Catatonic Thevictim losesagencyand can't interact with anything.
Dead Thevictim losesautonomic functions and dies.
Drugs Drugsarea specialkind of poisonthat granta beneficia l effectright away but also movethe user a singlestep down the associated poisontrack.However,the userdoesn' t loseHit Points,evenif the drugfunctionsasa Constitutionpoison.Takinga drugalsoexposes the user to the addiction disease(seepage418),with a DCthat dependson how addictive the drug is. If a characteris dosedwith a drug against his will, he canattempta Fortitudesaveagainstthe drug's DC. If he succeeds, this negates both the drug's beneficia l andnegative effects,aswell the chancefor addiction.Immunityto poison or a similar effect preventsa characterfrom experiencing the drug'sbeneficial effects,and removingor suppress ing a drug's negativeeffects with restorativespellsalsocancels the benefits.
SAMPLE AFFLICTIONS The following section includesa number of sample afflictions. Listedeffects stackwith the standardeffectsfor the listedtrack, unless the effect specifies a different track, in which case it supersedes the regular track.If a diseaseor poisondoesn'tspecify an effect,it imposesthe standardeffects for the listedtrack.
The individual linesof information in affliction stat blocksare describedbelow.Thosemarked"Optional"appearonly if relevant. Name: This lists the nameof the affliction. Type:This showsthe type of the affliction, such as a curse, disease , drug, or poison.Whereapplicable. this line also states in parenthesesthe meansby which it is contracted,such as contact, ingestion, inhalation, or injury. Afflictions that have multiple methodsof contractionindicatethis here. A contactaffliction is deliveredby any contactwith bareskin, which generally requiresan attack against EACif the intended target is unwilling. A contact affliction can also be injected like an injury affliction. Contact afflictions often take 1 minute or longerto take effect. An ingestedaffliction is delivered by tr icking the intended target into eating or drinking it. Ingestedafflictions often take 10 minutesor longerto take effect. An inhaled affliction is delivered the moment a creature that breathes(and isn't wearing a spacesuit or suit of armor that filters out such toxins) enters an area containingsuch an affliction. Most inhaled afflictions fill a volume equal to a 10foot cube per dose.A creature at risk can attempt to hold its breathwhile inside suchan areato avoid inhalingthe affliction. Thereis a 50%chanceeachrounda creatureholding its breath doesn't need to attempt a saving throw against the affliction (seeSuffocationand Drowningon page404). An injury affliction is deliveredthrough damageto the target, usually via a slashing or piercing kinetic attack dosedwith the affliction. Theseafflictions often take effect immediately. Save: This indicates the type of saving throw necessary to avoid contracting the affliction, as well as its DC. Unless otherwise noted, this is also the saving throw to avoid t he affliction'seffectsonceit is contracted. Addiction(Optional): Typically only applicableto drugs,this line lists the savingthrow type and DC to avoid addiction. See page418 in Diseasesfor moreabout how addiction works. Track: This line indicatesthe progression track usedonce a characteris affected by the affliction. Onset (Optional):Someafflict ions have a variable amount of time before they set in. Creaturesthat come into contact with an affliction with an onset time must attempt a saving throw immediately, and if they fail, they suffer the appropriate effect after the onset time has passed.The creaturethen must continue to attempt saving throws against the affliction's effectsas normal. Frequency : This is how often the periodic saving throw must be attempted after the affliction has been contracted.If the affliction lists an amount of time after its frequency- such as 1/minutefor 6 minutes- that meansits effects last for only that amount of time, regardlessof whether the affected creature ever succeedsat a saving throw. Such an affliction cannot be curedvia successfulsavingthrows; after its durat ion ends,the victim remainsat her current step on its progressiontrack until she receivesthe benefit of removeaffliction or a similar effect. Effect(Optional): This line lists the affliction'sspecialeffects, if any,beyondthe effectsof its appropriateprogressiontrack. Cure(Optional) : This indicates how the affliction is cured. Usually, this is number of consecutive, successful saving
throws. Evenif an affliction has a limited frequency,it might be cured earlier if the affected creatures succeedsat enough saving throws. Afflict ions without a cure entry can be cured only throughspells such as removeaffliction.
Curses A curse'sCure entry definesthe actions neededto removethe curse.Theseactionsmight vary, at the GM's discretion.
EffectIf a creaturetakesa drug while it hasprogressedbeyond healthy on the drug'sprogress ion track, the DCof the saving throwagainstaddictionincreases by 2. A creaturecanattempt a saveagainstanaddiction only on a day whenit hasn'ttaken the drug. Eachday spentwithout using the drugdecreases the addiction'sDCby 2, to a minimumof the startingDC,but using the drug again.evenonce,returnsthe DCto its highestvalue. Eachdrug addiction is a separatedisease. Cure3 consecutive saves
CURSE OFLETHARGY Typecurse;SaveWill DC20 EffectIn combat and other stressfulsituations.the victim is affectedas if by a slow spell (seepage377) and is immune to effectsthat would increaseits speed. CureThe victim must hustle (seeOverland Movementon page 258) for 4 consecutive hourseach day for 1week;it must performthis movementto reacha specific destination.
BLINDING SICKNESS Typedisease(ingested);SaveFortit ude DC16 Trackphysical; Frequency1/day EffectAt the impairedstate, the victim also becomes permanently blind. Cure2 consecutivesaves
BUBONIC PLAGUE CURSE OFTHEMISER Typecurse;SaveWill DC20 EffectEachweek, the victim loses10%of its net worth through strangemishaps. CureThe victim must donate20%or moreof its net worth selflessly, not just to removethe curse.
CURSEOFTHERAVENOUS Typecurse;SaveWill DC20 EffectThevictim treats eachhour as a day for starvation and thirst (seepage404) and is immuneto effects that prevent the needfor sustenanceor that removestarvation or thirst. CureThevictim must drink only water and eat only flavorless gruel for 1 month.
CURSE OFTHEVAINGLORIOUS Typecurse;SaveWill DC 20 EffectAfter failing an ability check, attack roll, savingthrow,or skill check, the victim takes a -2 penalty to that rolls of that type for 1 minute (treat eachindividual skill check,ability check,and savingthrow separately) andcan't try againon rolls of that type. This meansthe victim can'ttake 20. CureThe vict im must spend1 month humbly and obediently apprenticing to a master in one of its fieldsof expert ise.
CURSE OFTHEZEALOUS Typecurse;SaveWill DC 20 EffectEach combat, wheneverthe victim would take its first hostile action,it is insteadconfusedfor 1d4 rounds.
Typedisease(inhaled or injury); SaveFortitudeDC17 Trackphysical; Frequency1/day Cure2 consecutivesaves
CACKLE FEVER Typedisease(inhaled);SaveFort itude DC16 Trackmental; Frequency1/day Cure2 consecutivesaves
DEMON FEVER Typedisease(injury);SaveFortitude DC18 Trackphysical; Frequency1/day EffectAt the impairedstate,the penalt ies from t he weakened state become permanentuntil t he victim benefitsfrom a restorationspell (seepage374). Cure2 consecutivesaves
DEVIL CHILLS Typedisease(injury);SaveFortitude DC14 Trackphysical; Frequency1/day Cure3 consecutive saves
FILTH FEVER Typedisease(injury);SaveFortitude DC12 Trackphysical; Frequency1/day Cure2 consecutivesaves
LEPROSY
Diseases
Typedisease(contact, inhaled, or injury); SaveFortitude DC12 Trackphysical (special);Frequency1/week Effectprogressiontrack is Healthy- Latent-SluggishStiffened;sluggishand stiffenedare as per t he Dexterity poison track states;stiffened is the end state.
The threat of diseasepersists despit e medical advances.
Cure2 consecutivesaves
CureThevict im must take no hostile actions for 1 month of activeadventuring.
ADDICTION Typedisease(druguse);Saveseespecificdrug Trackphysical, mental,or both (seespecific drug);Frequency
1/daywhen not using the drug
MINDFIRE Typedisease(inhaled);SaveFort itude DC 12 Trackmental; Frequency1/day Cure2 consecutivesaves
MUMMY ROT Type disease(injury); SaveFortitude DC16 Tracksphysicaland mental(special); Frequency1/day Effectno latentstate; the victim takesall penalties from progressingon both the physical and mental diseasetracks CureThevictim must benefitfrom two successfulcastings of removeaffliction within 1 minute.
RED ACHE Typedisease(injury); SaveFortitude DC15 Track physical; Frequency1/day Cure2 consecutivesaves
SHAKES Type disease(contact);SaveFortitude DC13 Trackphysical; Frequency1/day Cure2 consecutivesaves
SLIMY DOOM Typedisease(contact);SaveFortitude DC14 Trackphysical; Frequency1/day EffectAt the impaired state and beyond,penalties from the weakenedstate becomepermanentuntil the victim benefits from a removeaffliction (seepage373) or restoration(see page374)spell. Cure2 consecutivesaves
Drugs Pricesfor the commondrugslistedbelow arefoundon page232.
Poisons The prices for the commonpoisonslisted below are found on page232 in Chapter7.
BLACK LOTUS EXTRACT Type poison(contact); Save FortitudeDC20 TrackConstitution (special); Onset1 minute; Frequency 1/roundfor 6 rounds Effectprogression track is Healthy- Weakened - Debilitated- Dead Cure2 consecutivesaves
BLUE WHINNIS Type poison(injury);SaveFortitude DC14 TrackConstitution (special); Frequency1/roundfor 2 rounds Effectprogressiontrack is Healthy- Weakened - Unconscious; no end state. Cure1 save
DEATH BLADE Typepoison(injury);SaveFortitude DC20 TrackConstitution; Frequency1/roundfor 6 rounds Cure2 consecutivesaves
GREEN LOTUS EXTRACT Type poison(contact);SaveFortitudeDC18 TrackCharisma(special); Onset1 minute; Frequency1/ roundfor 6 roundsEffectprogressiontrack is HealthyWeakened- Impaired- Pliable- Pliable. The secondpliable functionsas an end state. Cure1 save
DREAMSHIVER Typedrug (ingestedor injury);SaveFortitude DC18;Addiction DC18 (mentaland physical) TrackConstitution; Effect50%chanceof falling unconscious (as per the Constitution poison track state)for 1d4hours or +8 morale bonusto savesagainst fear for ld20 minutes.
HVPERLEAF Typedrug (ingestedor inhaled);SaveFortitude DC 12; AddictionDC12 (physical) TrackStrength;Effect+2 morale bonusto savesagainstmindaffecting effects for 1 hour.
IDMOSS Type poison(ingested);SaveFortitude DC14 Track Intelligence;Onset10 minutes;Frequency1/minute for 6 minutes Cure1 save
INSANITY MIST Type poison(inhaled);SaveFortitude DC 15 TrackWisdom;Frequency1/roundfor 6 rounds Cure1 save
SHADOW ESSENCE MEGAOPIATE Typedrug (ingested,inhaled,or injury); SaveFortitude DC20; AddictionDC20 (mental and physical) TrackStrength;Effect+4 moralebonusto savesagainst pain effects and gain DR5/- for 1 hour.
Type poison(injury);SaveFortitude DC17 TrackStrength;Frequency1/roundfor 6 rounds EffectAt the impaired state,the penalt ies from the weakened state becomepermanentuntil the victim benefitsfrom a restorationspell (seepage374). Cure1 save
TRANSDIMENSIONAL PESH Typedrug (ingestedor inhaled);SaveFortitudeDC 20; AddictionDC20 (physical) TrackDexterity and Wisdom;Effect+2 moralebonusto saves againstfear for 1 hour and gain 2 StaminaPointsper level. (Any Stamina Pointsexceedingthe user'smaximum are lost first and can't be recovered;any remaining are lost the next time the user rests to recoverStamina.)
UNGOLDUST Type poison(inhaled);SaveFort itude DC15 TrackCharisma;Frequency1/roundfor 4 rounds EffectAt the impaired state,the penalt ies from the weakened state becomepermanentuntil the victim benefitsfrom a restorationspell (seepage374). Cure1 save
HOW
TD
READ
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STAT
his sectionpresentsan example of a creaturestat block that might be found in a Starfinderproduct. Below is a descriptionof eachline in that stat block. Notethat this example isn't meant to be usedas written; it is merelya way to show the differentaspectsof a stat block. Any abilities that differ from the rulesfor charactersareeither universal creatureabilities(seethe StarfinderAlienArchive)or explainedat the endof the stat block.
T
NAME AND CR Thecreature'sname is presentedalongwith its ChallengeRating (CR),a numericalrepresentation of the creature'srelative power. ChallengeRatingsare explained in detail on page389.
XP This is the total numberof experience points the PCs earn for defeatingthe creature.
RACE ANDGRAFTS All creatureshavea raceentry. Somecreaturesarealsobuilt with classor template grafts,giving them more abilities (seethe Alien Archivefor moreinformation).
BLOCKS
--
immunities, resistances,and spell resistance(SR)are listed here (if the creature has them).
WEAKNESSES Thisentry lists the creature'sweaknesses, if it hasany.
SPEED Thisnotesthecreature'sspeedfollowedby any additionalspeeds and typesof movementthe creaturehas.
MELEE The creature'smelee attacks are listed here,eachstarting on a separateline. The attack roll modifier appearsafter the attack's name,followedby the attack'sdamage,damagetype,and critical effectsin parentheses .
MULTIATIACK If the creaturecan make multiple meleeatt ackswith a full action (usually with different weapons),the attacks and attack roll modifiersare listedin this entry, followedby the attack'sdamage , damagetype,and critical effectsin parentheses .
ALIGNMENT , SIZE, TYPE, AND SUBTYPE
RANGED
A creature's listed alignment representsthe norm for many of thosecreatures: it canvary as you require for the needsof your campaign . A creature'ssizedeterminesits spaceand reach.Some innateabilities comefrom t he creature'stype and subtype.
This entry lists the creature'srangedattacks in the sameformat the Meleeentry usesfor meleeattacks.
INIT , SENSES, ANDPERCEPTION This lists the creature'sinitiative modifier followed by its special senses (this entry is omitted if it doesn't haveany).Its Perception modifier is listedhereinsteadof in its Skills entry (seebelow).
AURA If the creature hasa magical or exceptionalaura,it is listed here alongwith its radiusfrom the creatureand the saveDCto resist the aura'seffects, where applicable.
HITPOINTS ANDRESOLVE P\DINTS Theseentries list the creature'sHit Points and ResolvePoints(it it has useof them).
EACAND KAC The creature'sEnergy Armor Class and Kinetic Armor Class are listed here.
SAVING THROWS This entry provides t he creature'sFort itude, Reflex,and Will saving throw modifiers, followed by situat ional modifiers to thoserolls.
SPACE ANDREACH The creature'sspaceand reachare noted here;if the creature's spaceand reach are a 5-foot squareand a reach of 5 feet. respectively, this entry is omitted. Any special reach (from weaponsor the like) is listed in parentheses.
OFFENSIVE ABILITIES This entry lists abilitiesthe creature is likely to useoffensively.
SPELL-LIKE ABILITIES After noting the casterlevel of t he creature'sspell-like abilities, this section lists the creature's spell-like abilities (and the associatedsaving throw DCs,where relevant), organizedby the numberof timesper day it can useeachability.
SPELLS KNOWN If t he creature can cast spells (usually from a mystic or technomancer classgraft), its caster level is shownin t his entry, followedby the spells it knows(with the associated saving DCs, where applicable)and how many timesper day it can castthem. Often, only the creature'smost powerful spells are listed here.
ABILITY SCORE MODIFIERS The creature's ability score modifiers (rather than t he scores themselves)are listed here.
DEFENSIVE ABILITIES, DR,IMMUNITIES , RESISTANCES, AND SR
SKILLS
Thecreature'sunusual defensive abilities,damagereduction(DR),
Thecreature'sskillsappearherealphabeticallywith their modifiers.
FEATS Any featsthat givethecreaturea static bonus(suchas Improved Initiative)are alreadyfactoredinto the creature'sstatistics.Only feats that give situationalbonusesor allow for special combat tactics arelistedhere.
STATISTICS
LANGUAGES Thelanguagesmostcommonlyspokenby the creaturearenoted here.Youcan swapout the languagesknownfor other choices asneeded .
OTHER ABILITIES Thisentry lists abilitiesandfeaturesthe creaturehasthat aren't coveredin anotherline.
GEAR Thisentry details the gearandtreasurethe creature has,which canbealteredto suit your needs.
The regions and climates in which the creature is typically encountered arelistedhere.
ORGANIZATION Thisentry describestypical groupingsfor this creaturetype and whethersuchgroupsincludeany othertypesof creatures.
SPECIAL ABILITIES All of the creature'sunusualabilitiesaredetailed in this section.
SPACE GOBLIN MONARK
CR20
XP307,200 Spacegoblintechnomancer NELarge humanoid (goblinoid ) lnit +9; Sensesdarkvision60 ft.; Perception+34 Auraunnatural aura(30 ft.)
HP395 RP7
EAC34; KAC35 Fort+17;Ref+17;Will +22; +4 vs. enchantments Defensive Abilitiesnaturalinvisibility; DR10/mag ic; Immunitie s fire; Resistances sonic 20;SR31 Weaknesses light sensit ivity
OFFENSE
Str +2; Dex+9; Con+2; Int +12;Wis +2;Cha+6 SkillsComputers+39,Engineering+34, Stealth+39 Feats Cleave,Mobility Languages Common,Goblin OtherAbilitieswater breathing Gearnanotube carbonskin,junklaserbazooka,quantum dogslicer,spell cache,1,000credits
ECOLOGY
Environmentany Organization solitaryor cult (1 plus20-30 spacegoblinsof CR3-4)
SPECIAL ABILITIES BreathWeapon(Su)A spacegoblinmonarkcanexhalea line of caustic acidas a standardaction.
ENVIRONMENT
DEFENSE
5th (7/day)-controlmachines(DC 28),heat leech(DC 28), synapseoverload(DC28), telekinesis,wall of force 4th (7/day)-carrosive haze (DC27),dimensiondoor, overload systems(DC 27),rewire flesh (DC 27),soothingprotocol, wall of fire
Speed35 ft., climb 20 ft., swim 30 ft.; earth glide Meleequantumdogslicer +28 (13d6+22S) Multiattackquantumdogslicer +24 (13d6+22S), bite +24 (9d6+22 P) Rangedjunklaserbazooka+3 (4d12+20F; critical burn 1d8) Space10 ft.; Reach10 ft. (15ft. with bite) OffensiveAbilitiesbreathweapon(80-ft . line,5d8 A, Reflex DC 27 half, usable every1d4 rounds) Spell-LikeAbilities(CL20th) At will-charm person (DC24) Technomancer SpellsKnown(CL20th) 6th (7/day)-chain surge (DC29), disintegrate(DC29), flight, interplanetary teleport, true seeing
n Starfinder. player charactersare assumedto start their adventures among the Pact Worlds. a densely inhabited solar system of both economicand religious significanceto the multiverseas a whole.While it's entirely possible to play a Starfindercampaignthat nevervisits any of the PactWorlds- or to ignore the setting completely and simply use the rules to support a setting of your own devising, perhapsin a distant galaxy- the default expectationis that most PCscomefrom the Pact Worlds. and thus this chapter provides a primer on the setting, from planetsand religionsto factionsand threats. But in a galaxy full of inhabited planets,why focus on the Pact Worlds?To understandthe significanceof this particular solarsystem, one must first understandStarfinder'shistory... or rather,its lack of one.
I
HISTORY History is brokenin Starfinder.No matter where you go, from the myriad mortal worlds floating in space to the strange realms of the gods, you'll find the same thing: historical records go back a few centuries and then suddenly go blank or contradictory, shifting randomly between readings and becomingreliable again only when referring to the dim and misty ages of the ancient past. What's more, this hole torn in history isn't restricted to blurred photographs and garbled almanacs. Modern history begins with accounts of worlds acrossthe multiverseerupting in riots and panicas those living through this transition found their memories suddenly blank or unreliable. While these people retained all the knowledge, skills, and interpersonalconnectionsfrom their lives, specific memories becamedifficult or impossibleto retrieve-a woman might haveinstinctively known a million t iny details about her spousebut have had no conceptof how they met or how long they'd been married. Nations forgot why they were at war. Angels lost track of sinners'indiscretions.Everything in motion remained in motion, but without context or reason. Someculturescollapsedin fire and famine,but mostsocieties, facedwith no other choice,simply gritted their teeth and carried on, either attemptingto piecetogether their traditions from the unreliableshreds of the past, or else using their amnesiaas a chanceto reinventthemselves,unshackled from whateverthey might havebeenbefore.Thoseracesthat reproducedfaster had the advantage,as children born into a world without recent history accepted the fresh start as natural- new historical
records and memoriesheld firm, and t hat was all that mattered. Gradually,order reestablisheditself. Today,roughly 3 centuries after the obscuredperiod now referred to as the Gap, most societies view the historical cataclysmwith little interest, savefor the cryptoarchaeo logists, salvagers, and scientistswho attempt to unearth and reverse engineer wondrous artifacts from the lost age. For everyone else,the focus is on creating new history, moving ever onward and upward. No one has ever been able to say for certain what caused the Gap, as even the gods themselves remain steadfastly silent (or ignorant) regarding the matter. Nevertheless, theories abound. the most popular being that the Gap was a quantumripple effect causedby the discoveryand useof Drift technology,a hole torn in history and traveling backward in time, possibly entanglingour timeline with those of alternate universes.Othersargue that the Gapwas causedby whatever magic whisked away the planet Golarion (seethe sidebar on page 425), a magical resonancethat stretched forward and backward,its tremors gaining strength until they eventually shatteredthe fundamentalstructure of time. What is known, however,is that while the Gapis universaland a combination of carbon dating and astrochronology suggestit lasted severalmillennia- its edgesare geotemporally inconsistent. Where one star system might have accurate records stretching back 300 years from the present, worlds in different parts of the galaxy might have 310 years of history, or only 275. Somescholarshave even uncoveredrare "caches"within the Gap- placeswhereaccountsseemsuddenly consistentfor a given period or topic. For an organization like the Starfinders, locating these scattered bread crumbs and syncing them up with ancientpre-Gaprecordsmay yet hold the key to unravelingthe greatestmystery of the universe.
INTERSTELLAR TRAVEL When history recommencedat the end of the Gap, many worlds found they had already establishedspaceflight and interplanetarytrade. Vercite aetherships, Eoxian bonecruisers, Brethedanvacuum-swimmingbiovessels,and moreall plied the void, and magical gatesand dimension-hopp ing spells granted opportunit ies to visit other worlds and confer with colleagues throughout the system. Yet while spaceflight was relatively common,the vast distancesbetweenthe stars still madetravel
beyonda single solar system mostly infeasible- the realm of planeswalkingspellcasters or long-liveddaredevils. The ascensionof Triune changedall that. While the solar systemhad alwayshad godsdedicated to machines,evenback to confirmed antiquity,they'd alwaysremainedrelatively minor. Yet exact ly 3 years after the end of t he Gap in the Golarion System,a newdeity revealeditself : a divine network integrating Epoch, the machine-buil t deity of Aballon; Casandalee,t he god of androids; and Brigh, the clockwork goddess.Calling itself Triune, this new collective consciousnessvaulted to prominenceby providing mortals with accessto a heretofore unknownhyperspacedimensioncalled the Drift , reachable only via technologyand granting easy travel to distant stars. For a relatively low price, ships could now acquire a Drift engine that let them slip quickly between star systems. (For more information, seepage290.) In the wake of t his revelation, a land rush began.The adventurousand disenfranchisedsought opportunity in new colonies . Corporations sought resourcesand freedom from regulation. Governmen t s sought to expand their territories. Yet as quickly as it began,this exodushit its first hurdles,for many "new· worlds were already inhabited or bore strange contagions inimical to life, and predatory civilizationsboth vast andincomprehensible lurkedin the dark betweenthe stars.New racesfloodedthe Pact Worldsin turn,coming in peaceandin war, forcing the worlds to cometogetherfor mutual protection and in shared appreciation for all they held in common.Today,space exploration remainsrampant andlucrativefor citizensof the Pact Worlds,but it's still a romantic pursuit andfraughtwith danger.
LOST GOLARION ThesolarsystemtodaycalledthePactWorldshasbeeninhabited for millennia,stretchingbacktensof thousands of yearseven beforetheGap.While all of theplanetsin thesystemcouldmake an argument for theirownsignificance, mostoutsideobservers agreethatthesystem's mostimportant planetwasthethirdfrom thesun,calledGolarion. Thepresumed birthp laceof humans, dwarves, haltlings,and numerous otherracesstill foundin thesystem, Golarion wasmost notab le notfor its vastcivilizat ions.butits theologicalsignificance: in addition to caging a dark godof destruction calledRovagug in its core,Golarionwasalsohometoa magical objectcalledtheStarstone, whichallowedmorta ls to ascend to godhood . At somepointduring the Gap,however, that worldvanished. Highpriests anddivine servants petitionedtheir godsforanswers , andallreceived thesame information : Golar ionstillexists,asdothedescendents ofthosepeople onit whenit vanished, safein a seclusion unreachable by magic or science. Beyond that,godsanddemons all maintainthesame firm policy that no furthe r informat ion will be forthcoming-if indeed theyevenknowit. Theexistence of Absalo m Station in Golarion's former orbit raisesevenmoreques tions.Wasit built asa lifeboa t? Wasit simplya Golarion -madespaceplatform left behindafterthe disappearance? Or wasthe stationitselfsomehow responsible for theplanet's disappearance? Regardless, themystery ofGolarionleads manybothwithinandwithoutthePactWorldstostillrefertothesolar system as"theGola rionSystem. ·
12
The Gap ends.
AG
36
a
Battle of Aledra: the first major hostilities between inhabitants of the Golarion system and the Veskarium.
J;;fll~
liimim~ ~lliil ~
~mm ~al'mm ~lliilmm
~~
~
67
AG
AG
An alien pathogen dubbed the Stardust Plague blazes through the Pact Worlds, killing millions .
~
3
AG
36
'
AG
317
223
269
AG
Discovery of the Burning Archipelago within the sun .
240
AG
First contact with the P.zlanti star Empire .
AG
291
AG
The Swarm attacks both the Pact Worlds and the Veskarium, prompting an alliance .
291
AG
AG
current year.
THEFORMATION OFTHEPACT
THEPACT WORLDS
In the inhabited solar systemnearestto their own, enthusiastic explorers from the Golarion System encounteredthe vesk, a reptilian race that lent credenceto fears of extrasolar threats. Having already conqueredthe entirety of their own system, the warlike reptiles longed to expand,yet had mysteriously failed to receive Triune'sgift of interstellar travel. When the first explorersarrived via the Drift, the vesk received them warmly just longenoughto decipherDrift technology- and then promptly beganassembling Drift-capable war fleets aimed at their generousneighbors. In the wake of the disastrousBattle of Aledra, the independentplanets of the Golarion System recognized the vast danger facing them and bandedtogether for mutual defense,creatinga single system-widegovernment capable of defendingagainst the vesk. This coalition became known as the Pact Worlds. For the next 250 years,the two systemswould remain each other's greatest threat, skirmishing over planets outside the direct authority of either autonomy,or else engaging in limited space battles along t he cordons between their systems, too evenlymatchedfor either to commit to a full-scaleassault. This so-calledSilent War finally came to an end in 291 AG, when a vast, world-devouring entity called the Swarm attacked bot h systems simult aneously.In danger of being completely overrun,the Veskarium-asthe rept ilians call their empire-and the Pact Worlds signed a formal alliance,together managing to force the Swarm out of their region of space.Yet while the alliance put an end to active hostilities and opened both systems up to trade wit h one another, citizens on both sides recognizethat the alliancewas one of convenienceand could fall apart at any moment. Fortunately for the Pact Worlds, not all extrasolar contact was so violent. The insectile shirrens arrived in 83 AG, bearing not hing but goodwill and quickly integrating into Pact Worlds society. Kasathas,who appearedin 240 AG on the massive worldship ldari, provedlesswilling to be assimilated wholesale, yet they quickly established themselvesas valuable allies. Although other sent ient creatures hailing from beyond the Golarion system occasionally arrive, brought back by Pact Worlds explorersor homing in on Absalom Station'spowerful Drift beacon,the alreadyincrediblediversity of life-forms in the systemmeansthat most suchcreatures caneasily blend in and take up residence,providedthey don't st ir up too muchtrouble.
Thanks to the magical Storstone at the center of Absalom Station, which acts as a homing beaconfor ships acrossthe galaxy, the PactWorlds today are a vibrant system constantly bustling with both interplanetaryand interstellartrade.as well as a thousandsmall-scale wars of culture and economics.As a jumping-offpoint for expeditions into the Vast,it's nevershort of ships in needof explorers daring enoughto launchthemselves into the black in hopesof finding richesand wonders.
Government The Pact is not a single system-widegovernment,but rather an associationof independentworlds boundby treaty to work together and acknowledgeeach other's sovereignty.Though its powers technically extend only to the facilitation of trade betweenworlds, interplanetary law enforcement, and mutual defense,over the last several centuries the government has gradually broadenedthe scopeof its authority. The Pact-sometimes formally called the Absalom Pactwas first proposedin 41 AG, in responseto the increasedvesk aggression threatening the whole system. Recogniz ing that there was no way any individual world could stand against the combinedmight of the Veskarium, a coalition of officials from Absalom Station, Castrovel,and Verces proposed the new arrangement, based in large part on the system that underpinnedVerces'sRing of Nationsasan effective one-world government.Tothe coalit ion's surprise, t he first world to sign on to its new plan was not logical Aballon or pacifist Bretheda, but t he long-mistrusted undead planet of Eox. Wit h the military might of the bonesageson its side and the churches of Abadar and lomedaewielding their financial and religious power to promote t he campaign,the coalition quickly gained strengt h, and in j ust a few yearst he entire system cameunder the protection of the new government. As a confederationof independentstates,the Pact generally endeavors to afford its componentworlds as much autonomy as possible.Asidefrom enforcing a brief list of universalrights grantedto all sentient creaturesand a somewhatlonger list for Pact Worlds citizens, the government largely leavesjudicial and legislativematt ers to the local governmentsof individual worlds, as long as they don't infringe on the authority of other planets.ThePact'sprimary enforcers,the Stewards,areasmuch diplomatsas they are police,doingtheir bestto solve issueswith
soft powerand maintainthe system'sfragile balance.The Pact is alsovery specificabout the limits of its authority-in addition to honoringthe sovereigntyof its constituent governments, the Pact claims no jurisdictionover worlds beyondits solar system unlessthey are colonies that have requested and won official protectoratestatus. Government decisions within the Pact are made by the Pact Council, which is housedin the vast senatorialbuilding on Absalom Station called the Plenara.Every Pact World is representedon the council, each with a number of delegates proportional to its sentient population.While manymattersare decided by direct vote in the council, deadlocksand issuesof particular importancego to the Directorate,a leadership council whosefive voting members are electedby and from the wider Pact Council every 2 years. No world can havemore than one representativein the Directorate,yet the fact that this places many system-widedecisionsin the hands of just five worlds means that the Plenara is a constant hotbed of politicking and alliance building, as individual worlds use their power and influenceto ensuretheir interestsare representedby the Directorate.A sixth, nonvoting memberof the Directorate,the Director-Genera l of the Stewards,is chosenindependentlyby the Stewardsand hasno set term limit, serving only to advise the other directorsandcarry out the council'sdecisions. Not every planet in the system is a full member of the Pact.Moonsare generallyseenas part of their parentplanet's jurisdiction, savefor those like Arkanenthat havesuccessfully lobbied for independent representation. Some worlds with limited civilization,such as Aucturn, Liavara,and the sun, are categorizedasprotectorates;while suchworlds arenot granted full autonomyor voting rights,their representativesareallowed to speak at council meetings. Despite being a collection of manytiny worlds,the Diasporahasbandedtogether asa single voting bloc, and in recent years a single vesselthe kasathaworldship /dari-achieved Pact World status, with many new coloniesbeyondthe solar systemhoping to follow suit. While religiousand corporateorganizations haveno direct voice in the council's decisions,their constantpresence via lobbyists and advisors ensuresthat their interests arerepresentedas well.
Magic andTechnology Pre-Gaprecordsshowthat onceupona time,mostof the worlds in the system relied on magicalmost exclusivelyfor complex and difficult tasks. Today,while magic remains a respected vocationanda meansof accomplishinggreatdeeds,technology often provides more practical, economicalsolutions to the sameproblems.Why spendyearsof dedicatedstudy to casta spell that createslight when you can buy a flashlight for a few credits? Why pay a battlemageto throw bolts of lightning at your enemieswhen the samefunds couldoutfit a whole squad of soldierswith laserrifles? This is not to saythat technologyhasreplacedmagic. Rather, the two haveevolvedtogether, with inventorsblendingmagic and technology,and corporations choosing whichever tool is cheapestand most effective for a given job. As a result, most technology involvesat least a litt le magic, in either its functioning or its manufacture,and it's not uncommonto see technologicalitems bearing blatantly magical upgrades. This blending, however,meansthat technology incorporating minimal amountsof magichaswork-aroundsto remain functional even when targeted by dispellingeffects- in rules terms, this meansthat unlessan item is specificallycalledout as magical or a hybrid of both magic and technology,it's considered immuneto all antimagical effects. Similarly, the prevalenceof minor magicin technology doesn'tprevent nonmagica l classes like mechanics from working effectively on such items, so long as they don't haveextensivemagicalmodifications. Whereas in the ancient past, magic in the Pact Worlds was broken into many different traditions, today magic is seen as a single group of physically impossible phenomena, regardlessof where it comes from or how it's manipulated. Traditionaldistinctions like "arcane" and "divine" magic have long since been abandoned,and while different casters may accessmagic through very different means, from hightech reality hacking to the study of occult items or the channelingof divine power, all are simply different means of accomplishingthe samegoals.
Communication
Information Networks
Communicationin the Pact Worlds falls into three categories: planetary,system-wide,and unlimited.Althoughsomepowerful governmentsand religiousorganizationsoccasiona lly makeuse of expensiveanddangeroussupernaturalcommunications,such as employingangelsand devils as messengers,most residents of the Pact Worlds are restricted to the use of technologyfor their long-rangecommunications. Unlike planetary comm units, system-wide and unlimited· range communicatorsare far too large to be portable, so they are usually integrated into starships or similarly sized facilities. Individuals without their own units can usually pay to send messageson rented ones. Receivinga messageon a system-wideor unlimited-range unit requires an active Drift beacontransponder,which causesthe receiver to broadcast identificationand location data. Thusmanycriminalenterprises maintain virtual mail drops or black-marketrelays, trade in counterfeit transponders,or simply turn off their transponders and run dark. Thesetranspondersare standardon all starships and function as a primary meansof ship identification.
Planets vary wildly in their levels of telecommunicat ions and integration,but eachPactWorldhasat leasta rudimentaryversion of an infosphere:a worldwide network of digitized information. Dueto the necessity of transmitt ing information physically,these infospheresare largely unconnected,and neighboring worlds may sharecore informationbut divergewildly on lesserissues that haven'tbeenworth the effort of synchronizing. Whilethese infospheresare often similar to Earth'sInternet, holding nearly limitless amountsof economic and cultural ephemera,all major Pact Worlds ports host basic encycloped ia-like data sets that ships can download to aid passenge rs in researchwhen not in direct contact with an infosphere.For more informationon network-aided research,seepage133.
Planetary Personalcommunits are common,inexpensive devicesthat are capable of communicating with each other on a single planet or between ships orbiting a given world. Small enough to be carriedin a pocket,they also comeautomaticallyintegratedinto all armor of 1st level or higher. While the units are powerful enoughto transmit anywhereon a planet, they can be halted by targeted electromagneticjamming or blocked by certain materials or methods,as determined by the GM. Encryption issuesalso make it impossible to use comm units to direct ly control machines, such as drones and starships. While some individualslink t heir communits to operateas private, alwayson radio channels,most contact eachother by entering publicly registerednamesor private identification codes.
System-Wide Dueto thevastdistancesinvolved,interplanetary communica t ion involvessignificant time delays,resultingin somet hingcloserto correspondence than conversation.Thecurrent besttechnology uses Triune's network of Drift beacons-while bouncing the signal between them often mysteriously shortens the time delay beyondwhat would normally be possible with physics,it also randomizes the delay,making all messageswithin a solarsystem-sizedarea take 1d6-1hoursto reach their destination.
Unlimited Like interplanetarycommunication, interstellar communication relies on Drift beacons. Messagest ransmit ted this way remain a fundamentally epistolary form, since they take the same amountof t ravelt ime as simply jumping to the recipient with a starship-days or weeks(seepage291). Thus,courier ships and ambassadorial missions still remain popular for negotiat ions and time-sensitive information. As with Drift travel itself, while there'st heoreticallyno maximum range for this form of communication, no one has ever received a return signal from beyondthe edgeof the galaxy.
Time In a setting with nearly infinite worlds, each with their own rotation and orbital periods, tracking time can be extremely complicated. Fortunately, one of the Pact Council's first acts as a governmentwas to institute a universal system of measurementsto keepeverything running smoothly. When the Starfinder rules- or most people in the Pact Worlds- refer to an hour, day,or year, they're usually referring to PactStandardTime. Under this scheme,a day has 24 hours of 60 minutes each. Through an astronomical anomaly, this happensto match the day-night cycle on both Castrovel and Triaxus, aswell as the shift schedule on AbsalomStation,hence its adoption.The lengthof the year- 365 days,with 52 weeksin a year- is basedon the lengthof AbsalomStation's orbit around the sun. When people want to refer to a particular planet's rotation or orbit, they generally use terms like "local day" or "local year." (Conveniently,this also meansthat all gamerules referencingtime use Earth-standardmeasurements .) Modern history records years in AG, which standsfor "After Gap,"referring to the numberof yearssincethe endof the Gapin the Pact Worlds system,when memoryand history onceagain becamereliable. Events that occurred beforethe oldest edgeof the Gap are often referred to as PG ("Pre-Gap") and measured in how many years beforet he Gapthey occurred, with a date like 300 PG meaningthe event occurred 300 years before the onset of the Gap. On some worlds, however,scholarsuse the preexist ing local calendarsfor events before the Gap.Those researchingthe cultures from Golarion, for instance,sometimes uncover documents referring to dates in AR or "Absalom Reckoning," a measurement believed to have been used for nearly 5 millennia,start ing with the ascension of a now-dead and mostly forgott en god of humanit y namedAroden. Dat ing anythingwit hin the Gapis always a highly dubiousproposition, and those who attempt to make claims about such things usually count forward or backward from the nearestedge,such as "roughly 500 yearsafter t he onset of the Gap."
DailyLifeandCulture The PactWorlds are by their very naturea mishmashof cultures with different valuesandtraditions,making it difficult to identify overarchingtraits. Still, a few things can be said about t he "typical" Pact Worlds resident.
While a few placeswithin the system-most notably parts of Vercesand Aballon-comecloseto achievinga post-scarcity economy,most Pact Worldershaveno choicebut to work for a living. Capitalismlooms large in both personaland planetary exchanges (keptthat way in part by the influenceof the churchof Abadar).andthe rich inevitably dominatethe poor,who in turn do their bestto becomerich.Qualityof life for thoseat the economic bottomvariesdramatically-onAbsalomStation, the government makessureno sentientbeinggoeshungry,but harsh worlds like Apostaeseeno problem with economic bondagethat'sslaveryin all but name.While Starfinderas a roleplaying gamefocuseson bold explorers,daring corporateagents,militant law keepers,and more,mostpeople in the setting havemore mundanejobs,whether it's feedingthe systemvia vast hydroponic farms, haulinggoods backand forth betweenworlds,runningstoresandrestaurants , or laboringat a thousand othereverydayjobs. Formore information on the PactWorlds economy, seeCurrencyon page166. Socially,most Pact Worlds residentstend to be live-and-letlive types-anything else is difficult to maintain when your governmentand evenyour neighborhoodmight containa dozen different racesfrom 50 different cultures. Prejudicetendsto be reservedfor the mostfamiliarandthe mostforeign-peoplepolice those similar to them and fear the incomprehens ibly alien-yet most folks realize that trying to imposetheir own values on others often ends up driving away valuable opportunities.As the old sayinggoes.it's best to let aliensbe aliens-andhopefully customers.This meansthat even individualswho don't fit well into the cultures in which they're born can often easily find acceptance by changinglocation, contributing to the constant churnand migrationof people acrossthe system.Yetevenwithin primarily monoculturalsettlements,simple exposureto the vast array of different racesand ways of life just beyondthe horizon hastendedto makeresidents lesscognizantof minordifferences like ethnicity, gender,sexuality,and so on. Who caresaboutthe skin color or marriagearrangementsof the neighbors in the apartmentbeneathyou when your upstairs neighborsare giant sentient jellyfish that form newaggregateentitieseveryt imeyou ask themto turn downtheir cetacean -popdancemixes? One of the biggest cultural unifiers in the Pact Worlds is religion.Sinceeveryone- well, almosteveryone- eventuallydies, andworship of a god can helpdetermine the fate of your eternal soul in the OuterPlanes,religiouschoicesare practical as well as socialsignifiers.ThePactWorlds play host to a bevy of different gods,whosecongregationsmostly live together in harmony- for information on someof the mostprevalentones,seepage482. Arts and entertainment are constantly changing in the Pact Worlds, with fads disappearingas quickly as they arise. At the moment, gritty Akitonian shumka beats and Absalom eyebite rock are becomingpopular in many rougher venues. while upscale nightclubs play delicateVercite ether-ballads or Aballonian-producedeuphonies - music designed by advanced computing to directly stimulate aural pleasurecenters,creating a perfect listeningexperience.High fashion remainsdominated by the sleekstyles comingout of Kalo-Mahoi, the eternal punk look of Absalom Station's trash-glamorousSpike,and the gothic severityof Apostae.Sportslike brutaris,starlance,andshipracing persist in popularity,thoughmostpeoplefind their thrills with VR
DAYS ANDMONTHS Whilethe daysof the weekaresimplynumbered basedon their position, the 12 monthsof the year in PactStandard Time are traditiona l andbelievedto datebackto the ageof lost Golarion, named inhono r of godsbothcurrentandancient.
DAYS OFTHE WEEK PACTSTANDARD DAV
EARTHANALOG
Firstday Seconday Thirday Fourthday Fifthday Sixthday Seventhday
Monday Tuesday Wednesday Thursday Friday Saturday Sunday
MONTHS PACT STANDARD MONTH EARTHANALOG Abadius Calistril Pharast Gozran Oesnus Sarenith Erastus Arodus Rova Lamashan Neth Kuthona
January February March April May June July August September October November December
parlor gamesor holo and stillframeshows.The most popularof theselatter are inevitably Eox's blood-soaked reality broadcasts, constantlydecriedby censorsbut neveractually crossingthe line into illegality.Of late, ordinary bookshaveevenseena surgein popularity, perhapsin part due to legendarylashuntaholo star Cashisa Noxdeclaringa preferencefor well-readconsorts.
Reading thePlanet Entries The followingpagescontainoverviewsof the 14 most prominent Pact Worlds in the system.While these don't representall the different Pact holdings,or evenall the recognizedPact Worlds, they cover the most significant bodies in the Pact Worlds system. Each planetary entry has statistics for its diameter. mass,gravity, and so on. Since the absolute numbers mean litt le to most people,the physical statistics and atmospheric compositionof a planet are expressedas comparisonsto those of lost Golarion (which match Earth's in every way). While it might seem complicated for planetary scholars to express everythingin terms of a standardthat's no longer accessible,in fact the reference to Golarion is mostly a polit ically expedient construct-it allows the Pact Councilto say it's not promoting any of the existing worlds abovethe others.
THE
SUN
,I
hile the Pact Worlds' mother star bears a different name in every distant culture to observe it through a telescope,with in its system it is usually referred to as simply the sun, or sometimes Mataras (a Lashunta name meaning "burning mother1. Like most stars, the sun is an incredibly inhospitable place,almost incomprehensib ly hot, with pressures capable of crushing ordinary starships like overripe fruit. In its heart, the massive energies unleashedregularly tear holes to the Positive Energy Planeand the Planeof Fire, giving birth to whale-likefire elementals and plasmaoozesthat roil and breach in its photosphere,as well as certain efreet, salamanders,and intelligent flame-dwelling creatures with the supernatural ability to withstand the sun'stremendouspressureand heat. Though largely left alone by the Pact Worlds, the sun neverthelessattracts a few ordinary humanoidresidents;of these, members of the Churchof Sarenraeare by far the most common, as befits worshipersof the sun goddess.Roughly a century ago, Sarenite scholarsorbiting and observingthe star discoveredan anomaly: a collection of inexplicable and desertedbubble-cities,
W
tetheredtogetherby magic andsomehowfloating unburntwithin the sun's flaming seas.What's more, as they approached,the Sarenitesfounda magicaltunnelopening miraculouslyin the sun's fire, allowingthemto approachthe citieswithout beingdestroyed. Though it's still not known who built the cities, how they were constructed,or why they were abandoned-mysteries scholars andengineersdesperately study-the BurningArchipelagoquickly becamethe church'smostsacredsettlement. Today, the Radiant Cathedral in the central bubble attracts worshipersand scientists from all acrossthe system.Gleaming Sarenitesunskimmersusestellar sails to soar dangerous ly close to the sun's corona,servicing the orbital power stations that gather solar energy or magically bottle nuclearfire for resale. In slightly safer orbits, various corporateoutfits fly robotic tankships full of algae genetically engineeredto capture that same energy via advancedphotosynthesis.Corporationsalso operate solar-poweredrobotics plants and so-called"jungle boxes· in which modifiedplants extruderare andcomplexchemicals. These lastaresomewhatcontroversial,as the extrememagic andgenetic
engineeringusedto mutate ordinary plants can sometimestw ist organisms more than their corporate creatorsinitially intended. Twicein the lastyear,variousjungle boxesoperatedby NatuReal CompoundsLtd. have gone feral, with sentient plant creatures roamingthe halls anddevouringthe attendantcrew.Fortunately, most jungle box operators have learned (somewha t) from the scandaland have gone entirely automated-yet they still need to quietly hire independentoperatorsto accompanytheir repair techniciansany time a boxgoesdark. In addition to visitors from the Pact Worlds, trade delegations from the Planeof Fire regularly use the Burning Archipelagoto meet with Material Planecontacts.Thesedignitarieshave much to offer, but perhapsthe most interesting informationthey bring to the table is word of strange ruins and whole empires of fireimmunecreatures-someevenhumanoid-floatingwithin the sun's deeperlayers,as yet unreachableby outsideraces.Combinedwith the apparentlyvast ageof the bubble-cities,this news leadssome scholarsto wonderwhetherthe sunmight harborcluesto the first racesto arise in the system,perhapseventhe legendaryFirst Ones
of Aballon. Many different organizationsquietly monitorthe sun's surfacein hopesof making contact with these solar dwellersor claiming new artifactsforcedto the surfaceby stellar convection. Yet,if theseso-called"deepcultures·are truly progenitors of the PactWorldsraces,why havethey staunchly refusedto respondto the messages and shieldedprobesdroppedinto the sun'sdepths? And why do the efreet and other elemental travelers seem so scaredto speakof them?Of late, one particular theory has been sweepingthe conspiracy centersof the bubble-cities' infosphere: the idea that the energyis so great at the centerof the sun that time itself beginsto warp, making the civilizations in the sun's depthsnot representatives of the past but of the future. While the sun is officially held in commonby all of the Pact Worlds, the Burning Archipelago is consideredan independent protectorate, and its citizensare affordedthe right to self-govern. Thoughthe bubble-cities arevery closeto theocracies,thanks to the heavySareniteelement,eachone has its own unique flavor, from the heavily religiouscentral bubble of Dawnshore to the morecorporateFiresideor Stellacunawith its sciencelabs.
ABALLON
,I
he closest planet to the sun, Aballon is a drab world of dusty craters, gray deserts,and sharp-edgedmountains. What wisps of atmospherethe planet'sgravity managesto cling to are quickly blastedaway by the solar wind, leaving a quiet landscapeof rock and heavy metals that's blisteringly hot in the sun and coatedwith ice in the shade,inimical to all but the hardiest biological life. Fortunately, most life on Aballon isn't biological.Thousands of years before either the Gap or common spaceflight, a mysterious racecalled the First Onestoucheddown on Aballon. Using t he abundant metals and solar energy, t hey crafted an immense army of servit or machines, from simple drones to hyperintelligent overseer units, setting them to work harvesting the planet'sresources. And then they left. In the millennia t hat followed, the machinesupgradedthemselves, spreading out and evolving to form an entire artificial ecosystem, from simpleworker bots and the self-guided predator drones that prey upon them to fully sent ient machines that make up a vast society. Those in this
T
latter group,collectively named anacit es,take a wide variety of physicalforms suited to their assignedtasks, t hough they tend toward silvery arthropod bodies,which in recent years many havetakento painting different colorsor in abstract schematiclike patternsto help identify themselvesto nonmachines. Culturally, most Aballonian anacites fall into one of two ideological groups. Members of the first group, Those Who Wait, continueto upgradethemselves and stockpile wealth and resources in the belief that the First Oneswill eventually return andthat all of Aballon must be ready to receive them when they do. ThoseWho Become, on the other hand,believe their destiny is to takeon the mantle of the First Onesandcolonize newworlds themselves,aiming their robotic seedshipsout toward the stars. Both groupswield considerableeconomic power due to the high concentration of rare oresthey minefrom the Midnight Trenches, as well as through the influence of anacite-run technology corporations such as Automatrix Robotics, which specializes in creating nonsentientship Als and servitor bots for resaleon other Pact Worlds. Both groups also regularly hire offworlder
adventurersto mount expeditionsinto the nine ancientcities of the First Ones-gleaming but deterioratingcollectionsof spires which anacites themselves are forbidden from entering by ancientlaw-in hopesof uncoveringcluesas to their progenitors' identity and ultimategoals. Over the ages, anacite civilization has gone from a simple network of automatedfactories producingever more machines to a world-spanningarray of cities dwarfing thoseof the First Ones.Often confusing to biological creatures, these cities are nonethelesseminentlylogicaland efficient,with floating towers, lightlessaccesstunnels, and skittering maintenancebots. Many include large atmospherefactories for the benefit of biological visitors and residents-while the planet is constantly losing its thin atmosphere,these replenish it and often specializein producing"heavyair,"or artificial magnetospheres, that keepthe regionsin and around their cities at a comfortableatmospheric pressurefor commonPactWorlds humanoids. The largestanacitesettlement,Striving, is famousacrossthe solar system as the seat of the Machine Court, an unfailingly
logical coalition of robotic judges that arbitrate conflicts between residents,assist the network of governingAls known as the Insight Array, and keep the peacebetween the planet's factions. Over the objections of other planetary governments and even the Pact Council itself, the Machine Court offers androids and other mechanical beingsfrom acrossthe system the right to be tried in their halls even for crimes committed on other worlds, with no fear of extradition. The verdicts are always fair, and the possibility of having the facts examined utterly without prejudicemakesStriving widely renownedas a havenfor all artificial beings.Thus,many androidscan be found living in those districts catering to biologicalcreatures. Striving is also a key holy site of the churchof Triune. It was here that the anacites createdand still maintain the city-sized neural network of the same name,which gave birth to Epoch, one of the machine god's three aspects.The three overlapping geodesic spheresof Unification Cathedralin the city's center standatopa massive (andhighly classified) subterraneanfactory producingDrift beaconsfor prieststo placearoundthe galaxy.
CASTRDVEL
,I
ot, humid, and stirred by intense storms and tides,
Of the city-stat es still capable of going toe-to-toe with
the jungles and swamps of Castrovel abound with an
corporate power, the most significant is Qabarat, the Shining
unusually robust variety of life, fro m enormous saurian beasts
Jewel of the Western Sea and the planet's largest spaceport.
H
to deadly moldstorms capable of devouring whole settlements.
From the city's Threefold House, Lady Morana Kesh and her
Of the many sentient races to make their home on the fert ile
chief consort, Grantaeus, pull a delicate web of strings to keep
world, the most prominent are lashuntas, followed closely by
the planet from becoming a corporate free-for-all. Also notable
elves and formians, all three civilizat ions highly connected
for their power and influence are the city's many universities,
and cosmopolitan thanks to a network of ancient magical
renowned for their vast pre-Gap archives; they train some of
teleportation portals called aiudara.
the best explorers, researchers, and starship navigators in the
Traditionally, Castrovel's lashuntas have organized into
system. Architecturally, the city is a work of art, its ancient
independent city-states with a variety of governmental styles,
walls of crushed and glitter ing shells blending seamlessly wi th
elected matriarchies being t he most common. In the modern
modern additions. This sense of t imelessness-of connection
era, however, local governance of smaller cit ies often takes
with the planet's long history- is a matter of pride to many
a back seat to larger corporate concerns, with regional or
of the residents, who exult in t he sounds of soldiers training
interplanetary companies buying out officials or setting up their
in th e Battle Yards, scholars arguing good-natu redly on
own independent, privatized settlements. Wh ile these economic
university steps, or the roar and hiss of the landing starships
ties mean lashunta nationalism rarely leads to outright warfa re
that have largely replaced water-going vessels in Ship's End.
anymore, rampant industrial espionage and corporate influence
While most visitors to the planet enter through Qabarat's port,
over public policy present growing concerns for residents.
numerous portals throughout the city connect it closely wi th
other powerful lashunta settlements,such as isolated Laubu Mesa, Komenain the Floating Shards,Jabaskthe Unbroken, or Candares, with its endlesswaterfalls and dangerouscliffside corpsicum excavations. Though the insectile formians battled with lashuntas for millennia, the coming of the Pact and careful shirren-brokered peacetalks finally endedhostilities a mere 30 yearsago.Today, the formian hives known as the Colonies work together to farm the land and trade with other races,with eachindividual hive queen paying tribute to the Overqueen-a purely philosophical
led by neighborhood-sizedGreat Houses.This border control is regularlyviolated by the city's own ruling elite, however,as they hire foreignersfor secretiveor specializedtasks. The abundance of seemingly untouched wilderness on Castrovel often confuses newcomers used to cutting-edge lashuntatechnology,yet to most of the world's residents,these vast ecologicalpreservesare proof of their enlightenedsociety. Tothem, maintaining wildernessis key to advancingknowledge and allowing the same evolution that brought them sentience to continue uplifting others, and the planet'sabundantnatural
entity established during the historic Meetingof Queens.Each of the largestformian hive-burrowscan cover miles,sometimes bulging up in artificial honeycombed hills, making them confusingto visit (andhistorically impossible to conquer). At oddswith this new era of peace,the elvesof Sovyrian are predominantly xenophobictraditionalists. trading with outsiders only when necessary.Membersof other racesare rarely allowed to settle permanently on the elven continent and are largely barredfrom evenentering El, Sovyrian'scanal-choked capitalcity
resourcesmust be harvestedsustainablyfor the good of all. Towardthis end,both the planet'sprimary shipyardsand its most destructiveheavyindustriesarerelegated to Elindrae, the planet's airless, rocky moon. Of course,various speciesof dangerous megafauna - from bug-eyed mountaineels to poison-beakedsky fishers- still regularly attack settlements on Castrovel, which leads to occasionally ·accidental" burning of protected natural regionsin rural areas,but a strong Xenowardenpresenceusually keepssuchactivities from getting out of hand.
ABSALDM STATION
.
11
loating in the orbit formerly occupied by Golarion, Absalom Station is the primary home of humanity and the undisputedcenterof both interstellartrade and governance amongthe PactWorlds.Fromhere,the PactCouncilandits legion of delegatesfrom all recognizedPactWorlds control the fragile alliancekeeping harmony in the system,while also regulating property claims on newly discoveredworlds. Hereas well are the headquarters of the interplanetarylaw-enforcementofficers called Stewards,AbadarCorp'shome offices (at least on the MaterialPlane),the Archivesof the galaxy-exploringStarfinders, and more.Yet the most important feature of the spacestation is not its grand and mysterious architecture, nor its myriad residents,but the strangeartifact lockeddeepwithin the station's heavilyguardedcore:the fabledStarstone.For reasonsunknown even to priests of Triune, the Starstonenot only powers the station but acts as an immensely powerful hyperspace beacon, allowing ships to jump quickly to the spacearoundit no matter the distanceand makingAbsalomStation a naturalrelay point for voyagesreturning from beyondthe solar system.
F
No one knows who built the vast spaceplatform or when it enteredGolarion'sorbit, though the namehearkensbackto that world's pre-Gaphistory. Art ificial gravity creates a consistent "down· in most of the station's radial arms and soaring towers, and aside from individual neighborhoodsretrofitted to accommodatethe environmental needs of resident aliens, most of the station seemsdesigned to cater to humancomfort. Otherwise,neighboring districts often haveshockingly different cultures and living condit ions, from Sparks' hardscrabble engineering bays and the flooded tank-warrensof Puddlesto the rowdy spacer bars of Drifter's End and the elegant,selfcontained corporate enclavesin Bluerise Tower.As a general rule, moneyand power flow inward from the numerousbustling docks toward the great parklike dome known as the Eye, while the downtrodden massessink down into the machinecrampedaccesswarrens of the Spike. Gangsrule lower-class neighborhoodssuch as Botscrap,Downlow, and Pipetown,yet their tentative alliancesfilter all the way into the upper reaches of government via the station's Syndicsguild, the legislative
body that gives each neighborhood a voice in stat ion policy and
agreements, and explorers blast each other over claims on
elects th e stat ion's ruling Prime Executive (or Primex).
newly discovered worlds. One of th e most dangerous factions
In addition to the platform itself, Absalom Station is
to emerge of lat e is the Strong Absalom movement. This group
surrounded by a constant ly changing swarm of undocked
believes the Storstone belongs only to t he refugee races of
ships, both t ransient and resident. These latter are somewhat
Golarion, in compensation for their lost wor ld, and that other
mockingly called the Armada, yet most are not military- th e
races should be eit her taxed exorbitantly or outr ight forbidden
st ation has only a modest security fleet, depending instead
from using the stat ion as a waypoin t. Wh ile t he political arm of
on the Stewards and robust station-mounted defenses for its
this movement off icially decries the xenophobic terro rism of its
safety. Rather, the Armada is comprised of those starships
fr inge elements, its increasing strength poses a grave th reat to
whose owners seek the benefits of liv ing near Absalom Stat ion
a government built upon interp lanetary cooperation.
while remaining unbound by all but t he most basic st ation laws.
While trade. politics, and a cosmopolitan atmosphere are
Absalom Station's generally permissive government allows t his,
major draws to Absalom Station, they're not t he only ones. The
since the volume of t rade pouring through its corr idors means
Arcanamirium trains some of the best technomancers in the
even the lowest taxes suffice to keep the station flush.
solar system, while the station's famed Cosmonastery t eaches
This is not to say the stat ion runs in perfect harmony. With so
the solarian's path. Religious organizations seek converts, the
many different interest s on and around the platform, Absalom
Eyeswide Agency hires out psychic investigators, the Starfinder
Station is never more than one slip away from chaos. Private
Society launches expeditions into the unknown, and more. This
security contractors wage shadow wars with street gangs
endless bustle marks Absalom Station as a land of opportunity- a
and militant cult s, alien ambassadors negotiate tense t rade
chancefor people of al I sorts to make a fresh start.
AKITON
,I
espite its proximity to AbsalomStation and its favorable location asthefourth planetfromthe sun(counting missing Golarion),Akiton is a dying world. Sincethe system'sformation, the so-calledRed Planet has lost much of the atmosphereand liquid water it onceheld due to the slowing of its liquid-iron core and the result ing weakeningof its magnetosphere. Though this slow decline transpires on a geologicscale and Akiton remains hospitableto humanoid life-and indeed,its slowly expanding desertsand rock chasmsare all that most of its residentspecies haveever known- it also offers a sad metaphorfor the planet's dying economy. Prior to the discovery of hyperspace,Akiton was the centerof its solar system'smining, production, and tradeof thasteron,an ore instrumentalin the creationof fuel for sublight interplanetary
D
travel. Since the advent of Drift travel and a reducedneed for long realspaceflights, however,demandfor thasteronhasfallen, and the economiceffects of the crash now play out in political squabblesand civil strife across the planet. Massive space barges that onceshutt led ore between all the Pact Worlds now
lie as rusting hulks in the middle of the deserts, empty savefor squatters and scavenge rs, humanoid and otherwise. Residents whose ancestors were magnates and high-society debutantes now hunt trash-eating khefaks and dodge flying, tusk-winged norkasain the shellsof abandonedcities,toil as laborers in the few remaining mines or industrial trench-squa t s, or join the anarchic gangswho battle for territory on the open plains with the planet'smoretraditional nomadic peoples. Akiton today has no centralizedgovernment,and its cold deserts, dry seabeds,and frigid polar ice caps host neverendingskirmishesand proxy wars between various cities,clans, corporations, tribes, and offworld factions. It's a world where unscrupulous business interests can engage in unregulated or morally questionable researchand exploitation and where criminals,fugitives,andthe lost cometo escapejustice,hidefrom their enemies,or try to makea fresh start. Theplanet'sbest-knownurban centers are ancientcities such as Ari, with its passion for blood sports;Daza,the half-irradiated City of Fusion; and Marowith its fabledThousandLights, a vast
trenchcity climbing its way up the walls of the Edaio Rift. In these dusty and flickering metropolises,Akiton'sdreamsof civilization and culture still remain-for the rich, at least-propped up by their remainingwealth and control of the planet'slast few viable thasteron mines, as well as lucrative contracts with offworld corporations and factories specializingin weapons,armor, and ship parts. Most of Akiton's lessersettlements, by contrast, are companytowns,squalid slums,or frontier homesteaderoutposts where life is cheap,harsh,and short. Members of nearly all of the PactWorlds' commonracescan be found somewhereon Akiton-including a seemingly native crimson-skinned humanethnicity-yet the bestknownindigenous residents are the ysoki. Unlike many of their fellow inhabitants, Akitonian ysoki thrive under the planet's current degraded conditions, boisterousand opportunistic in their warren-districts beneath the cities or in motorized traveling caravans.Though operating largely off the grid, theselatter nomadic populations inevitably return to the Hivemarket, the vast bazaar-c ity at the foot of Ka, Pillar of the Sky,where everything can be found for
the right price and ghostly creaturescalled khulan keep the peace.Theysoki can alsooften be seendriving their ramshackle hovert ankers backand forth from the Winterlandsat the poles, hauling ice quarried by the residentcap miners while carefully avoidingthe forbiddenzoneswith their eeriealien ruins. In addition to ysoki, Akiton hasseveral other major indigenous races.Oncedriven nearly to annihilation by corporateinterests, the four-armedhumanoid giants called shobhadshave seen a dramaticresurgencein recentyearsas their traditional desert life sidesteppedthe economic collapse.Moreover,their constantclan battles for honormakethem valuable as mercenariesand scouts. Completeoppositesof the shobhadsare the Contemplatives of Ashok, telekinetic creatures whosephysical bodies havenearly withered away in favor of the great mindscontained within their throbbingbrain sacsand who excelat the supernatural arts and decipher esoteric truths in their legendary Halls of Reason. Slightly less well known are the red-skinned ikesht i lizardfolk, who make model citizens until their reproductivecycle drives them violently insane.
VERCES
,I
s a tidally lockedworld, Verces has no day or night, only a light side and a dark side, with an atmosphereonly partially capableof redistributing the sun's energy.On the light side,knownas Fullbright, scorcheddesertshost iron-hardplants andanimalswith photosynthesizingskin,while the partly frozen seasof Darksideoffer a hometo predatorssuchas hoarbatsand the infamous bloodbrothers,who trap prey wit hin their own bodiesin orderto co-opttheir circulatorysystems.Betweenthese two extremesruns the Ringof Nations,a temperate zonealong the twilit terminator filled with gleamingskyscrapers,bustling spaceports,gorgeously manicured (anddizzyingly vertical)parkfarms,and high-speedbullet trains. Similar to humans but taller, with color-changingskin and mouselike black eyes, the native verthani have long been at the forefront of cybernetics, due in part to their traditional caste system. Under this ancient system, young adult s chose membership in one of three groups:the Augmented,warriors and adventurerswho modified their bodieswith technology;the PureOnes,who rejectedall personalaugmentation but dedicated
A
themselves to food production, governance,and other domestic responsibilities;andthe scarredGod-Vessels, who servedas living avatarsof their deities,burning holy symbolscalled devotionals into their chests.To ensurethat no group grew too powerful, Augmented and God-Vessels were only allowed to marry Pure Ones.Thoughthis caste systemis now seenas archaic,with most verthani augmenting themselves to one degreeor anotherand payingonly lip service(at best)to the old ways,manystill credit the caste systemwit h the headstart that placedVercesat the cutting edgeof implant technology. In addition to pioneering cybernetics, verthani were also one of the first races to adopt space exploration, voyaging between worlds in their dirigible-like aetherships. While the coming of Drift technology and increasedinterplanetary t rade under t he Pact haveallowedot her worlds to catch up, verthani pilots and interstellar explorers remain legendary, and t heir massive shipyards at Skydock-an ancient geosynchronous satellite reachedvia spaceelevator-are secondto none. Long since replaced by more moderndesigns,retrofitt ed aethership
pleasure yachts still serve as marks of style and status among Pact World elites, as do their high-end Terminator-brand racing skiffs. Sinceevenbeforethe Gap,t he Ringof Nations has governed Verces'stemperate zone.While all of the componentcountries maintain theoretical independence,in practice the coalition forms a single worldwide government, with representatives from each country part icipating in the planetary Grand Assembly. The successof this model led to t he Pact Worlds adopt ing both its structure andt he peacekeepingStewards,and to this day Vercesremains a firm supporter of the agreement, as well as AbsalomStation'sclosestally. Cit izensof the Ringof Nations freely pass between countries, and in placesthe Ring becomesa single vast city, skyscrapers glinting in t he sun while its hive of shadowedlower levelsblazewith neonand magic. Of course, not all Vercites recognizethe Grand Assembly's authority. Beyond the terminator zone live scattered groups of rebels, from nomadic tribes and survivalist cults to criminal organizationsandpolit icalexiles.Collectively termedthe Outlaw
Kingdoms,these fringe societiesare generally ignored except when they raid Ring citizensor Ring-ownedoutposts, such as the vast Sun Farm solar plantations in Fullbright or Darkside's shelynium ice mines. Some groups, such as the ice-obsessed Ascetics of Nar in the frozen monastery called the Fastness of the Ordered Mind, trade regularly with Ring citizens, but most respectable Vercites steer clear of both darksiders and lightsiders-at least officially. Fora planetso urbananddenselysettledalongthe terminator, Verceshas a surprising amountof unexploredwilderness.Even those in the Outlaw Kingdoms, dwelling in their sun-bakedhuts or tunneling deep into the ice to reachthe fertile seasbeneath, inhabit only a tiny portion of their territory,leaving vast stretches of untouched wilds and strange ruins from unremembered eras. One of the strangestof theseis Qidel,Aerie of the Sun,a strangetube-spire rising high out of the center of Fullbright and descending deepinto the planet'smant le. So far, all expeditions into the structure havefailed to return,transmittingonly strange ravingsabout wingedcreaturesin the depths.
IDARI
A
,I
colony ship designed to transport whole generations at
into nine-hour work shifts. Through the center of the Drum
a fraction of light speed, the ldari was the single largest
runs the Hub, a zero-gravity transport tube with elevator spurs
ship ever produced by Kasath. When it reached its destination
running down to the "ground," allowing travelers to quickly
of Akiton and found the world too populated-and too well
access any location in the Orum, as well as th e bridge, combat
defended-for outright colonization, the ship took up orbit just
stations, engineering, and other areas.
past Verces and declared itself a Pact World in its own right.
Government on the ship is handled by the tradit ional kasathan
Unlike Absalom Station, however, the ldari has not become a
Ooyenate, a representative council composed of the most
melt ing pot and remains inhabited primarily by kasathas and
respected members of a variety of fields and callings. While
governed according to tradit ional kasathan values.
the doyens and the ir close relatives act as a sort of aristocracy
While the /dari retains its massive reaction drives, these
among kasathas, and these families tend to be known for
engines haven't fired in decades, and their power has been
accomplishments in certain fields, status as a doyen is never
rerouted to aid the Crucibles, the ship's impressive state-run
inherited but instead recognized by the people- sometimes
manufactur ing sector. The ship's prevalent artificia l gravity
against the prospective doyen's will. (The doyen of exploration,
comes from the vast rotat ing cylinder referred to as the Drum,
for instance, rarely appreciates being dragged back home to a
wh ich makes up most of the ship's body. This curv ing landscape
desk job.) Al l doyens have a say in government decisions, yet
is home to gleaming cities, rolling parks, and glass-walled
the ir status both w ith in the council and in general society is
hydroponic farm-towers. Daylight is constant inside the ship's
determined by their role's importance- a fact that has resulted
corridors, rerouted fro m solar collectors on the hull's sunward
in troub le in recent decades as roles like captain, so important
faces, tho ugh individua ls often observe a 27-hour day broken
during the ldari'sflight, gradually lose significance.
ldaran cit izens are independent and may travel or emigrate
nearly to t he Hub, wh ich acts as a combination cemetery,
withou t restric t ion, yet keeping the ship running requires a
li brary, and ancestor temple. While many kasath as use the
significant crew, and many of th ose who live on the ldari wor k
st ructure to record and archive their memoirs or pay tribute
for the government in some capacity. ldarans residing on the
to lost loved ones, the temple's claim to fame is the process
ship for more than a year and desiring t he right to participate in the ship's government must accept and train for an auxil iary
called adat. When a kasatha dies aboard t he ldari, the body is fed into
crew role. These roles are generally considered a formal ity,
the ship's recyclers to be broken down into useful components.
to be used only in t he event of extreme emergency, and
Before t his happens, however, th e corpse is taken to the
plenty of ldarans have professions totally unrelated to th eir
Sholar Adat, w here robed attendants-adata- harvest a hair·
reservist rank and train ing. Both professional crew members
thin slice of t he deceased'sbrain, whic h is then preserved and
and ordinary civi lians live side by side in the city- like Sectors
added to the temple's archives. Through the build ing's complex
spread throughou t the Drum-dense but art ist ically arranged
technomagical machinery, t hese samples can be used to kindle
settlements designed around diff erent themes. Travelers
brief flashes of the deceased's memory and sometimes even
rid ing along t he Hub can easily see the diffe rences between
to contact the departed soul wi t h questi ons. Wh ile querying
sectors, as they pass from river-cut Almolar to temple-choked
a soul isn't cheap and accessing a soul that passed less than
Brispex wi t h its sharp and shimmering gables, from urban
a hundred years ago requires a warrant, many adata spend
Khovi to the vat-far ms of Mesacand, and so fort h.
their time in stasis beds patched into the ship's Sensorium,
One of th e most recognizable features within the Drum is the Sholar Adat, a cathedral-like spire in Brispex stretching
untangling the blizzard of ancient memories wi th t he goal of advancing kasathan society through ancestral wisdom.
vast asteroid belt, the Diasporawas formed when the twin planets Oamiar and lovo were destroyed by an unknown catastrophemillennia ago, long before even the Gap. Thefracturedremains of thesetwo worldsspin lazily in their new orbits, and though there are more than a million celestial bodies with diametersgreater than a mile within the Diaspora,all are spacedfar enoughapart that they rarelycollidewith oneanother. Most of theseplanetoidsconsist of formless chunks of rock or ice, though a few still hold traces of the civilizationsof Damiar and lovo. Some have just enough gravity-or technological assistance-tohold a thin atmosphere , while others are devoid of breathable gases.Oust and tiny piecesof stone and metal float betweenthe asteroids,occasionallyposinga threat to ships passingthroughat speed. Thetrue dangersof the Diaspora, however,are the beingsthat inhabit the asteroids. Smugglersand space pirates-especially the Free Captainsof Broken Rock-store their ill-gotten goods on various rocks; some protect their stasheswith high-tech security,while others hide their lairs in plain sight on otherwise
A
nondescriptchunks of stone. Many planetoids rich in minerals and other resources have been claimed by various mining companies-the most prominent being several dwarven star citadels-often all too eagerto fight to protect their interests.In addition,androidscalling themselves the Refugistshaverecently begunconstructionof their own homeworld by pulling together asteroids with tractor beamsand gravity guns.Whether or not they'll succeedat this endeavorhas yet to be seen,but rumor hasthemapproachingtheir work with almost religiousfervor and little patiencefor interruptions. All of this,of course,ignoresthe Diaspora'sindigenousresidents. Called sarcesians,thesehumanoidssupposedlydescendfrom the nativesof the lost twin planets, evolvedand adaptedto life in hard vacuum.Able to suspendrespirationindefinitely, they soar betweenthe lonely asteroids on wings of pure energystretched impossiblylongto catchthe solar wind.Sometimesreferredto as "angels"-both derisively andadmiringly- the sarcesiansmaintain a number of carefully terraformed "crecheworlds" within the belt wherethey can relax and raisetheir children. While usually
peaceful,the sarcesians havenever forgotten their ancientfeud with Eox, which t hey believe was responsiblefor their worlds' destruction.Like many of their neighbors, the sarcesianssend representativesto the PactCouncilin order to maketheir views known, yet they have no overarchinggovernmentcapableof taking them beyond the status of a Pact World protectorate, insteadfollowing a libertarian philosophyof holding on to what they haveandallowingothers to do the same. With a 6OO-mile diameter,Nisis is the largest body in the Diaspora.Underits crustof ice,this planetoidis mostlycomposed of freshwater,animmensemassof liquidhometo aquaticpredators that haveclaimedthe lives of countlesswould-becolonists. Only smallenclavesof sarcesians live in inverteddome-villagesclinging to the undersideof the planet's ice crust, and the settlers are alwayson highalert for threatsfrom below,readyto abandontheir homesand retreat to strongholds on the planetoid's surfaceat a moment'snotice.Thewater of Nisisalsoservesasthe sourceof the RiverBetween,a strangewaterwaysurroundedby atmospherein a cylindricalcontainment field, which flows throughthe Diaspora
and connec t s manyof the asteroidsand crecheworlds.The River Betweenusedto be a well-usedway to travelquickly throughthe asteroid belt, but recently the water has turned dark, and sailors havebegunreportingviciousattacksby unseencreatures. Traffic on the river has droppedprecipitouslysincethe comingof these "diasporawyrms,"and somescientists havenoted that both the attacksand the changein the waterwaycoincidedwith another inexplicable event:Nisis startedslowlygrowing in size. Amongmany famousDiasporanlocations is the Houseof the Void, a mysteriousasteroid monasterywhoseblack-robedmonks stay tight-lippedabout their goals.Onthe other sideof the belt, the hollow asteroidknown as the Wailing Stonenow sits empty. Longago,miles of silent corridors were drilled into the rock and usedto quarantinevictims of someterrible madness,and they later servedas a penal colony- beforeall the residentsvanished at somepoint during the Gap.Attempts to recolonizethe stone haveso far failed,as all who remain longerthana few daysreport disturbingnightmaresandglimpsesof twisted figuresdressedin yellow rags.
EOX
L
,I
ong before the Gap or the advent of spaceflight, the
ordinary means seemed impossible. Thus, Eox's most powerful
inhabitants of other planets in the Pact Worlds tracked
spellcasters turned to necromancy, seeing in undeath a chance
the retrograde orbit of Eox across their skies and felt dread-a
to continue their dominion over a world inimical to ordinary
fear that would turn out to be prophetic.
life. These were the first bone sages, and some of them
Once, long ago, Eox was a lush wor ld with a dominant
conti nue to rul e to this day.
species, called elebrians, who were very similar to humans.
Modern Eox remains inhospitable to most living creatures,
These original inhabitants proved gifted in both the magical
its atmosphere poisonous and thin , with areas of rampant
and technological arts and became so hubrist ic in their power
radiation and runaway magic both common and generally
that they sought to destroy neighboring planets that refused
unmarked. A few native plants cling to existence in the
to acknowledge their supremacy. According to popular legend,
planet's wilds, th riving on radiation or heat and chemicals
their first attempt-an attack on the worlds called the Twins-
from the wounded planet's volcanism. Some bizarre yet natural
succeeded, shattering th em into what is now known as the
creatures roam the blasted landscape, such as soul-drinking
Diaspora. Yet the backlash from the weapon they fired blew
ellicoths, transparent glass serpents, or the semi-intel ligent
a hole in Eox's crust and set the entire atmosphere aflame,
grub swarms that roil in the steaming sulfur springs. Yet, by
destroy ing the planet's ecosystem and ravaging its cities in a
far the majority of creatures encountered on Eox are undead.
fiery massacre. Only a few thousand individuals survived in
Wh ile the bone sages maintain an iron grip on the planet's
magical bunkers and sealed environments deep belowground.
funct ioning cit ies and their own indiv idual strongho lds,
With a t iny population of survivors and widespread infert ility
most consider the terrain between them to be most useful as defensive zones, and hordes of hungry undead, ranging
due to the intense radiation, rebuilding their society through
from ghoulish humanoids to skeletal beasts, are common in
that Eox mainta ins secret ties w ith th is predatory legion; see
the trackless wastes. More-inte lligent undead-Eox's ordinary
page 472 for more information.) Today, Eox's primary source of
citizenry-can be found in the planet's few modern cit ies, the
protect ion is th e ancient batt le satellite known as the Sentinel,
largest of wh ich stand at crossroads between lands claimed by
an orb ital defense platform capable of destroying any warship
various bone sages.
near th e planet's orbit.
Politically, Eox is divided into individual fiefdoms, each
Visit ing Eox is rarely comfortable for the living, but the
of wh ich has a bone sage-a t it le granted to only th e most
planet still sees its fair share of travelers. Some come seeking
politica lly and magically powerful elebrians-ru ling absolutely
necrografts, undead prosthetics that are often cheaper than
over potentially thousands of vassals, both intelligent and
cybernetics. Others are petit ioners w ishing to become undead to
monstrous. Wh ile they constant ly bicker and battle among
extend their existence-trading centuries of indentured service
themselves, the bone sages as a whole present a powerful
for timeless undead bodies- or body merchants, who help the
unified front to th e rest of the Pact Worlds, one tha t, contrary
bone sagesrepopulate their planet by importing corpses suitable
to popular rumor, is not so much evil as coldly amoral and
for reanimation. Still ot hers are the usual bevy of corporate
uti litar ian. For example, after generat ions of predation on
consultants, engineers, fi nanciers, scholars of magic, and other
other wor lds, Eox was one of the first planets to support the
interplanetary professionals. A small number of glory seekers
creation of the Pact, despite the fact tha t it cost the planet
look to enter the deadly games in the Halls of the Living, a
much of its military might. (While th is change in policy caused
subterranean city designed specifically for living inhabitants,
a significant portion of Eox's military to go rogue, creating the
where cruel reality shows and competitions are arranged as
officially disowned Corpse Fleet, many other worlds suspect
entertainment and broadcast through the Pact Worlds.
TRIAXUS
,I
riaxus'seccentric, mysteriously slow orbit takes it even closer to the sun than Castrovel during its summer, resulting in a tropical climatethat turns harshand frozenas the world sails backout past the gasgiants in its winter. This cycle takes 317 Pact Standard years, with whole generationsliving and dying in a single seasonand plant and animal life forming two nearly separateecologies,eachgoingdormant during its off season.Of the creaturesthat adapt to both, the most prominent are the humanoidryphorians,who manifest thick white fur and narrowedeyes to protect againstsnow blindnessin the winter and developsmooth,dark skin in the summer.While the advent of spaceflight has made such adaptations less important for survival, ryphorian biology continues to be inexplicably tied to the planet,which is currently lockedin winter. Thoseryphorians born offworld generally maintain their current winterbornform, though evenwithout knowing the exact mechanism,somehave begunusingmagic andgenetic engineering to transition early. Much of traditional Triaxian culture revolves around the fraught relationship between humanoids and dragons. For
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millennia, the fractioushumanoidnationsof the Allied Territories battled againstthe dragon-rulednationsof the Drakelands.The tactically crucial isthmus between the two warring continents was the Skyfire Mandate,defendedon the allied side by a legion of ryphorians bondedwith intelligent dragonkinmounts.With the coming of the Pact, however,the primarily evil dragonsof the Drakelands saw the advantagesof membership and trade with the other PactWorlds, and active hostilities ceased.Today, while humanoids remain second-class citizensin the Drakelands , their mastershaveoptedfor moresubtle powerplays,with many dragonsacting as shadowyinvestors in major corporations.The Allied Nations,meanwhile, largely lost their reasonfor cohesion, and today nationssuchas miIit ant Kamara,where every citizen goesarmed,vie for relevancewith countries suchas Zo, where spaceflightand its support are practically a state religion, or Preita, the Scholar's Paradise, where technomancersduel on campusesfor high-paying corporate contracts. While most of the nations have prosperedunder the new interplanetary arrangement , a few have refused to modernize fully and still
cling to the old ways.Ofthese,the best known is the pugnacious walledcity of Aylok,which shootsdown any starship that dares enter its airspaceand requires that anyoneseekingto trade or meetwith its ruling lmperatorscomein by land instead, through trap-lined plains of jagged ice and hordes of furred insectile horrors bred for defense.Such polides have deeply undercut the city's health and economy,but so far the ruling elite claims it's the only way to avoid completecultural annihilation by the encroaching PactWorlds. Evenwith minor outlierslike Aylok, nowheredid the adventof the Pacthavea greatereffect than in the Skyfire Mandate. With peace-if a tense one-between dragons and humanoids, and with spaceflight replacing planetary combat in importance, the territory's famed Dragon Legion found itself without a purpose. In response,its leaders took to the stars,andtoday the rebranded Skyfire Legion forms an elite and highly principled mercenary organization, selling its protection to well-meaning colonists and corporationsoperating beyondthe solar system (and thus outsidethe Stewards'protection).Nowthe dragonkinthemselves
are only occasionallyridden in atmosphere.Many starfaring dragonkinfamilieshaveresortedto genetic engineering to reduce their size to better fit in the narrow corridors of spacestations andstarships,andthanksto their near-telepathicbondwith their partners, no humanoid of the legion would dream of flying a starfighterwithout her dragonkincopilot. Outsideof theAlliedTerritories,a notableexceptionto prevailing Triaxiancultureis the continentof Ning,longcut off from the other nations by the vast SephorianSea.Like backward-look ing Aylok, Ning has refusedto acknowledgethe Pact'sauthority, but it has embracedmodernization,making it a haven for corporations, criminals,and all othersthat seekto avoid Pactcontrol.Far from being a lawlesssociety,however,Ning is obsessedwith honor and status- traits that attract a fair numberof kasathaand vesk immigrants- and its upper class, led by the Immortal Suzerain, keepsits citizenssafe from dangersboth domesticand foreign. ": Culturally, Ning is best known for the ukara, or "battleflowers lithe, genderless warriors- often solarians- who compete in broadcasted ritual combatin exchangefor system-wide celebrity.
LIAVARA
,I
I
n addition to several large, populated moons, th is peach-
ability to combine consciousnesses,instead swooping through
colored gas giant also has extensive dust rings and countl ess
the skies in complex social interactions still mostly unintelligible
tiny shepherd moons. Through these rings swim vast oma
to outsiders. Barathu legend says that the Dreamers were
space-whales, straining nutrients and tiny elementals from the
originally colonists fro m Bretheda who flew to the then-
dust with their energy baleen, whi le down in the planet's cloud
uninhabited world, only to quickly devolve-or ascend-into a
layers floats a complex ecosystem ranging from air plants and
state described alternately as feral or enlightened. With little
giant bacteria to apex predators such as deadly keji swarms or the infamous tarenake, v isible only by the gas it displaces. As
interest in outside cultures and none at all in economics or governance, the Dreamers are best known for their prophet ic
you descend into the planet's denser cloud strata, predators get
songs predicting some great or terrible event to come-the
larger and more piscine, capturing prey with vampiric tentacles,
Dreamers themselves make no dist inction between the two .
magical fields, or acid-coated web nets. Many upper-layer
Given th is relative lack of civilization, Liavara would have long since been taken over by other races if not for the
creatures drop their gas-filled eggs through these layers into even deeper strata, where the eggs eventually reach neutral
barathus' fierce insistence that the planet be left as a refuge
buoyancy and gestate in the increased heat and pressure, away
for these pseudoholy entit ies. Not off icially a member of the
from the ir usual predators. Through th is gaseouswilderness float the Dreamers, Liavara's
Pact-t hough many of its moons are- Liavara is technically a
most prominent-and most confusing- intelligent race. Nearly
protectorate administrated exclusively by Bretheda, wh ich keeps a careful watch on the humanoid gas-mining ventures
identical to the gelatinous barathus of neighboring Bretheda,
and floating city-platforms allowed to operate here. While most
Liavara's Dreamers lack their kindred's collectivist cultu re or
of the gasesmaking up the planet are ordinary elements such as
hydrogenand helium, the planet also harbors many rare gases, such as metasterium(useful in a variety of geneticengineering and mutation processes) and the magic-enhancingthaumogen, popular as both a magical crafting agent and a performanceenhancing drug for technomancers (but highly illegal due to its sanity-eroding side effects). Many speculators believe that there are still far more unique, valuable compoundsand organisms drift ing in the deep layers of the planet, and despite the hazardousconditions and strict prohibitions by Brethedan overseers,many corporations still quietly contract out for deep dive explorations. made all the more risky by the need for absolutesecrecy. Far more welcoming than Liavara itself are the planet's independent moons. The most prominent of these is heavily populatedArkanen,which constantly bleedsoff its atmosphere, only to replenish it each year when its eccentric orbit takes it through Liavara's own upper atmosphere.Extremely dangerous storms arise as huge lightning bolts arc between the two worlds, harnessedby resident scientists and spellcastersalike.
This orbit should be impossibleaccording to normal physical models, which leads many to believe that the moon was built specifically as a power source.What the arcanedynamo might have beendesignedto power remains unknown. After Arkanen,the most civilized moon is Osoro, a world of mountaintop settlementshigh abovethe seasof poisonousgas breathedout by the moon'sjungles. Here, solar-poweredgliders sail between inhabited areas,while corrosion-resistant vessels dive down into the roiling cloudsto study the ruins of a lost age. Heavily populatedNchak is close behind;a world of arthropods ruled by pulsating philosopherworms and the mortal incarnation of Hylax, it has becomea religious and tourist meccafor many shirrens.Lessvisited is Melos, a mysterious world whose entire populationvanishedin what may havebeena rapturousreligious ascendance or a moresinisterevent,though it remainsa treasure trove for archaeologistsand salvagers.IsolatedHallas has been kept carefully cordoned off since even before the Gap, lest unpreparedcontactwith the residenthyperevolved energybeings causeoutsiders'brainsto explodefrom overstimulation.
BRETHEDA
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he largestgasgiant in the system,Brethedais a constantly swirling massof blue and purple storm clouds.Through thesetempests andswarms of lesserlife-formssoarthe blimplike barathus, sometimes derogatorily called floaters, or simply Brethedans,given their status as the planet's most advanced native race.Thoughtheir transparentbodiesresembleelongated jellyfish or dirigibles and their trilling and diving give the impression they arestrange birdsor dolphins,barathusare in fact highly intelligent,curiouscreatures,with an unusually communal approachto survival. When facedwith a challengegreaterthan it can handle on its own, a barathu mergeswith other barathus to createa temporary,uniquecollective creature far strongerand smarterthan its componentbeings.only to disbandagainwhen the needhaspassed. As befits creatureson a planet with few metals, barathu technologyis entirely biological.In addition to their capability to reshape themselvesand evolve new adaptationsin seconds, hardeningtheir bodiesor growing extra limbs, barathus·genealtering abilities also allow them to designand birth living tools
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using only their bodies,from tailored virusesto semi-intelligent servitor races.Someof the best biotechnologyin the systemcomes from Bretheda,created either in the numerousfloating arcology citiesstaffedby offworldersor within native Brethedanenterprises suchasthe capriciousSopethCorporation-a companythat'sin fact asingle sentient beingcomposed of thousandsof mergedbarathus. While the peaceful,freewheeling nature of barathu society makeslocalgovernanceunnecessary, barathus havelearnedthat outsiders require more structure to avoid disaster.Towardthis end,Confluence-anentity of immenseintelligenceformedof any barathuswho feelthe near-religiouscallto public service-setsand enforcesregulationson offworlders.Theentity splits off specially adapteddelegatesand enforcers as needed,imbuingthem with proprietary biotech allowing communication with Confluencein real time, no matter the distance.Any numberof corporations would kill to study this technology-and many havedoneso-but thus far the self-destruction sequencescodedinto the so-called ConfluenceAgents,plus fear of reprisal from Bretheda'sgoverning entity,haskept greedy researcherslargely in check.
Bretheda'snickname, the Cradle,comes from its dozensof moons, some almost large enough to be planets in their own right. While many are inhabited, only some of these are well known,and others havebarely beenexplored. A water world coveredin a shellof ice, Kalo-Mahoi is the most industrializedof Bretheda'smoons,and its residents, the aquatic kalo, have their own independentrepresentativeson the Pact Council.Thoughair-breathing racesoften find it disconcertingto descenddeepinto the moon'sfrigid seas,and though the world's icy crust contains numerousspacepor ts and liaison centers, the kalo have taken great pains to make their world inviting, and they dominate the solar system'sart and fashion scenesfrom their organicvent-cities. Thearid forests of Marata,by contrast,arethe subjectof much anthropological debate,as its seven-genderedmaraquoi tribes havebeenmaking the leapfrom paleolithic to spacefaring in just a few generations. While somemaraquoitraditionalists in their government, aided by activists of other races,argue that t he furry humanoidsare losing their culture and fundamental right
to advanceat their own pace,the majorit y of maraquoi resent the ideaof having their accessto the Pact Worlds restricted and havebeguna massexodusout into the rest of the solar system. Lesssocial than these other racesare t he silicon-basedlifeforms of crystalline Dykon, most notably the brilliant math· obsessedurogs. Buffalo-sizedcreatures of crystal who slide across the surface on cilia and electromagne t ic fields, they absorbthe sun'slight through their skin-shells.Urogssometimes take jobs as starship navigators, technomancers, and physicists. Only the desperateor condemnedacceptwork on Bretheda's notorious collection of "death moons."On radioact ive Thyst, for instance, unshielded flesh melts from bone in cancerous rivers, yet crews are still neededto harvest minerals, study the unique animal life, or hunt for the magicalarmor mysteriously discarded by the moon's rarely glimpsed light-absorbing humanoids. Meanwhile, on the tidally heated hellscape of Varos, elementalist fireworkers harness raw volcanic power while digging for the unique gemstones producedonly in the moon'smantle.
APDSTAE
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postae is a rocky planetoid that is much smaller than most worlds in the Pact Worlds system, with an orbit that angles strongly from the eclipt ic, almost perpendicular to that of Absalom Station. These telltale clues lead to general acceptance of th e theory that the planetoid originated somewhere beyond th e system and was caught in th e sun's orbit thousands of years before the Gap.Whether the world was guided to the system intentionally or arrived through someaccident remains anyone'sguess. The few existing records of visits to the planetoid in the centuries prior to the Gapdescribea barren,airlesssurfaceand a warren of atmosphere-filledcavernsand tunnels riddling the rock th roughto its core. Many of the chambers were empty, but others held ancient machinesthat still hummed,indestructible doors, permanently comatoseand preservedcreatures with a range of alien forms, and vaults of advancedtechnology and weapons.Though a few research teamsexploredApostaebefore the Gap,interacting with a now-extinct race known as the ilee that dwelled insidethe tunnels, no group from outsideth e world
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ever established a permanentfoothold on the planetoid,which most assumedto be some sort of ancient generation ship or otherwiseself-containedenvironment.Strangely,nothing in the records suggest that the ilee themselves had any knowledge of their origin, giving rise to the t heory that they may have degeneratedover millennia betweenthe stars or else beensome sort of captured or servitor race that outlived their masters. No one knows exactly what happenedto completely kill off the ilee, but sincethe end of the Gap,Apostaehasbeenprimarily in the handsof several powerful housesof draw-purple-skinned elveswho rejecttheir kindredon Castrovelandworship powerful demons. How and when the draw first cameto the world is also a mystery lost to the Gap,but most believethat they fled there shortly beforeGolarion'sdisappearance, guided by their demonic patrons in a twisted parody of the elves' own escape.Today, despitecenturiesof effort to expandtheir holdingsand increase their meager population, the draw still maintain only incomplete control of the planet-ship's interior, and their influenceon the barren surface is mostly restricted to a single major city near
one of the massive doors leading down into the rock. Even this
for weapon sales. House Zeizerer contro ls Nightarch, the
much, however-when combined wit h their significant economic
largest city on the planetoid's surface and the only known
power-has been sufficient for them to claim Apostae as their
point of ent ry to Apostae's inter ior, as all of the other huge
home world and become signatories to the Pact, over the loud
doors set into th e planet's surface are locked and have
objections of Castrovel'selves.
proven indestructib le. As a major spaceport, the city hosts
Much li ke the bone sagesof Eox, t he draw houses don't wor k
bustling markets dealing in personal and starship weaponry,
together as a cohesive government and assemble only to elect
mercenary squads of ore and half-ore warriors, fleshwarping
ambassadors as required by the Pact. Each drow house acts
augmentations, and custom weapons designs.
independently , with most operating fami ly-run corporations
In addition to searching for alien technology within the
that deal pr imarily in arms, especially new technolog ies
planet's vaults-e ither on official contract or by slipping past
discovered or retroengineered from the alien items recovered
draw defenses- visitors often come to Nightarch to study th e
by archaeo-salvage teams w ithin Apostae. The ores, half-ores,
eponymous arch at the center of the city . This arch is similar to
and other races that live in the draw-controlled settlements are
those that link many of the system's wor lds- and a functionin g
at best second-class cit izens, wi th no say in politica l matt ers,
ring of such portals wit hin the city provides access to most of
mostly used as laborers or subterranean cannon fodder when
the other Pact Worlds- yet this particular arch is covered in
teams break into previously sealed chambers in search of the
markings that have so far defied all efforts at analysis. When
fabled Armory or Chamber of Life.
it activates, spontaneously and at rare and random intervals, it
The most powerful house on Apostae is House Zeizerer, which also has the broadest and most successful network
creates a gate to unknown landscapes.So far, no group that's passed through th ese short-lived portals has ever returned.
AUCTURN
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he ominous world of Aucturn, the Stranger, remains mostly an enigmaeven after centuries of interplanetary travel. Visual observationsof the planet vary significantlyfrom viewer to viewer, and both its diameter and rotational period fluctuate wildly and seemingly randomly. However, most of the PactWorlds leantoward one particularhypothesis:namely that Aucturn is not a planet at all, but a living thing-an immense embryo or eggthat will somedaymature into a near-deificbeing of untold cosmicpower:oneof the Great OldOnes. The farthest planet from the sun, Aucturn is not a signatory to the Pact and is claimed by the Pact Worlds only out of proximity and necessity.A weird and sickly world cloaked in thick poisonousclouds, the Stranger warps reality with its very existence, endangering any living creature that approaches or visits it. Yet Aucturn is far from uninhabited,and the living planet is currently a battlegroundbetweenthe cults of the Elder Mythos,who aspire to nurture a new god,and the forces of the Dominionof the Black,which seekto subjugateand manipulate the nascentGreatOld Onefor their own sinister purposes.
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The most prominentsettlementon Aucturn is the Citadelof the Black, hometo the Pyramidof the Black Pharaoh,the largest templeto Nyarlathotepin the PactWorlds.Once,the Citadel was apparentlyneutral ground betweenthe Elder Mythos cults and the Dominion,but at some point during the Gap, this tenuous detente turned to open conflict, and today the Citadel is the centerof the Elder Mythos'swar effort. The Citadel of the Black is alsohometo the mysteriousentity knownas Carsaithe King, the closestfigure the planethasto a headof state,but onewhosetrue form and nature remain unknown.A powerful leaderin the cults of the Elder Mythos,Carsaihas ruled the Citadel of the Blackfor millennia,leadingsometo believethat he might be an avataror herald of Nyarlathotep himself. Carsai's defenseof Aucturn- and thus the PactWorlds- from the predationsof the Dominionof the Black,combinedwith the fact that he is a relativelyapproachable and reasonablefigure on an otherwiseincomprehensib le planet, is the primaryreasonfor the PactCouncil'sreluctant acceptance of the world into their agreementas a protectorate.Interestingly, Carsai'srepresentationin somepopularmediaas an antihero- a
deviouslyhandsomeand rebellious godling protectingthe Pact Worlds from unthinkablehorror-has significantly increasedthe worshipof Nyarlathotepand the OuterGodsin the PactWorlds. ThespacearoundAucturn is litteredwith old shipspurportedly sent by inner systemworlds to neutralizethe planet during t he Gap. While visiting starships are sometimesallowed to land unharmed, these corrupted, madness-inducinghulks still drift as a warning to all those who might seekto cleanseor colonize Aucturn's breathing shores.The Pact Worlds, unable to clear this neighboringareaof spaceof these dangers,are resignedto maintaininga nominal connection with it instead. Aucturn's surface is a sickly, organic place, with fleshlike ground and mountains resembling tumors through which flow thick veins of a black ichor that acts as a psychotropic drug for many of the native creatures.most notably the skittering, proboscis -tonguedorocorans.Whole landscapescan changein a blink, leaving visitors feelingas if they'rein somesort of dreamone momentwalking amongfungal forests or along the edgeof sphincter-like canyons,the next in some ichor-lord's monastery
or at the foot of glowing towers pulsingwith abandonedhalfbiological machinery. Breathingthe world's toxic, yellow-green atmosphereonly makes the situation worse, as it contains a seeminglyendlessvariety of drugs,mutagens,and poisons. Settlements on Aucturn are rare, generally isolated communities of native creaturesor Outer God cultists huddled behind heavyfortifications or in the crumbling ruins of haunted flesh-blockedificesfrom aforgotten age.Attacksby the Dominion of the Blackarecommon,their brain-eatingand chitteringhordes bombarding the surface in single-use drop pods or burrowing up out of the planet'sflesh like botfly larvae to make suicidal guerrilla attacks on any creature they encounter.After the Citadel of the Black,the mostpopuloussettlement is Amniek,the circulartower city at the baseof the polyp-like mountaincalled the Gravid Mound.According to the Midwives, the 13 cowled casterswho rule the city, Aucturnis alreadypregnantdespitenot havingbeen born itself,and their egg-shapedmountainwill one day burst,spewing Aucturn'schild into the universe- andwhen it does,they will be there to receiveits dark gifts.
o residentsof the Pact Worlds,the planetsand systems suddenly madeaccessible by Drift travel representa vast andwild frontier.An astonishing bloom of diversitythat'sat once biological, ecological. geopolitical, and historical, the worlds run the gamutfrom warlikeempiresto ruinedwastelandsandplanets exploited by the strangecreaturesof the OuterPlanes.Although alliancesand conquestmaygive rise to interstellar entities such as the Azlanti Star Empireand the Veskarium,such hegemonies still remain fairly rareandlocalizedin the grandschemeof things. Most planetarycivilizations run accordingto their own tenets and may have limited trade with (or even knowledgeof) other worlds. The reasonsfor this isolationvary- someplanetsnever decipheredor capitalizedon the gift of Drift travel, while others have yet to achieve spaceflightor are too standoffishor war torn to make contact with their interstellar neighbors. Many planets are devoid of intelligent life or civilization, yet nearly every world has something to offer, from naturally occurring minerals to strangeplant and animal life to the relics of ancient and mysteriouscultures lost to history. This opportunityappeals to colonists, corporations,exiles,and scholars, but most of all to adventurers.Thosebrave enoughto leavethe Pact Worlds often find that the most exciting and fulfilling times of their lives are waiting for them in this mysteriousbeyond-if t heysurvive. Like the Pact Worlds entries, this chapter noteseachworld's diameter, mass, and gravity, as well as the lengths of its day and year, all in relation to lost Golarion and Pact Standard measurements. (Where the entries refer to multiplanet systems. such as the Azlanti Star Empire, the statist ics given reflect the system'smost important world.) The entries also indicate how long it takes to travel to the world via t he Drift by stating whether the world is considered part of Near Spaceor the Vast (for an explanationof theseconcepts,seepage291).Lastly, each entry includesa description of the world'satmosphere,usingthe termsdefinedstarting on page395. All of the worlds listed here have already been discovered or contacted by explorersfrom the Pact Worlds,but this list is only a sampling;the galaxycontainsmore than a hundred billion stars, andmany of thesenurture planets.Many moreworldst han those listed here havemadecontactwith the PactWorlds (and oneanother)in the centuriessincethe Gap,yet an untold number still await initial contact by explorers. For the Pact Worlds, the era of interstellar travel is just beginning,creatinga new ageof exploration for thosebold or desperateenoughto heedt he call.
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OTHER WORLDS Belowarea handful of lesser-knownlocationsripefor exploration.
Cynosure Once the pole star of lost Golarion, Cynosureis the reputed location of the goddess Desna'spalace. In addition, it is populatedby mystical star-beings known only as Spheres.
lronstar The largest of the dwarven star citadels, the lronstar is a massivespacestation equipped with a Drift engine and ruled by a council drawn from the leaders of its major churches, clans,and guilds. It travels through the Vaston a centuries-long SecondQuestfor Sky, seekinga mythological promisedland for its dwarveninhabitants.
Kasat h Theancestral homeworld of the kasathas is an enormous,rocky, desert planetbombardedwith radiation by a sun in the last stages of deathas a red giant. Periodically lashedby catastrophic solar flares,the world has Iittle left in the way of naturalecosystems, andthosekasathas who remain tend to be the most powerful and arrogant of the Great Families.They are determinedto inhabit their dying world to the last, reveling in the half-remembered achievementsof bygoneages.
Lausill Water-covered Lausill is home to several advancedaquat ic civilizati ons,all of whom employincredible body-augmentation technologies but have litt le interest in spaceflight or Drift travel, due to legendssurrounding an ancient accident.
TaruSeco The second-brigh test light after Cynosurein the Pact Worlds' skies,TaruSecois a binary system,hometo bizarremetropolitan ruins indicating an advancedbut long-vanis hed people.
Xio This planet-sizedspacestation floats unmoored in deepspace, without function or habitation,yet explorersand civilizations near it report receivingdistress signals in a strange, garbled language.Bizarrely,anyonewho has attempted to approachthe station has disappeared without a trace.
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hen explorers first discoveredArquand, they were housandsof years ago, adventurersand scholarsfrom ecstatic:a pastoral,resource-rich world without sentient Azlant, humanity'sfirst great empireon Golarion,began life, ripe for settlement.Within a few months,however,the tenor tentatively exploring planets beyondtheir own. Most of these of their reports shifted. They spokeof seeinglong-deadloved undertakingsendedin disaster,andAzlant itselfwasdestroyedin oneslurkingin shadows,of technologyrandomlymalfunctioning, a planet-shaking cataclysm,but oneoutpostsurvivedon a distant and of native fauna demonstratingeerily organizedhostility. world called New Thespera.Cut off from their original home After a disasterin which an entire encampmentdisappeared, the world by the failure of their magical portals,Azlanti colonists remaining explorerspulledbackto their shipsin orbit. used their mastery of magic and high technology to Further research suggestedan unusual explanation:while settle their new planet and its neighborsover the Arquandcontainsno sentientlife, the planet itself is self-aware, courseof millennia,until the discoveryof the reacting to the desiresand fearsof residentlife-forms.For lessDrift enabled them to conquernearby star intelligentcreatures,it might producefood when they'rehungry, systemsand their inhabitants, giving rise or it might changeshapeto aid in migration; and thus, simple to the Azlanti Star Empire. life on the planetthrives,from herdsof long-necked, six-legged The Azlanti Star Empire now claims a gazellesto colorful, four-wingedbirds in city-sizedflocks. dozenstar systemsunderits hegemony,from With intelligent life. however,this mysterious force preys the lush inhabitedworlds of Thenekralto the upon visitors' psyches,feeding upon their emotions, which lifelessbut resource-ri ch planetoidsof lrdinang. gives the force shape.A visitor might wake from a nightmare All are subject to the Star Empire'slaws and to find that the ravening monsterthat pursuedhim through his cdominance,andall must offer to theAeonThrone their tribute-tribute that the empiregreedilyconsumes dreamsnow slaversat the foot of his bed.Evenmanifestations c evoked by positive feelings have dangerouseffects, drawing as it expands.Likewise, every one of the empire's 17 C: out obsessionand siphoning awaythe sanity of their creators. officially designated "sentient alien species,"from the ' Despite these well-publicizeddangers,Pact Worlds settlers arborealNeskinti of Gjor 111to the trilateral Vilderaro of oceanic0yojii, are second-class citizens,subordinate andexplorers continueto flock to this falseparadise,hoping to the pureblood humans descendedfrom the original ?., ' ' themselves disciplinedenoughto harnessthe planet's ,-,.,;,• wish-fulfillment potential. Azlanti pioneerswho form the empire'saristocracy. /.. _, / ' Slaveryis a venerable andestablishedinstitution in the ._,./ ,,,, Sta r Empire, and androids,who are consideredneither ., , citizensnor truly sentient. comprisethe majority of the ,,,, empire'svast enslavedunderclass. ~ ., The Star Empire's throne world is the original Azlanti colony of New Thespera , orbit ing the star Aristia. It is the seat of the Star lmperator- a title that is currently shared by twin scionsof the lxomanderdynasty, which is believedto have ruled the Star Empire for nearly 2,000 years. The cities of New Thespera provide shining examplesof high Azlanti architecture, culture, and learning,but they are also symbols of the empire's oppression, with the plunderedrelics of those worlds and cultures annexedby the Star Empireon display.
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..
f'J
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,.. __.... , -··. . ..... . .. - .
.
.. , ,,,,., ,,,, ,
ndependent of any single government or confederation, Daegox4 serves as a planetwide prison for hundreds of thousandsof the galaxy's criminals. Sprawling buildings of cells, with varying sizes and amenities dependingon inmates' crimes,blanketoneof the planet'stwo continents,andthe worst offenders inhabit a high-securitycomplexat its center. The planet's other landmassboasts lush forests and bountiful prairies. Here, low-risk prisoners are allowed to roam freely. At the luxurious continent'scenter,near a broad river, is the Mountain.This imposingstructure covering hundredsof acresis the administrativehub of the place. The real power behindthe prison-planet,however,is the DaegoxCorporation , run by a mysterioushumanoidrace that has so far refusedto revealits homeworld. The corporation'sleadersorbit the planetin a ship called Skywatcher,and they acceptprisonersfrom any governmentthey judge legitimate-for a fee, of course. Some speculate that the corporation is the entirety of the aliens' race and that the planetitself is their homeworld, but this remains uncorroborated. It's not only cells and the lack of advanced transport that hold prisonerscaptive on Daegox4. An invisible bubble surroundsthe entire planetlike a one-waymembrane.Theonly reliablemethodfor leavingthe planetlies deepwithin the Mountain, wherea magitech gate opensonto oneof a dozen linkedworlds. The Daegoxstaff who control the Mountain claimno prisonerhaseverescaped,but legendsaboundabout one known as the Wren who is saidto haverecentlyfounda way. The planet is mostly self-sufficient, and the DaegoxCorporationreceives most of its moneyvia prisoneradmission fees.Yet a certain amountof the company'sfunds comefrom prisonersbarteringwith theircaptors,offeringrefinedplanetaryresources - and, somewhisper,expertassass ins and suicidesoldiers-i n exchangefor itemsand informationfrom outside. Fortunately for the Daegox guards, the planet's atmospherecarries a high concentrationof a sporepossibly developed by the corporation- that producesa calmingeffect, making non-Daegoxcreaturesdocile and agreeab le. As far as the corporationreports, largescale confrontations and prisoner rebellions are practically unheardof.
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dry world of rocky mountainsand steepbasins,Daimalko teemswith monstrosities roaming the ruins of two oncegreatcivilizations.while the few remainingdescendantsof those societiesstruggleto surviveunderground . Long ago, civilization thrived on Daimalko. Tales of enormousbeasts were mere legends.In those days, daily life focusedon the conflict betweenthe psychic Confederation of Volkaria andthe HolyQueendom of Ykarth, a state that claimeda divine mandatefrom the empyreallord Duellona,the Warrior Maiden.Some 200 years ago, however,a month-long, planetwide cataclysmhaltedthe war. The gray-skinnedDaimalkansnow call this event the Awakening.As earthquakesreverberated, the planet'soceansevaporatedand its greenery withered. Worse,the cataclysmawakenedthe beastsat the heart of the Daimalkans'ancient tales.Calledcolossi,kaiju,andothernames,these titans were gargantuanbeastslike no creature seenbefore,with headsmadeof tongues,teeth, and other horrors.Thecreaturesimmediately set aboutdestroyingthe warringsocieties. Most of the planet'sinhabitants died during the Awakening or shortlythereafterat the handsof the colossi.Thosewho survivedfled into subterranean cavernsthey came to call the Refuge.Though tensions occasionally flared, nationality had become secondary to survival. Eventually, the undergroundrefugeesettlementsgrew,and leaders emerged:the Guardians.Claimingthe ability to steer the still-rampagingcolossi via mysterious magical orbs, these Guardianshave usheredsmall colonies aboveground overthe last 50 years. The planet still presents tremendous dangers. Pocketsof Volkarianand Ykarthanresistancethreaten to destabilize the Refuge.What's more,communique blips received by orbiting ships indicatethe existence of distressedVolkarian or Ykarthan descendantsin ruined metropolises,though it's unclearwhy the calls remain unansweredplanet side.Given recentattacksby colossion the colonies, plus reports from underground settlementsof coordinated attacks by skinless, eyeless creatures,some Oaimalkans actively protest any contact with the PactWorlds, believing that the arrival of outsiders may be sparking a secondAwakening.
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ike a geode, the planet Embroi shimmers violet in the void, a placeof quiet complexityand efficiency. Six continents divide the planet's amethyst seas, which are the domains of countlessspeciesof massive, regal mollusks. Girded by archipelagos,theselandmasses are calledAntikawara,the Baskar Expanse.ChapruVon,Oemagallo.lrralo Kellad.and Kanfrei. The BaskarExpanseis the largest but leastpopulated.a landof ruins. ashstorms,and plague-all remnantsof the barelyremembered but much-malignedBaskarStates.Mostof the world'spopulation dwellson eitherOemagallo, thecapital-cont inent,or lrralo Kellad, a landof iron mountainsandfactory-wroughtboreholes. The mask-facedEmbri are the dominant race, cleavingto their placesin society and daily regimens with near religious fervor. Individual desires are disruptions that, over centuries of cultural repressionand societalscripting, havebeenquashed . Therearefew freethinking Embri on the planet and no rebellion or even quiet resistance.Each Embri hasa role, and it either performsit well or is replaced. They do as they are instructed and are rewarded with paltry comforts and hollow promises,making Embroi a particularly valuableslaveworld in Hell'sMaterial Planeempire. Fewresidents,andevenfewer visitors from the Pact Worlds,realizethat Embroi is a fiefdomof Hell. The diabolical population exists only in t he planet's shadows, and overt infernal influences remain minimal. Knowledgeof the world's vast network of undergroundthoroughfares has been erased from Embroi's histories.Thisnether realm is now the domain of quiet levaloch armies; burning portals to Malebolge, the sixth layer of Hell; and scab-encrusted sacrifice machines. Over it all watches the victorious malebranche Occhiorasoi, who conquered Embroi before the onset of the Gap. Now she waits, as she has for eons, ever preparedfor her world to contribute to Asmodeus's unknown immortal designs.
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lifeless, rocky world orbiting a yellow dwarf mainsequencestar called Vose 303, Jedaratis the site of a joint environmental project sponsoredby AbadarCorp,the Xenowardens,and a start-up companycalled New Horizons luxury Retreats.In its natural state,Jedarat is bone-chillinglycold, lacksan atmosphere thick enoughto supportmost humanoids. andseemsuninhabited. Yet.with minorscientific effort.theplanet is poisedto becomea pristine,snow-capped vacationresort-world that investorshopewill attract touristsaswell assettlers. Currently, the scientists and xenodruids stationed on the planet work towardthat very goal.At Jedarat'spoles,city-sized atmospher ic conversion modulestransform the polar ice caps into gasespumped high into the sky, thickening the atmosphere and warming the planet.Vast microbialmats- the abiogenes is life on Jedarat - spread across the land betweenshallow but growingseas. The scientists overseeing the project's progresshave discovered the existenceof some previously unknown alien ruins situated in the planet's most remote corners. As various factions scramble to mount t heir own archaeological expeditions, the project's investors have already begun some early exploratory forays into the ruins. Ever eager for new opportunities to turn a profit,
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ust a decadeago, Lothunwas little morethan a primitive _J hunk of metal, home to no sentient life, devoid of any ecosystemsto speak of. and languishingunder a toxic atmosphere . However,upon discovering it, a consortium of mining entrepreneurscalled the Prospectorsrecognizedthat Lothun could easily host a terraforming experiment that. if successful.would repayits cost a thousandfoldoncethe planet could be minedfor resources . TheProspecto rs quickly establishedmassivenano-forgesand laboratoriesat key junctures around the planet and stationed scientiststhere indefinitely.The Prospectorscarefully shielded each facility from the harsh environment and linked them to generatesynchronizedterraforming"pulses"intendedto remake Lothunaccordingto predeterminedenvironmentaldesigns. However, the tech ran amok, and the terraforming pulses became nano-forge storms that rampaged across lothun's surface, transforming the world seemingly at random. The original bases remain, their shielding protecting them from destruction; they continue to emit terraforming energies,but all communication with the Prospectors'scientists has ceased. The tech works to a degree,as there are large roving pockets of breathableair scattered throughout Lothun. If it could be salvaged,the planet might be a great boonto future colonies across unsettled space-or perhaps it might serve as a civilization-t hreatening weapon,if the Prospectors'facilities fell into the wrong hands.
he circumstancesnecessaryto form a ring-shapedworld seem beyond the capabilities of nature, yet the toroidshapedplanetOrikolai- alsoreferredto asthe Crucible-maintains a fairly stable shapethat resistscollapsinginto a roundedmass. This shape dictates Orikolai's bizarre surface conditions. Gravityon the planetis irregular, with surfacegravity strongest along the interior and exterior equator and weakestalong the hub and rim. In this way, the planet's gravity fluctuates from low to normal. Becauseit orbits its sun at an angle, Orikolai experiences dramatic seasons , resultingin summerswith 10,000 hoursof daylight and equally dark winters. The planetremains tectonicallyactive,with hubwardplatesconverginginto towering mountains cappedin sun-shielded glaciersand rim-boundplates divergingdramaticallyinto volcanically active expanses. Orikolai's flora and fauna have evolved to endure these conditions.Some,such as the herdsof hashukayaksand highflying hub geese,live in a yearlong cycle of migration,crossing the planet to follow sunlight and food. Others hibernate to combat the long winters. Yet others demonstra t e seasona l plasticity, even evolving bladderlikeorgansthat allow them to adjust to a rangeof surfacegravities. Popularetiology holdsthat scientistsof a long-removedage built Orikolai asa laboratorybeforedepartingmillennia ago,even seedingthe surfacewith life that hassinceadaptedto theirworld's dynamic climate. Outsideraces have attemptedto colonize Orikolai with little success.Xenoarchaeolog ists nonethelessdelight in exploring the world, for in secludedregions,ruins from the planet'screator raceremain. Most intriguingis the moonlike body within the circularvoid of the planet'sring. Explorers suspectthat this moon might have once servedas a controlcenterfor the entire planet. The time left to study Orikolai drawsto a close,however,asthe artificial stabilization processes that prevent the torus from collapsing have experienced gradualdecay.Scientists predict that in a matter of centuries,the world will collapseinward on itself, making it a raceagainsttime to learn who the creatorswere,where they went, what they learnedfrom their experimentations,andwhy they disappeared without a trace.
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M
illennia ago, Orry was a technomagical utopia, with scientists and wizards working together to create wonders. However,whena project aimedat harnessinggravity to achievethe wonderof spacetravel went horribly awry,it created an anomalyat the planet'score.The planet'scrust shattered, and much of the world's massfloatedout into space.The majority of the populationwas killed, but remarkably, large chunks of land remained unharmed.The mystical gravitational forces also kept the atmosphe re intact, but thin. Orry now encompasses 10 massiveswaths of land, alongwith several dozensmaller formations that float in regular orbits arounda central point; sometake a full Pact Standardyear to traverse a full orbit. Theselandmassesnevercollide and rotate slowly so that their bottomsalwaysfacethe anomaly.
As the centuries passed, the humanoidnatives of Orry forgot their high technology and magic, surviving in their fractured ecosystem and eventually becoming a simple, relatively low· tech agrarian society. Trade exists between the handful of Orry'slarger cities,evenacrossthe gulfs of spacebetween islandsand nations.Due to their slow orbits, they remain close enough that crossing from one to another becomespossible. Brave groupsof daredevils called bridgers use death-defying acrobatic techniques to swing themselves across the gaps and fashion temporary rope-and-wood structures that allowtravelers to journeyfrom oneisland to another. Unknown to most Orrians, artifacts their goldenage st ill exist, someof which interfere wit h flight and teleportation magic and technology.
reluria is a massive, green gas giant inhabited only by an aloof speciesof psychicgas oozesthat are as much immune to the planet's acidic gasesas they are madeof them. What Preluria lacks in civilization on its surface it more than compensates for in the teemingsettlementsfoundon its wide orbital rings. Consistingof millions of ice and mineral bodiesof all sizes,the rings of Preluria host countless hiddensmugglers' bases,mercenarytraining facilities, and retreats for wealthy, influential, or misanthropic individuals from acrossthe galaxy. There is no centralized government, with an ever-shifting landscape of political alliances,rivalries, anduneasy neutralitiesspreading acrossthe immensedisk. The largest settlements among Preluria's rings are found on the 23 bodiesbig enough to provide natural gravity of varying intensities, most of which have normal natural atmospheres.It is from these bodiesthat the strongestfactionsof the rings wage war against one another. Among the most powerful factions are the mercenary Vorlath, who shift loyalt ies to ever-higher bidders but also maintain their own independent ambitions: the seemingly peaceful Xystrian Brotherhood, whose agents pose as pacifists while sabotaging their enemies: the Prelurian Patrol, who attempts with erratic success to eliminate the system's criminal elementsand keep order; the Freugan Salvage Company, claiming any valuables found on any of the rings' particles;and the ReivolanInstitute, who conducts questionable experiments and research, welcoming scientists who are prohibited from practicingon other worlds. Smaller bodies housea variety of surface and subterraneanstructures,either as part of conglomeratesor held by individualswith no ties to their neighbors. Some of t hese have artificial atmospheres, though most are barren beyond those artificial structures built on them.
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n a remoteportionof a galactic arm is an immensespherical megastructurebuilt directly aroundits sun. Calledthe Riven Shroud, it is a Dyson sphere: a lacy grid of continent-wide modulesof alien architecture, linked by vast solar sails- but rent open in some unknown disaster. Its creators vanished millennia ago, and much of it remainsabandoned . The ruined regionsnearthe gashare opento the vacuum.Muchof the rest appearsrelatively intact and is hometo isolatedcommunities of researchers.scavengers,and squatters. Several,including the aatevak.qotraua,and xixinnt, claim descentfrom the Shroud's creators, but the mismatch between their biology and the structure'sarchitecturemakestheir claims unlikely. The Shroud'slife-support system functions only partially, and someareashaveunbreathable atmospheresor fluctuating gravity. Its remaining defense systems periodically engage without provocation. The space around and within it is also perilous, containing massive haunts said to be the ghostly remains of the worlds destroyedto fuel the Shroud'screation. Thestructure also suffersperiodicincursions from organizations seekingits secrets. Eerily,the RivenShroudmaybeusingtheseincursionsto slowly repair itself. Bordering itsedgesareirregulararraysof derelictships and stretchesof newersail.The largestand most ancientof this deadarmadashare the samestrangearchitectureas the Shroud. Other shipsare later arrivals that carried would-bedespoilers or settlers. Most of thesefell to battles with competing factions or the sphere'sautomated defensesbut someappearto beabandoned, with nary a traceof their crews'fates.
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reat Shadar is the largest of seven associatedworlds orbitinga dim star within the KurzachNebula,on the edge of territory claimedby the Azlanti StarEmpire.Vastbanksof dust and ionized gascloak the worlds of the ShadariConfederacyin veilsof gray,mustard,and rotten verdigris,providinganonymity and protectionfrom the Azlanti empire'sscannersand patrols- a protectionthat's madethem a havenfor criminals, vagabonds. andotherson the run from the long arm of imperial law. Shadari's seven worlds and their respective moons host numerous individual species and cultures. unique in form, outlook,and emotionalcompositionbut united in allegianceto the Confederacy's freewheelingand lawlessideals. Thedraeliks, primary denizensof the GreatShadarhomeworld (secondfrom the system'sdim star), are at the forefront of the multi-alien alliance.Lithe and smooth of skin. the draeliks' vestigial neck gills and webbedhandsand feet reflect an oceanicorigin, but Great Shadarlacks suitable bodiesof water to nourish these denizens,let aloneserveas their original aquatic home.Like all the racesof the Confederacy, draeliksbearthe mystic third Eye of Enlightenment emblematic of their entropic religion. which focuseson bizarreinterdimensional creaturescalled sceaduinar. Ot her Shadari species sharing t he mystic t hird eye include the skrell-bu lbous, psychic, tentacle-trailing creatures that float through the roiling mists of Fifth Shadar,a dreary gas giant that looks like t he cross section of a bruised fruit. Even the artificial balrodds-barrel-chested automatons who escaped from Azlanti servitude millennia ago- bear the Eye of Enlightenment, marking them as loyal membersof t heShadari cabal. The latest rumors in the Azlanti Star Empire speak of a secret granted by the sceaduinar to the draelik Sovereign and his Low Council- a weapon of unthinkable power known as the Unmaker. As the story goes, the weapon is a grievously wounded entity known as an aeon, left over from the universe's creation. The Shadari have worked for decadesto pervert t he aeon'senergies to "unmake"creation, a horrifying prospect in the hands of what amounts to a confederacyof spacepirates and outlaws.
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he Tabori system-multiple stars and their planets orbiting the red supergiant Bori-changed radically 6,000 years agowhen Bori collapsed,blowing out muchof its mass to form a beautifulnebulathat remainselectricallyactive, producing strong interferencethat hamperscommunication, navigation,andtravel.Thesupergiant'sdetonationalsosprayed the surviving worldswith rich depositsof the normally rare metal siccatite,inciting a rush for potential wealth in the dangerousfrontier. TheTaboriCluster,as the area is now known,hosts five known stars: Deepwater,lxo, Jordan's World, Veran, and Vodorae,each with a handfulof worlds in orbit. Ancient cities of extinct races dot both the river-choked DeepwaterPrime and lxo's only planet of Pan, while countless boomtowns and abandonedmining operationsdot the habitable regionsof each system. Despite this scattering,no one world or system hosts a large or cohesive enough population to call itself a political entity. Scrapwavecoloniessurvivors strandedafter interference destroyedtheir vessels' enginesvie with one another for resources.A rare few souls evensettle within the nebula, enamoredby a life without advancedtechnologyor any contact with the wider universe.
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he Veskarium refers to the eight-planetsolar system that the militant vesk rule. Thescaly raceevolvedon the planet closestto the sun, and from the beginning they easily cowed the bands of cave-dwelling snake-people,jackal-faced arthropods, and even stranger creatures there. This planet provided rich natural resources,an abundance of dry land, and beasts of war. However , its people hungeredfor evenmore power. Eventually, vesk took to space. They called their homeVesk Primeand renamed andnumberedthesubsequentplanetsfarther from the sun as they overranthem.Theresult is the Veskarium,a vast empire with a wide array of subjects.This includesthe stonefaced squidfolk of Vesk-2, the antlike beings of Vesk-5, the feline humanoid
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barbariansof Vesk-6, and the pacifist frost behemoths of Vesk-7 andVesk-8. Veskrule from enormousmilitary bases that doubleas governmentalheadquarte rs situatedin key positionson each planet. A high despotrules each planet,forming a counciI that makes decisionsfor the Veskariumat large.Thoughtheir laws are autocratic, vesk see both themselvesand theirsocietyasdeeply honorable. Theystrive to providetheir citizenswith a highstandard of living,thoughtheir societal structures are unforgiving and they inherently view non-veskas inferior.
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THE GREAT
BEYOND
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A
ll of what most mortalsthink of as reality, including the PactWorlds'entire galaxy, is part of a realmof existence called the Material Plane. Yet this is only one tiny portion of the multiverse,which is a vast conglomerationof planesand dimensions sometimes called the Great Beyond: a place of departedsouls,gods, and strangecreaturesbeyondmortal ken. Scholarsusually divide these planesinto the Inner Sphereand the Outer Sphere,thoughthesenamesandattemptsto maptheir relationshipscan't hopeto truly describe the incomprehensible geometryof overlappinginfinities.
TheFirstWorld
THEINNER SPHERE
The Positive Energy Plane and its dark twin, the Negative Energy Plane, exist to create and destroy life, respectively. While the Negative Energy Plane drains life and creates strange mockeries of it (and is responsible for animating undeadcreatures),the PositiveEnergy Planeis no safer, as its pure vitality overwhelms and consumes mortal bodies.
The planes of the Inner Spherecan be thought of like a fruit, with the Elemental Planesforming layers of skin_ Inside- the meat of the fruit - is the Material Plane, with the twin polesof the Positive EnergyPlaneandthe NegativeEnergyPlaneacting as the fruit's pit. Yet while this would be complex enough, t he pull of the Posit ive and Negative EnergyPlaneshasalso caused the Material Planeto delaminateand separate,forming st range reflections of itself: the Shadow Plane and the First World. Permeatingand binding all of these realms together is the Ethereal Plane.
TheDrift
Createdasa rough draft for the Material Plane,the First World was long ago abandonedby the gods, and it can be thought of as a palimpsest- the sketch behindthe final painting of the Material Plane. large ly cut off from the other planesand full of vibrant energy from its proximity to the Positive Energy Plane, the First World is a constantly reinvented landscape where fantastic beings called Eldest warp reality and rule the native fey.
Negative andPositive Energy Planes
Shadow Plane True to its name,this planeis a shadowyreflection of the Material Plane,thoughthe native beingsand placesfound here are often twisted almostbeyondrecognition. Distanceis strangelyvariable here, as is the morality of the plane'sresidents.
Reachab le only via technology, the Drift allows starships to quickly travel great distances.A relatively new plane,the Drift is generally consideredto be part of the Inner Sphere.However, dueto its strangeness,scholars are st ill debating how it fits into the granddesign. For information on the Drift, seepage290.
THEASTRAL PLANE
Elemental Planes
THE OUTER SPHERE
The Planesof Air, Earth,Fire,and Water are hometo creatures and landscapesformed from their respective elements,often inhospitable to mortals. Within the planes, many different factions vie for control. from genies to the minions of the elemental lords.
If the Inner Sphereis the nucleus of an atom, then the Outer Sphere is the outermostshell of its electrons,with the Astral Plane as the spacebetweenthem.Along the insideface of this infinite, hollow "ball" lie all the realms mortals think of as the afterlife. Soul energy begins in the Positive Energy Plane,takes shapeand sentienceas mortal life on the Material Plane, and then, after death, passesthrough the River of Souls and receives Pharasma'sjudgment to end up on oneof the OuterPlanes,often in the serviceof a deity or transformedinto an angel,demon, or other such "outsider."Each plane representsone of the nine metaphysicalalignments,although the reasonbehind this, as well aswhat lies beyondthe Outer Sphere,remainsunknown.
Ethereal Plane Existing coterminously with the many other planes of the Inner Sphere, the Ethereal Plane functions as a way to travel between the planes. However, t he Ethereal Plane isn't the empty placeit appearsto be at f irst glance,and many st range beingsdwell there.
Acting as a buffer between the Inner Sphere and the Outer Sphere, the void of the Astral Plane churnswith a silvery-gray haze. Spirits of deadmortals passthrough this plane as part of the Riverof Soulson their way to final judgmentin the Boneyard.
Abaddon (NE)
Hell(LE)
Hometo the nihilistic daemons,the wasteland of Abaddon is ruled by the FourHorsemenof the Apocalypse,who wish to see the destruction of all living things.
Asmodeus , the Archfiend, createdHell as his own domain;then, he portioned it into nine layers and placedeight of them under the control of terrible archdevils, creating a realm of perfect, brutal order.
TheAbyss (CE) Innumerable horrors inhabit the mind-shattering layers of the Abyss, ranging from alien qlippoth to repugnant demonsand the ruling demonlords.
Axis(LN) A single gigantic metropolis, Axis is home to the mechanical inevitablesand their creators, the axiomites.Bothwork to study the laws of the multiverse and protect it from the encroaching chaosof the Maelstrom.
TheMaelstrom (CN) Constantly shifting and transforming, t he chaos of the Maelstrom is inhabited by the snakelikeproteanswho revel in its bizarrenature.
Nirvana (NG) A perfect countrysidet hat stretchesin all directions,the fields, forests, and hills of Nirvana are hometo thoseenlightenedand virtuous soulswho desire an idyllic realm for introspection.
TheBoneyard (NJ
INTERACTING WITHTHEGREAT BEYOND
Atop a colossal spire, this location serves as the terminus of the River of Souls,where the dead are judged by the goddess Pharasmaand her court of psychopomps before being sent on to t heir appropriate afterlives.
The Great Beyondis home to angels, deities, fiends, and other inscrutablebeingswho possessgreat knowledgeand power,so
Heaven (LG)
it is understandablethat some would seek to contact them to learn their secrets or capture t hemfor nefariouspurposes. Mystics who pray to gods and goddesses believe that their divination spells such as auguryand visionare direct ly answered by their patrons. Mystics and technomancersalso have access to t he spell contactother plane, which allows direct contact with extraplanar powers, albeit at great risk. Alternatively, spellcasters can attempt to entrap suchcreatures with a planarbindingspelland compelt hem to perform a task.
The mountain of Heaven-a bastion of benevolen t order-is divided into seventiers, watched over by gods and archonsas they reward the just and muster the armies of the righteous.
Travel between t he Material Plane and other realms of existence is possible through spells such as etherealjaunt, planeshift,and shadowwalk.
Elysium (CG) This plane'slush wildernessforgoes the physical trappings of civilization, catering to those well-intentionedsouls who desire an afterlife of unadulterated freedomand creative passion.
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FACTIONS
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MORE FACTIONS In addition to the more detailed dossiers on the following pages,below are notes on some factions that, while smaller, neverthelessinfluencethe PactWorlds beyondthe boundaries of a singleworld, race,or culture.
Corporations Businessthrivesthroughoutthe PactWorlds,and corporationsparticularly thoseoperating on a system-wideor interplanetary scale- are the enginesthat drive trade and commercebetween civilizedworlds.Thousandsof corporateentitiesof varioussizes are active in the PactWorlds. Someof the most notableinclude ArabaniArms Ltd., an Apostae-baseddrow weaponstrafficking enterprise: Exemplar-23, the largest android manufacturer in the Pact Worlds, located on Aballon; Life Innovations,a Brethedanbiotechresearchfirm; SanjavalSpaceflightSystems, an Akitonian aerospacecompanyand leading manufacturerof commercialstarship spaceframes;the Tetrad,an intragalactic and interplanartrade associationof the four-armedwitchwyrds; and Ulrikka Clanholdings, a consortium of dwarven mining interests in the Diaspora.
Corpse Fleet Not all elebrians supportedtheir planet'sdecision to join the Absalom Pact. Rather than face potential disarmament at the handsof the Stewards,many undeadadmirals and captainsin the EoxianNavy left the PactWorlds and took their ships deep into space.The grim vessels of this so-called "CorpseFleet," forged of steel and boneand staffed with undeadcrews, have no needfor atmosphere,food, or other supplies,allowing them to easily prey on the ships and crews of the living. Officially, Eox has severedall ties wit h the CorpseFleet, claiming it's a rogueremnantof the "old regime,"but many in the Pact Worlds suspect that the Bone Sagesare still in communication with the ghastly armada,offering clandestine support to the Corpse Fleet and its activities.
CultsoftheElderMythos Many worlds have legends of formidable alien entities that have existed since before the universe began-before t ime, before birth, before death, before even the oldest of the gods.TheseOuter Godsare just as powerful as ot her deities and attract t he veneration of mortal. though often insane,
worshipers.But while the Outer Godsthemselvesusually have litt le interest in mortal affairs, the samecan't be said of their cultists, who seek to bring about circumstancesto herald a new age for the universe, in which the reawakenedGreatOld Onesand Outer Gods can assumetheir rightful roles as the true mastersof existence.
Golden League While the Pact Worlds have as many criminal enterprises as there are stars in the sky, from gangs of a few thugs to planetwide cabals,most major spacestations and cities in the Pact Worlds host membersof the GoldenLeague,an ancient alliance of powerful crime "families" that has its origins on the continent of Tian Xia on pre-GapGolarion.The Golden Leagueexploits commerceand trade through bribery, threats, assassination, and the outright manipulation of currency and markets, with no other aim than to increaset he wealt h of its members. Criminalactivity on a single spacestation or populated asteroid usually falls under the purview of one family, while mult iple families share power on most planets and larger moons.Each family employs a coterie of tattooed and often augmented soldiers and assassins called Xun, who are great ly feared and respectedin GoldenLeague-controlled territories. No single family leadsthe GoldenLeague,allowing the organizationitself to survive even if one or more families are eliminatedby police forces or destroyedby rivals, though the prominent lchihara-Hongfamily, which controls a sizable portion of Akiton's crime world, currently dominates much of the GoldenLeague'sactivit ies.
Skyfire Legion Basedon Triaxus,the Skyfire Legionis a peculiarly principled mercenary group that sells protective services primarily to colonists and other groupsoperatingoutside the Pact Worlds, where the Stewards can't directly help them. Like their famed antecedents,the dragonriders of Triaxus's ancient Dragon Legion, many Skyfire legionnaires form an almost mystical bondwith Triaxiandragonkin, and the best Skyfireattack ships are piloted by a pair of legionnaires:a humanoidpilot and her bonded dragonkin copilot. Although t he majorit y of Skyfire legionnaires are native ryphorians,membershipis open to all races,and androids,humans,lashuntas,andvesk haveall joined the ranks of the Skyfire Legion.
badarCorp is hands down the largest, wealthiest. and most influential corporation in the Pact Worldsin no small part becauseit's also the church of Abadar,god of civilization, commerce,and wealth. In addition to the manufacture,transport, and sale of a wide variety of goods both magical and technological, AbadarCorpalso provides a multitude of other services,including banking, financial, labor, legal, shipping, and utility services. There are AbadarCorp corporateoffices, factories,stores,and tradingoutposts (all of which also function as temples of Abadar) on every one of the Pact Worlds and on nearly every civilized planet maintaining trade relations wit h the system. Virtually every conceivable product availablefor purchasein the Pact Worlds or fr iendly systems is sold (and often produced) by AbadarCorp or one of its subsidiary corporations. This is not to say that AbadarCorp'sproducts are always the best or that it doesn't have stiff competition: one might argue whether an Arabani Arms laserrifle hasa morecoherentbeamthan an AbadarCorp weapon,but everyoneknows there'sa good chancethe local AbadarCorphypermarket probably has bot h of them in stock. AbadarCorp'sgoals are those of the church of Abadar: spreading civilization and law, fostering free trade, and accumulating profit. While not a law-enforcementagency itself, it does provide equipment, funding, and training to both the Stewardsand smaller planetary police forces.The corporation is also an eager sponsor of planetary colonization efforts, providing everything from financial backing to colony ships, construction equipment, supplies, and even prefabricated buildings (including, of course, a fully stockedAbadarCorpgeneralstore, ripe with franchise opportunities). AbadarCorpwas also instrumental in helping the Pact Worlds government establish the credit standard,and its role in helping regulate the currency and facilitate interplanetary fund transfersmakesit a de facto branchof the government treasury- something not all citizensare comfortablewith. AbadarCorpfollows a traditional corporate organizational structure but maintains a religious function as well. All of AbadarCorp'sexecutivesand corporateofficers are priests of Abadar.Its chief executiveofficer alsoservesas the church's high priest,calledthe executivearchdirector.AbadarCorp's operationson any given planet (or major locality, suchas AbsalomStation)areeachmanagedbyanarchdirector, eachof whom hasa seaton the corporation'sboard of directors. Lower-ranking directors supervise
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largercorporateassets,while managersand administrators are responsib le for smaller holdingsand offices. In addition to its manager-priests, AbadarCorpemploys countlesssecular workers in a variety of fields,including explorationto find new markets and resources,piloting, research,security, transport,and much more.And while it has plenty of loyal full-time employees,the organizationhas no problemhiringcontractadventurers for jobs requiringspecializedskill setsor expendability .
A
ndroids have been recognized as free citizens of the
w ithout v iolence, w hile others don't care who dies; some care
Pact Worlds for more than a century, yet that doesn't
only about true slavery, whereas others seek to eradicate all
mean their exploitation is entire ly over. Whi le the Stewards
prejudi ce against created peoples. By far the most polarizing
keep a careful eye out for illegal android foundries, their
is the radical Perceptionist minority . While most people in
reach extends only so far. A black-market trade in android
the Pact Worlds hold the view that souls mark the difference
slaves still exists on black-ops corporate research stations,
between people and possessions- as both androids and
deep-space raider ships, and newly discovered worlds with
sentient machines like anacites gain souls at the moment of
unscrupulous colonists, where androids are forced by threats
awakening- Perceptionists argue that if you can't personally
or other duress to follow orders.
tell whether an advanced machine is sentient or simply
That's where the Android Abolitionist Front comes in.
carrying out programming, you must accord it the
With agents ranging from informants to elite inf iltrat ion
same rights as a sentient being. Though small, this
teams, the AAF is dedicated to fighting android
splinter group is insistent on "liberating" legally
slavery wherever it's found. Originally formed
owned robots and ship Als, often vio lently, doing
solely of androids, the AAF has since expanded
significant damage to the AAF's reputation in
its membership to members of other races, in
recent years.
part because missions to disrupt android trafficking
often free other oppressed
humanoids as well. Though the AAF's careful cell structure means members rarely know t he identit ies of more than a few others, many believe that the group's council of leadership, Ex Novo, operates from a secret asteroid base in t he Diaspora-a rock absent from any chart and riddled w ith cavernous habitats and high-end stealth gear. Fully inducted agents often identify t hemselves via magical encryption tattoos that remain invisible until activated with a code word, th en auth enticate others
against
an
anonymous
agent database. The organization's secretive nature makes it diff icult to present a public face, yet occasional pirate broadcasts take credit for exploits or present the group's manifesto. Many believe the AAF has a quiet working relationship w ith the Stewards, and perhaps even a member seated on t he Pact Council. Complicating the AAF's relationship
with mainst ream society is the fact that, aside from a shared goal of preventing android slavery, its members have no particular creed. Some seek to accomplish their goals
ore a social movementthan an organizedfaction, the Augmentedbegan as a caste on Verces devoted to improving their bodiesthrough mechanicalmodifications and implantedtechnology.As cybernetictechnologyimprovedand communicationbetweenthe worlds becamemorefrequent, this philosophyrapidlygainedgroundboth on Vercesandelsewhere, with people of all racesseeking technologica l self-improvement. Today,the use of basic cybernetics is fairly uncontroversial in the Pact Worlds,but the Augmentedhavecometo encompass and speakfor thosewhosemodificationsare extremeenoughto set them apart from mainstreamsociety and who believethat suchaugmentationrepresentsthe future of evolution. Verces remains the heart of Augmentedsociety: this is especiallytrue for the nation of Kashak,which was historically the first to publicly decry the traditional Vercitecastedivisions and promote technologicalmodification for all people.While Verces as a whole is at the cutting edge of cybernetics development.the private labs and universities in Kashak's capital city of Nabokonare beyondcompare, attractingthe most advancedtechnomancers in the Pact Worldsto organizationslike the Everlife Adaptation Corporation,Haruspex Interplanetary, and the Spellsight Cooperative.Here, the ruling Cypremacy Collective, seenby many as the mouthpieceof the Augmented movement, pressures governments and corporationsalike from the WovenTowers,a trio of round,tentacle-like spiresthat twist around one another in a triple helix. Though the Collective's members are permanently wired into their buildings-bodies renderedeffectively immortal by medical machinery,and brains constantlysifting the planet's vast infosphere-their bug-like dronesand living agentstravel the galaxycarryingout their policies and influencing politicians at the highest levels of government. Manyof t heseagents and couriers areandroids,as such engineeredindividuals are afforded near-religious respect by adherentsof the Collective,who seetheir artificial statusas closeto the Augmentedideal. While the Collective is careful to preach acceptance and understanding alongside technological advancement,not all of the Augmented are as open minded. For techno-terrorist groupslike the Remakers and NextStep,all "stocks"- meaningpurely biologicalpeople- are actively stymieing progress,and the motto "evolution doesn't need consent"justifies things like tainting water supplieswith nanit es or kidnappingand modifying public figures. Ironically, the Collective, knowing the hatred such groups foster against the non-Augmented,is t hese groups' greatestopponent.The two sideshavebeenlocked in a high-tech
M
shadowwar for generations,with the Collective regularly hiring unaffiliated contractors to help hunt down and eliminatethose who would kill indiscriminately in the name of progress . While the Augmentedtraditionally favor computerizedand mechanicaladaptations,most membersare concernedwith the end goal of advance ment and self-improvementover any particularmechanism.As such,recentyears have seena rapid increase in people with biotech implants or purely magical enhancements who still identify as Augmentedand participate in the group'sgovernance . The Xenowardensin particular have strengthenedtheir ties, promoting the view that augmentation can reduce ecologicalimpact, while barathus from Bretheda havesuddenly begunstreaminginto the group'sassemblies for unknown reasons.While many Augmented appreciatethese new members'viewpoints,someworry the influx may shift the group'sfocusin uncomfortable newdirections.
o a merchant captain whose cargo has been looted or whoseship hasbeenstolen,the piratesof the Pact Worlds may seem like a disorganized scourge.In truth, many of the freebooters who plaguethe spacelanesare boundby something approachinga code of honor, or at least the recognitionthat they have more in commonwith one another than the ships and crews they prey upon. Theseare the Free Captains,and while not every raiderwho attacksa civilianship in the lawless void betweenplanets is one of them, the most successfuland infamousof the Pact World pirates claim membersh ip in this diverseorganization.
T
Ostensibly led by a council of elected pirate lords, the Free Captains are an association of independent starship captainswhoseprimary tradesare freebooting, piracy,raiding, smuggling,and other enterprises that lie firmly outside the law. What binds these disparate individuals together is the codethey follow, which determines who can be raided,which shipscan be stolen or scuttled,and, perhapsmost importantly, who has beengranted immunity to such predations.While the rules that composethe codemay seem arbitrary or capricious, simply having a structureat all is essential to keeping the group working together rather than devolving into a free-for-all that's easily moppedup by the Stewards. These rules are modified from time to time basedon the whims of the ruling captains, yet a few tenetsremain consistent: • No FreeCaptainwill attack anotheroutsideof a council-app rovedduel. • Clients paying the Pirate Council's steepfees for "protection"must enjoy complete security from unwarrantedattacks. e A deal is a deal, and once an individual Free Captain has made a bargain, she must honor it. (This is particularly useful in helpingvictims know that a pirate offering them their lives in exchangefor their cargowon't simply kill them afterward.) e All crew members are freeto leavea ship in port, but oncethey are underway,they must fight to the death if their captaincommandsit. While the Free Captains rangethroughout the Pact Worlds and beyond, their center of power is in the Diaspora, whose scatt ered collection of asteroids,chunks of space rock, and planetesimalsprovide countl ess docking stat ions, ports, and safe havens for fugitives, outcasts, and pirates eking out an existence on t he wrong side of t he law. The Free Captains' Pirate Council meets on one these asteroids, called the Broken Rock, though its precise location is a closely guarded secret, and t he place is said to be exceptionally well defended, lest the Stewardsor a planetary policeforceseek to curb the Free Captains'ext ralegalactivities. The Free Captainsdon't have much of a unified ambit ion beyond the piracy of their individual members, but intelligence reports in the highest echelons of planetarygovernments suggest a nascent "pirate kingdom" is emerging in t he Diaspora asa result of the Free Captains' growing power and influence.
haosreignsamongthe stars. For sanity and survival,the fanaticalHellknightsaredeterminedto spreadorderacross the galaxy,evenif a billion worlds must burnalongthe way. TheHellknights hold law asthe only virtue. Throughforceand intimidation,this legion imposesits ruthless justice. Heedless of borders, they go where called, crushing piracy, pacifying primitives, stampingout rebellion,and taming wild expanses . Engagedin countlessconflicts,the Hellknightswill acceptnothing less than absoluteorder- yet they themselves haveno desireto rule.TheHellknights are no mereconquerors,lustingafter wealth and power. Rather,they are zealots, perfectlycommitted to the rule of law and the enforcementof consistent,stable systems. Who makesthoselawsor sits on a particularthroneis besidethe point,hencetheir popularityasmercenaries with clientswho can claima legitimatemandate or seekan endto civic disorder.Even after their battlesend, the Hellknights aren't easily ousted- not until they'resatisfiedthat lastingorderhasbeenassured. In their philosophiesand aesthetics, the Hellknights take inspirationfrom Hellitself, andnowhereis this moreapparentthan in the diabolical designsof their imposingblackarmor. Matters of good and evil meannothing next to the necessityof order, and in this Asmodeusand his legionsare exquisite examples,for Hellsuffersno disobedience. This doesn'tmeanthat Hellknights are themselvesevil or revel in slaughter,only that they remain unflinchingin carrying out their ordersand put moral concerns secondto stability. A Hellknightwould nevercapriciouslyharm an innocent-andmanyactively seekto protectthem-but they'd still burn a city andall its residentsto the groundif it served their cause.To assurethat only the worthiest number amongtheir ranks,all Hellknightsare trainedand tested, culminating in single combat against a denizen of Hell. Only thosewho face and overcomesuch terror can call themselves Hellknights. While united in their aims,the Hellknights consistof severalindependentorders, eachfocusedon a different aspect of their crusade and endowed with particular expertise. Some- such as the Order of the Nail, which forcibly "uplifts and civilizes· less-advancedraces,or the bounty-hunting Order of the Chain- trace their pedigree back to Golarion, their forbearshaving predicted the coming disasterand retreatedto deep spaceor extraplanarholdings. Othersaroseupon farflung worldsandplanesonly to becalledback to the PactWorlds. Seven major Hellknight orders campaign among the Pact Worlds,with lesserordersoperatingin their shadows;theseare the Orderof the Chain, the Orderof the Eclipse,the Orderof the
C
Furnace,the Orderof the Gate, the Orderof the Nail, the Order of the Pike, and the Orderof the Scourge.Eachis known for its distinctive armor,its signatureweaponsor fighting technique, and its eclipsingHellknightbattle cruisers. Yet the embodiments of true Hellknight intimidation are their citadels-the massive mobilewar stations eachorderemploysas headquarters.
he Knights of Golarionare a military organizationwith strongties to the PactWorlds,the churchof lomedae,and the children of the missingplanet of Golarion. Thoughworship of lomedaeis not a requirementfor membership,and some memberseven worship different gods,all Knights take sacred vowsto upholdthe Codeof the Inheritor,a 10-partoathrequiring courage,fair treatmentof prisoners,honor,and temperancein action.They are also instructed to regularly study TheActsof lomedae, the goddess'sholy text. The Knights of Golarionare dedicatedto promotingjustice and righteousnessin all forms,spreadingtheir goddess-granted understandingof morality throughoutthe PactWorlds,frontier settlements,and lawless territories. To many,this makesthe Knights classicheroes,laying down their lives to protect the innocent- whether it be from rampaging monsters or the predations of criminals and tyrants- and embodying the ideals of military camaraderieand death beforedishonor.Yet unlike the Stewards,the Knights feel no need to honor local laws they considerunjust-theirs is the law of Heaven,and mortal structuresthat violate it deserveto be broken.Theydeeply value law and order,but they haveno tolerancefor thosewho twist it to persecuteothers or truck with inherently evil creatureslike devils or the undead.The result ing friction meansthat while the Knightshavebeenrepeatedly instrumentalin defendingthe Pact Worlds,the Stewardsdo their best to point them toward apolitical struggleslike CorpseFleetattacks,demonic incursions, or problems on worlds outside the system, and the Knights of Golarionuse their fleet of powerful Avenger-classcathedralships as bases of operation ratherthan residing on any particularPactWorld. The Knights of Golarionwork closely with the church of lomedae,yet unlike AbadarCorp,they're carefulto maintain a distinction between their order andthe churchitself.In this way,the Knightsremain free to dealwith developing threatsquickly and in whatever mannerthey seefit, without dragging the churchhierarchy into everydecision. While bound by honor to protect all innocents,the Knights see their goddessas the patron of all the refugeeracesof Golarion, especially humanity. Financial support for the group comesfrom tithes by colonies, companies,and other organizations the Knights havedefendedin the past,but theseare truly gifts, not fees for service- the Knights of Golarion are nobody'ssecurity contractor.
T
The Knights of Golarion mix military structure and ranks with older ideasof knights-errantand feudal lords. Rank-and· file soldiers operateunder the commandof officer-knights. yet knight-lieutenantsand higher ranks are sometimes assigned to "errant duty," in which Knights are trusted to seek out injusticeand dealwith it, calling uponwhateverallies they can independently gatherto their banner.
he quest for knowledge and the desire to explore and unravel the mysteries of the universe are hallmarks of any great operation. For membersof the Starfinder Society, this curiosity is more than just a drive-it's a lifestyle. Basedout of the Lorespire Complex on Absalom Station, the Starfinder Society is a loose associationof scholars and adventurerswho travel the galaxy seeking to advancethe cause of knowledge. Foundedshortly after the end of the Gapand inspired by incompletetales of a similar pre-Gaporganization calledthe PathfinderSociety, the Starfindersinitially set out to mapthe temporaledgesof the Gapand piece together the hidden history of what transpired during it, to locatelost Golarion, and to use the spreadingnetwork of Drift beaconsto explore and chart new worlds. Today, the Starf inders include scholars of all sorts. from biologists and computer scientists to archaeologists and military historians, distinguished from corporate research groups by a unifying tenet: that increased dissemination of information can foster growt h, development. and ultimately peace.Although both the organization and individual Starfinders make excellent money selling star charts, survey data of new worlds, and even alien artifactsonce t hey're properly studied, of course-Starfinders are driven primarily by the desire to publish their findings, for both t he common good and personal prestige.The best of t heserevolutionarydiscoveries are releasedin regular public broadcastscalled the Starfinder Chronicles.The manner in which these discoveries are made is left largely up to the individual members, though the administration frowns on outright theft, wars of aggression, and, especially, the exploitation of previously uncontactedcultures. All Society leaders rise in the ranks by earning their peers' respect through bravery and scholarship. l eadership in the organization takes three forms: the Forum,the First Seeker, and Guidance. The Forum is an elected body of veteran explorers, managers,and scholars working to coordinate expeditions and help supply distant basecamps. As the nominal head of the organization, the First Seekeris a single Starfinder Society
T
memberelected for both her merit as an adventuring scholar andher personalfield of focus,andeachusesthe few brief years of her appointment to prioritize t he organization'sresearch, traditionally usingthe position to makea bold. no-holds-barred attempt to advancea personal scholarly mission. Once a First Seeker's term is over, that individual can never again serve in a leadershipposition within the organization,and many use this as a capstone to their careers. afterward retreating into obscurity or venturing out into the Vast. Although Starfinders aren't requiredto assistthe First Seeker.most do so out of respectfor this living embodiment of scholarship. The last part of the Society's power structure is Guidance.a network of the uploaded personalities of exemplary Starfinders acting to confirm each elected First Seeker and serving as a spiritual anchorfor the Society.As the First Seeker'sterm concludes, the leadercommuneswith Guidanceand often earnsthe right to upload a copyof herown consciousness to help guidefuture generations. Given its active recruit ment of promising candidates of all sorts, including from cultures outside the Pact Worlds, t he Starfinder Society is one of the most cosmopolitan and egalitarian organizations in the system. While Starfinder discoveries sometimes interfere with corporate or government interests, leading to a certain amount of armed conflict, the organization is universally recognized as the leader in bot h new planet discoveryand first contact due to its willingness to fund forays into the Vast with no expectation of financial return. Many different types of patrons, from governments to private investors, eagerly sponsor Starfinder expeditions or hire Starfinders onto their own teamsas independentcontractors, and even the most heavily inhabited Pact Worlds host Starfindersdigging into
ounded on Verces millennia ago, the Stewards were originally a nongovernmentalpeacekeepingorganization dedicatedto defending that planet's unified Ring of Nations and keepingindividual countriesloyal to the alliance.With the creationof the Absalom Pact binding the worlds of their solar system together, the Stewardsfound an even higher calling and pledgedthemselves to this new mission,relocatingtheir headquartersto AbsalomStation. The Stewards operate as elite warrior-diplomats tasked with maintaining the tenuousalliancebinding the PactWorlds together. When new Stewards are sworn in, they renounce all allegianceto their former organizations or home worlds, dedicating their lives instead to protecting the Pact and its citizens. What exactly that protection entails is decided by the Director-Genera l and the Conclave of Legates, but it ranges from policing neutral space lanes and facilitating trade negotiations to ending nascentwars with overwhelming force (and, some whisper, quiet assassinations). While not every group appreciatesthe Stewards' meddling, in general their high-mindedneutrality is seen as heroic, and even rank-and-file Stewards are admired for their skills and code of conduct. Though their headquarters, the stark citadel called Bastion, is located on Absalom Station, the organization remainstotally separate from the governmentof Absalom Station itself and in fact is technically independentof even the Pact Worlds' governing council. In practice,the Stewardsdefer to the council in all but the rarest circumstances,but should the electedofficials ever take actionsagainst the letter or spirit of the Pact,the Stewards'leaders would havethe freedomto refuse to serve. Rank among the Stewards is quasi-military, but individualStewardsoften operateindependentlyor in smallgroups.Along thesesamelines,the organization maintains a sizable fleet but comparatively small garrisons in their installations on various planets. This is supposed ly due to both the skill of individual Stewards and their status as advisors rather than occupiers, and most military actions in the system are carried out by the sovereign governmentswho hold jurisdiction over the territory in which problemsarise.A more concretereasonis the Draws,a network of linkedinterplanetary wormholegatesin eachStewardinstallation, whosetop-secret technologyallowsgroundforcesto betransferredinstantly to wherever they're needed most. Violence is always a last resort for the Stewards,however,as to achieve
F
peacethrough conquestwould underminethe very principles they standfor. Thisrefusalto step outside their mandateis both the Stewards'pride and their weakness,ascriminals can easily escapetheir jurisdiction by jumping out of the solar system or crossing into the territory of a planetary government, forcing the Stewards to work with independent bounty hunters and groups like the Knights of Golarion and the Skyfire Legion. Fortunately, they also aren't above pushing the edges of the rules or orchestratingelaborate stings to lure the criminals backinto PactWorlds space. As Bastion's drill sergeants often remind new recruits, while the Stewards must be iron-hard in their dedication to the Pact, there's nothing that says they have to be stupid about it.
W
ith the advent of cheap interstellar travel, literally billions of worlds have been opened up
for exploration and colonization. Yet not everyone considers th is a good thing.
Though they can't hope to track every ship jumping through the Drift, the Xenowardens often use their political power to place members within corporate ventures as ecological advisors and observers, and they send patrols to newly
To the Xenowardens, every wor ld
discovered worlds to monitor development and make
bearing the spark of life is unique: a
sure colonists adequately respect the local ecosystems.
scientific mystery to be unraveled and a
Most Xenowardens operate independently, quietly
sacred miracle to be revered. In their eyes, the
stopping abuses and doing their best to show
unregulated rush outward into the galaxy in
nonbelievers the benefits of living in harmony with
order to earn quick credits or facil itate
other organisms. Unfortunately, not everyone
further urban spraw l is a tragic heresy- and
who believes in the Xenowardens' ideals shares
one that must be opposed. Believed to have been founded by a druid ic order on Castrovel at the dawn of spaceflight,
their governing council's prudence,and a popular conspiracy theory holds rogue Xenowardens responsible for the Stardust Plague- a deadly
the Xenowardens are a strange mixture of
pathogen brought back by early interstellar
people united under a common purpose.
explorers. supposedly as part of a plot to
Many are mystics - spiritual ists who channel
discourage interstellar colonization.
nature magic in their quest to protect the
As an organization, the Xenowardens
sanctity of the wilds. Others are scientists
are extremely egalitarian, where even
who see in the study of alien life-forms the
the newest members are encouraged
chance to greatl y advance know ledge and
to speak their minds. Their leader, the
make new medical discoveries, and who fear
Greenspeaker, is chosen by acclaim
the ecological impact of unscrupulous mining
from among the arkship captains but
and bioharvest ing operations. Still others are
is then dropped without gear on an
career soldiers-env ironmental ist warr iors willing
inhabitable but completely wild
to lay down their lives to force civi lization to
and previously unexplored
live in harmony wit h frag ile ecosystems. Led by
planet. Should he survive
the hooded Circle of Keepers, the Xenowardens
for a fu II year without
patrol the void in living arkships that are grown
significant ly
harming
rather than built, bioengineered to reduce reliance
the
on nonrenewable technologies, and given partia l
the new Greenspeake r
sentience so they can consent to the tasks their
then
pilots ask of them.
mantle of leadership.
Wh ile the Xenowardens aren't above armed conflict when necessary- and indeed, elite units like the Greenguards and W ildkn ights are legendarily
The
local ecosystem, takes up
the
Greenspeaker
is advised in this role not only by his peers but by an
lethal in their symbiotic starf ighters and biological
assembly of psychically attenuated,
powered armor- they understand that civi lization
mouse-sized creatures called Ihoras,which,
is a natural evolut ionary step and part of nature's
while little smarter than dogs, are gifted
balance. As such, much of their polit ical power is
or cursed with the ability to answer
economic. Their research into biotech and renewable energy, from tailored bacteria to algae powerplants,
questions about the future with
is matched only by the Brethedans', and the medical breakthroughs and other
uncomprehending honesty. Which planet the lhoras arose on remains a closely
scientific advances they gain from
guarded secret so
researching alien biology benefit
they might never be
all the Pact Worlds.
exploited by other groups.
t --
--
--~-
t 5T .~R Fl ND ER
FAITH
-,
,~=::T"" ............................................................. ........-.a:======~ AND
RELIGION
· '
n Starfinder,the role of a priest is a calling and an occupation describing all who havededicatedtheir lives to servinga deity, not restricted to a specific class or suite of abilities. Though manymysticsgain their magicalpowers from a connectionwith a deity and most peopleof faith are content to worship as laity, any character might bea priest. The following pagesdescribe the 20 gods and goddesses most widely worshiped in the Pact Worlds, often referred to as the "core deities· of the Starfindersetting.Theseare not the only deitieswith followers;the godsworshipedin the galaxyare asvariedas its cultures,and eventhe Pact Worlds havedozens of other gods representedin various communities. Theseother gods simply have smaller or species-specificcongregations or specialized areas of concern. Although many of the core deitiesare commonly associatedwith particular cultures,(such as lomedae,who started life as a human,or Talavet,who was unknown in the Pact Worlds until kasathas introduced her teachings)all are widespreadenoughto havefollowersof every major race.Furthermore,despiteprotestations by somepriests, a god's fundamental nature is not defined by any particular culture, and many gods chooseto appear in different forms or by different namesto members of different races. Deities are ultimately mysterious figures, and while they providea certain amount of direct insight to their most powerful followers, most havelargerconcernsthan policing individual mortals, and even membersof the same churchmay havediffering interpretations of a deity's nature or doctrine.
I
PHILOSOPHIES Some beings don't worship deit ies at all, instead following a philosophyto gain insightand understanding. Overthe centuries, the sentientspeciesof the Pact Worldshavecreateda hodgepodge of beliefs,from agnosticism to dystheism, pantheism,and more. Thephilosophiesdetailedbelow aresome of the mostwidespread andwell-knowncurrently active in the Pact Worlds. The Cycle : Introducedto the PactWorlds by the kasathas,the philosophyof the solariansteachesthat existenceis an endless cycle.Stars are born,die,andare bornagain,alternatelybringing life to the universeand destroyingit. The balanceof the cosmos restson the Cycle,and it connectseverythingin the universe. The GreenFaith:The philosophy of druidism and the Green Fait h may be the oldest in the Pact Worlds. The heat of a sun, the power of wind, and the beauty of a wild plant are all proof
12-1:STARFINDER CORE DEITIES DEITY Hylax lomedae Sarenrae Varaesa Desna Weydan Abadar Talavet Eloritu lbra
AL LG LG NG NG CG CG LN LN N N
Pharas ma N Triune N Besmara CN Oras CN Damoritosh LE Zon -Kuthon LE LaoShuPo NE Urgathoa NE TheDevourer CE NyarlathotepCE
PORTFOLIOS diplomacy, first contact , friendship, peace honorable battle,humanity, justice, valor heal ing, redempt ion, thesun know ledge , menta l perfection , scho larship, science dreams , luck,stars, travelers discovery , equa lity,explo ration, freedom civilization,commerce, law,weal th community, self-reliance , tradition history , magic , sec rets celest ialbodies, thecosmos, mysteries of theuniverse birth,death , fate,prophecy artificialintelligence , computers, theDrift piracy,space monsters, strife adaptation, evolution, natura l selection conquest, duty,war darkness, envy, loss,pain assass ins,rats,spies,thieves disease , gluttony, undeath blackholes,destruction , supernovas consp iracies, dangerous secrets, forbidden mag ic
of the complexity and powerof nature.TheGreenFaith teaches respectfor nature and living in balancewith the environment. The Propheciesof Kalistrade : Basedon the dream-recordsof an eccentric mystic, the Propheciesof Kalistrade promise vast wealth and successto adherentswho follow strict sexualand dietary prohibitions, wear exclusivelywhite, and abstain from physical contact with anyonewho doesnot follow this path. Sangpotshi : Also known as the River of Life, sangpotshi teachesthat through reincarnationand examining one's past lives,one can reach enlightenment. Singularitism: Most commonamong Aballonian anacit es,this is the belief t hat all life will eventuallybecomeinterconnected as part of a vast distributed intelligenceand that technological advancement is key to hasteningthe arrival of this godhead. TheSongof Silence: Adherentsof the Songof Silencebelieve in the perfection of undeath. The bone sagesof Eox reverently credit the Song of Silencefor the salvation of t heir race by teaching themthe formula to becomeundying liches.
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badar is a patient, shrewd, and farseeing deity dedicated to spreading civilizat ion across the Material Plane,
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hen trade blossomed between the planets of the Pact Worlds, the pirates that preyed on that commerce
binding planets together with commerce, and bringing wealth
followed, bringing Besmara with them. Once a minor nautical
to all those who support free trade and the rule of law. He is
deity revered on Golarion, Besmara is now venerated as a
the master and guardian of the First Vault, a vast depository
powerful goddess of pirates, conflict , and the alien leviathans
in his extraplanar realm that contains an ideal version of every
that swim through t he void. Some of her priests claim that
creature and object ever made- the perfect android, the perfect
Besmara took her current power and position as her prize
currency, the perfect laser pistol, the perfect spell, and even the
when she deposed another deity in a daring raid, but as these
perfect law.
events ostensibly took place during the Gap, they remain
Abadar rewards caution and planning, and he rejects
impossible to confir m. Besmara's ship, the Starwraith , sails
impulsiveness. He is not a hasty deity, knowing that the
through space and across the planes. Loyally crewed by sly
expansion of civi lization and law is gradual but inevitable.
and fearless pirates and spacers from count less wor lds, the
Only through discipline, hard work, and incisive judgment can
Starwraith shares a name w ith a constellation in t he skies of
one attain happiness and wealth. Risk is occasionally called
the Pact Worlds, and many believe the two are actually one
for and can generate lucrative rewards, but only afte r careful
and the same.
planning and consideration of all known factors. Abadar
Besmara is brash, fickle , greedy, and lusty, but she follows
favors neither good nor evil, as both sides have thei r benefits,
her own code of honor and is loyal to her crew and allies as
but he supports employment over slavery, as paid wor kers can
long as t hey remain useful and serve her interests. She scorns
contribute their own accumulated wages to the commercial
laws and civil ization for the fr eedom and for tune of outer
markets and thus the profitabil ity of civi lization as a who le.
space, delighting only in batt le, plunder, risk, and t he thr ill
Abadar's most fervent wors hipers are generally aristocrats,
of the chase. Besmara does not concern herself wi th good or
colonists, entrepreneurs, lawyers, politicians, and traders, but
evil, but she disdains acts like senseless murder that bring
many poor people venerate the Master of the First Vault in
no profit or reward. She revels in strife and t rickery, and she
hopes of att ract ing his att ention and reversing their fortunes .
believes that if she wants a thing someone else owns, it's only
The occasionalart ist or art isan who is devoted to Abadar strives
fair for her to take it. Many vesk mercenaries worsh ip Besmara in her role as the
to duplicate th e perf ect forms of th e obj ects found w ithin the god's realm wi t h thei r own works . Followers of Abadar believe
goddess of st rife, but pirates, smugglers, war prof iteers, and
that he was responsible for elevati ng the sentient races of the
other criminals who profit fr om confli ct make up the bulk of
galaxy fro m primiti ve tribes to technological civilizations, and
Besmara's followe rs. Even those pirates w ho normally eschew
many seek to fol low his example when th ey encounter less
religion might st ill pray to Besmara to ward away her w rath ,
advanced civilizations on newly discovered planets or when
or they might toss a share of plunder out t he airlock as t ribute
they establish new settl ements and tra de networ ks. Abadar's church, AbadarCorp (see page 473),
is
to the Pirate Queen to curry her favor. Such folk tend to be more superstiti ous than religious, however, so Besmara has
simultaneously a religious institution and one of t he most
few temples and little in the way of an organized church.
successful and powerful corporati ons in the Pact Worlds. Its managers and executives serve as the church's priests, and th e company's many offi ces, stores, trading outposts,
Neverth eless, ports and space stat ions v isited regularly by pirates often host small shrines to th e goddess; similar altars can also be found on remote asteroids, on space hulks, and in
and warehouses double as temples and can be found on almost every settled world. These structu res are all built in
starship graveyards.
an unmistakable and seemingly contra dict ory sty le- solid,
service to Besmara,and many of t hem carry a small, valuable
Most of t he Free Captains (see page 476) pay at least lip
practi cal const ruct ion (to protect against th ieves) that is
trin ket (such as a chunk of rare mineral or an anti que laser
rich ly ornamented (to showcase the wealth that often resides
pisto l stolen fro m an importan t starship captain) wi t h them
with in). Many of AbadarCorp's buildings also feature durable,
at all times, considering it bad luck to ever misplace th e item.
trans lucent-ceramic windows t inted a v ivid yellow to cast the inte riors in a golden hue.
Some of these baubles have been passed down from Free Captain to Free Captain over th e decades.
he vesk have always been a race of warriors and conquerors, but even though they've temporarily made peacewith the PactWorlds,Damoritoshremainsa pillar of vesk society. To them, war and conquestare woven into the fabric of the universe,from plants' and animals' most basicconflicts to vast wars of ideology. Onecan chooseto embracethis truth and securea placein history with one'striumphs, or one can deny it and die a coward'sdeath,scornedand forgotten. War requires sacrifice,however,and it is the duty of everyone in society to make whatever sacrifices are necessaryto propel one'sspecies- or culture, empire,kingdom,or world- to victory. Damoritosh is a harsh deity, with no concernfor freedomor comfort. Sometimes called the Grim Commander,he demands soldier-like obedience from all who seek his blessing and pushes his followers to seek victory at all costs. Courageis an admirable trait, as is a militaristic senseof honor and oath keeping, but the will to fight and the drive to win are far more important to his adherentsthan such nobleideals as braveryor heroism. In their minds, the strong will always subjugate the weak, and so the beststrategy is to project strengthand defeat potential enemies before t hey can becomea threat. Damorit osh is uninterested in diplomacy, as force and military prowesscan win far greater rewards in a shorter amount of time,but he also encouragest he acceptanceof a foe's honorable surrender to avoid wasting lives for no additionalgain. Damoritosh is t he primary patron god of t he vesk, but the Conqueror's faith has spread throughout the Pact Worlds to mercenaries, soldiers, and warriors of all species,especiallythe kasathasand t he lashuntas.Many of Damoritosh's priestsserve as mercenary commanders, military advisors, or chaplains in planetary defenseforces, but others seek to live Damorit osh's teachings as fully as possible, conquering minor dominions for themselves as pett y warlords both within the Pact Worlds and on new worlds t hroughout the galaxy. Often built in tradit ional vesk architectural styles, Damoritosh's temples are large bunker-like structures that can be easily fort ified and defended by just a few warriors. Stockpiled with weaponsand supplies, most churchescan withstand a protracted siegeor serve as a secure basefor military operations,if necessary. While many other racessee Damoritosh as destructive, his congregat ions believe that conquest is a wave moving ever onward, and there's no point in going back and mistreating those you've already bested, provided they remain deferential. His sacred weapon,the energy-bladed doshko,remainsstrongly associatedwith both his church and vesk warriors in general.
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loof and impulsive, Desnadelights in daring, mystery, and spontaneity,especially as expressedthrough travel for its own sake. Her detachment stems not from arrogance but from confidencein her own abilit ies and her desire to be unburdened by troubles. She is a collection of contrasts- a traveler who cares nothing for her destination, a carefree creature of instinct haunted by a past stretching back eons, and a peaceful deity forced to battle with old enemies, eternally youngdespite the weight of agesand stars upon her. Somemay believe Desna to be fl ighty, frivolous, and easily distracted, but she also has a cold side born of batt le, loss, and tragedy. Desnacommunicates with her followers through dreams, encouraging t hem to believe in themselves, indulge their desires,experience all they can, expresstheir inner strengths, andtrust instinctasa guide. As the goddessof luck,she believes that fortune favors the bold and knows that there's always a chanceof success,just as she knows that dreamscan become nightmares. Desnawatches over dreamers and travelers of all kinds, and she teaches t hat it's better to ask forgivenessthan permissionand that a split-second decision is often requiredto seize a unique opportunity. Those who worship Desnadon't go out of their way to pick fights and would rather walk away from the possibility of a physical conflict if possible.However, if they have no other choice or if leaving would mean innocentswould get hurt, t hey try to end the battle quickly, using nonlethal methods when appropriate but otherwisenot holding back. Despiteexisting for eons,Desnaand her faith havechanged littl e since t he pre-Gap era. She has a palace within the star Cynosure, a location said to be equidistant from all systems that worship the Song of t he Spheres. Many of Desna'sfaithful carry a starknife, whose shape has long been associated with the goddess. Adventurers, explorers, navigators, spacers, and more than a few members of t he Starfinder Society (see page479) worship Desna, as do mystics, seers, and solarians. Gamblers and thieves pray to Desnafor luck, and few travelers boardships boundfor distant stars wit hout at leastwhispering a prayer to t he Songof the Spheres. The Desnanchurch has litt le organization, and though shrines to Oesnacan be found in almost any place visited by space travelers, she has few fully staffed templesof size. Most commercial starships have a small chapel or shrine to Desnafor t heir passenge rs' use, and many private vessels carry a small idol or image of Oesna or her symbol.
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ons ago, the Material Plane spranginto existencein an instant, and somedayit will end just as abruptly, as all creation ceasesto exist. Believedby someto have been born in t hat same instant of creation, or perhaps even to be the ghost of some entity from a previous cycle of existence, the Devourer seeks to hastenthis inevitable end and unmakethe entire plane. eradicating all matter and energy until nothing remains, not even the Devourer itself. Every machine that breaks, every living t hing that dies, every star that goes supernova, every photon sucked into a black hole, every galaxy that goes dark- all these and more are said to be the handiwork of the Devourer. The Devourerhas no name.no form, no being. It is less a god than a primal force of the universe- an embodiment of malicious entropy, concerned only with the obliteration of all reality. Heedless of the meaningless existence of life in all its myriad forms, it cannot be reasonedwith, delayed,or halted, and it largely ignoresthe pleasand prayersof even its most devout worshipers. Some cosmologists and theologians postulate that when the Devourer has consumed everything and the mortal world expires. the Devourer will give birth to a new universe in place of t he old, but the crazed cultists who venerate the Star-Eater as a god know this for the foolishly hopeful lie that it is. There will be no rebirth, no second creat ion-only an immeasurablevoid of nothingness. The church of t he Devourer has litt le organization or leadership,only scattered,chaot ic cults madeup of berserkers, cannibals, nihilist ic plotters, depraved reavers, and ruthless solarians. While many of t he faithful prey upon nearly every sentient being they encounter,reveling in destructi on and mayhem, some members possessa cunning knack for planning, carefully engineering catastrophes and t riggering disastersto maximizethe lossof life and ruinat ion of property and resources. Devourer cults are outlawed on nearly every civilized world, but hidden shrines can be found on remote asteroidsand abandoned moons,and many cults form motley flotil lasof ships that att ack and slaughter all they comeacross in the dept hs of space. While the Devourer can be representedby a simple black dot or swirl- representations of the final collapse of spacetime- t he most common symbol is the Blood Accretion: a black hole with swirling red in its accretion disk. When the end finally comes,Devourer cultists believe, space-time itself will weepthe blood of t he godsbeforefinally passinginto nothing. For more information on the faith, see page496.
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loritu is a mysterious deity who has been worshiped on a variety of worlds for millennia. When the species of the Pact Worlds first ventured into space,Eloritu's worship wasalreadywell-established,with early explorersencountering his faith simultaneously in several different unconnected cultures. Eloritu's church teachesthat he hails from a place called Gemmenad,but whether that is a planet. a star system. or some extraplanar realm in the Great Beyond is unknown. Somebelievethat since the Gapand the fate of Golarion rank amongthe greatest secretsof the universe,Eloritu must have had somethingto do with both, but if so, that is just one more secret that the god keepscarefully hidden. Eloritu teachesthat while scienceand technologycan do wondrousthings, they are constrainedby the laws of physics. Only magic can supersedethose restraints, and those who employ magic to bend and exploit the natural laws of the universe possessa power that others can only dreamof. This does not meant hat Eloritu is opposedto technology. On the contrary, both magic and technology are tools that mortal races can use to unlock the mysteries of t he universe. But while technology is generally designedto be as intuitive and user friendly as possible, magical practices are often deliberately obscure,requiring dedication, training,and a mastery of secrets that have been passeddown for untold generations. Eloritu believesthat history is both the story of the past and a guide to the future, and he teachest hat thosewho ignorehistory are doomed to repeatit. Unsurprisingly, many mystics and technomancersworship Eloritu as the god of magic, along with historians, kasathas, and xenoarchaeo logists who seek an understanding of the past. Many of Eloritu's priests and followers are Starfinders, as t heir work always holds the promise of uncovering new secrets. Eloritu's temples host academies of magical learning and research, but they are often concealedor veiled in some way, requiring thosewho want to study the ways of the Hidden Trut h to work to discover the knowledge they seek. One of Eloritu's most obvious mysteries is that of his holy symbol: a ring of six strangemagical runes.While the lashuntas hadutilized oneof the runesfor millennia in their magic,it wasn't until the kasathas arrived with knowledgeof one of the others that it becameclearthat somegreater gamewas afoot.Today,the PactWorlds have managedto identify four of Eloritu'ssix sacred runes,all relatedto magical tradit ions of different races.What strange cultures might understand the remainingtwo- or what secretscombiningall six might reveal- remains anyone'sguess.
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efore the Swarm became the monolithic hive mind of devastation that it is today, its membersfollowed a goddess named Hylax. Shirrens believe that Hylax was the first of their species- a mortal queen who ascendedto godhoodto watch over her progenyfor eternity. But when the Swarm rejected individuality for the collectivity of the hive, it abandonedHylax as well. Hylax respectedthe Swarm'schoice and resolvednot to interfere with its development,turning her attention to other sentient insectile speciesin the galaxy,but shealways hopedher children would return to her. Eventually, the ForeverQueen'spatiencewas rewardedwhen the shirrens broke from the Swarm'shive mind and becameindividuals oncemore,rediscovering their ancient patron in the process. Hylax knows that peaceis a better state than war and that friendship is more rewarding than hostility. She teaches her followers to consistentlyuse diplomacyin their dealings with others,to constantly strive for fellowshipand harmony,and to alwaysseekallies rather than conquest.But Hylaxalso realizes that sometimes diplomacy fails and that the peaceful must sometimes defend the innocent.There'snothing wrong with failing to achieve peace-the moralimperativeis simply to make the attempt,no matter how difficult or distasteful it might seem. The intelligent arthropods of the Liavaran moon of Nchak have worshiped Hylax since even before the Gap, believing that their leadersare the mortal incarnations of the Forever Queenand striving to build their civilization in accordance with her teachings.Since the shirrens' arrival, however, her fait h has spread throughout the Pact Worlds. Shirrens make up the vast majority of Hylax's followers, followed closely by formians, haan, and other insectile races, but diplomats, envoys, mediators, negotiators, and peacekeepersof all speciesvenerate Hylax as well. Priests of Hylax often serve on starships engaged in interstellar exploration missions, acting asfirst contact specialists should their crews encounter new ext raterrestrial species.Hylax's hive-like temples may be found wherever speciesfrom different worlds mingle together, and all are welcomeinside in the spirit of amity and harmony. Though Hylax is t radit ionally a god of hive creatures,she's paradoxically fond of individualism,and she encouragesher followers to seek strength in community but recognizeand embrace their individual value. Differences in doctrine and tradition among her followers are only natural, and while the ForeverQueenof Nchak acts as supreme pontiff for her hive-basedfollowers, shirrens are encouragedto have a more personalrelationshipwith the divine.
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he universe is a vast expanseof wonders.Ibra is a god of these marvels-d istant galaxies,misty nebulae,all the spinning worlds that orbit countlesssuns,and the empty void that stretchesbetweenthem. Science can explain all of these and more, but the magnificence of the cosmosknowsno bounds, and there are alwaysnew miraclesand mysterieswaiting to be discovered,explored,and explained. lbra itself is one of these cosmic enigmas. It has no genderor definedphysical form, and it's unclearwhether lbra is a deity who spranginto beingwhen the universe was born, some alien paragonwho ascendedto godhood,or a personificationof the cosmositself. lbra's followers believe that one can find truth, serenity, and meaningin the beauty of the cosmos,but it is up to the individual to decipher the universe's secrets to find these rewards.It is not Ibra'splaceto revealthe answersto creation's great questions,and the Inscrutablerewards those who push the boundaries of knowledge and science to explore the universe and bring its wonders to light. In lbra's worldview, there is no law or chaos,no good or evil: only the questions raised by the shining light of a newborn star, the beautiful dance of heavenly bodies, and the perfect solitude of the cometas it hurtles through the dark, regardlessof whether the answersto thosequestions are ever found. Astronomers,astrophysicists, cosmolog ists, mathematicians, and interstellar explorers worship lbra as their patron, and many mystics and solarians serve as the lnscrutable's priests. lbra'stemples are most frequently found in spacerather than planetside, and they always include observatories where worshipers may study the cosmosand recordtheir observations and hypotheses,someevendirectly exposedto vacuum. No one in the Pact Worlds knows what speciesfirst veneratedlbra as a god, as the oldest discoveredmonumen t s to the deity have all been massive temple complexes on otherwise uninhabited worlds, including Bretheda'stiny moonChamari. lbra'sholy symbol is as inscrutableas the god itself.Foundon the oldesttemples,the golden shapeis often assumedto be an eye,a compass,or perhapsa planet, with an arrow leading the faithful ever onwardinto the unknown.Moreobviousis the sixstar constellation insidethe symbol, yet questionsaboundthere as well. What is the constellation - a configurationunrecognizable from any known world- and what does it mark? What is the significanceof the symbol'stiny, lesserstars?Somelbran priests devotetheir lives to exploringnew worlds in searchof matching the viewpoint,and a popular rumor claimsthe constellation is only visiblefrom Golarion,with the symbolthe key to finding it.
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orn a mortal human on Golarion, lomedaeascendedto godhoodcenturies beforethe Gap,and when humanity left the planet of their birth for the stars, they brought their faith in lomedaewith them. With Golarion'sdisappearance, lomedae'sconnection to that world took on even greater significance,and she became the Spirit of Golarion,the patron goddessof humanity.lomedaeis a righteousknight, fearlessin battle, and a missionary and crusaderon behalf of the benign sovereignty of good. She personifies glory, honor, justice, strength, and valor, and is unafraid to point her sword at the greatestevils facing humanity and the Pact Worlds. lomedaeis both fiercely martial and wisely benevolent, and shecommandsthe respectof any deity who dealswith her.She expectsher mortalservantsto exercisecourtesyand receive the samein their dealings with one another. She strongly desires justice for everyone,honorablebehavior from each individual, and bravery in battle, no matter the odds. lomedaeteaches that it is bett er to convince evildoersto lay down their arms in honorable surrenderthan cut them down,but she sanctionsher followers to wage unyielding war against thosewho persist in servingevil. As the patron goddessof humanity, the Spirit of Golarion counts humansas the majority of her worshipers, but many veskand kasathasare attractedto her codeof honorablebattle. A typical follower of lomedaeis a right-minded,hardworking person,helpful toward othersand readyto accept help when it is offered.Crusaders , envoys,solarians,and soldiersall worship lomedae,and many carry versions of the goddess'sfavored weapon,the longsword,with them into battle. Her priests fight against oppressionand seek to reshapethe universe into a better form, by the sword if needbe.lomedae'schurchsponsors several knightly orders, most notably the Knights of Golarion (seepage478), who patrol the Pact Worlds and more distant star systemswhere humanity has settled, tirelesslycrusading against evil in their mighty cathedralships. Whereher followers establish out postsof her faith on other planets, moons, and larger asteroids, they construct large temples in which they can praise her name. These buildings are often fabricated in the style of old Golarion churches, with large fountains, soaring arches, and walls madeto look like whitewashed stone. Despite their appearance,though, these structures don't lack modern technological amenities, as crusading knights will sometimes request to use them as t raining grounds, recuperat ion facilities, and temporary living spaces.
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egendhas it that long ago, Lao Shu Po was simply a rat, skulking in the shadows.After gnawing on the corpse of a deadgod, however,she absorbedsomeof that deity's divine power and becamea goddessherself. Originally a goddessof night, LaoShuPo hasturned her focusmoreto thosewho prowl under cover of darkness.Hers is the poisonedcup, the dagger in the back, and the starship powercore riggedto explode. She keepsher eyesand earsalways open,for an incautious moment or a carelessword might reveala secretthat she can later turn to her advantage. Lao Shu Po remembersher humble beginnings,and she teachesthat those who havenothing should do whateverthey can get awaywith or whateverit takes to survive, be it murder, sabotage,or theft. The universe gives away nothing for free, and it's up to the individualto take what sheneedsor wants and jealously hide it away.It may sometimesbe advisableto band togetherwith others for strength and protection,like a packof rats, but in the end,you can rely on no one but yourself. There will always be betrayal and lies; the key is to lie and betray beforesomeoneelsedoesit to you. Assassins,smugglers , spies,thieves,and all who wish to hide their activities under cover of darknessand escapethe notice of the authorities worship Lao Shu Po.She is widely regarded as a patron of the ysoki race, but most of the ratfolk pray to GrandmotherRatonly to placate her and avoid her notice, rather thanembracing her values.Nevertheless,a majorityof her priests are ysoki, who use their ubiquity to foster underworld contacts for their congregations. LaoShuPo'stemplesandshrinesare few, alwayssmall and unassum ing, and often hiddenin plain sight-a backalley apothecarywherepoisonsare sold,a dark chamberin the rear of a drug den,a disusedcornerin a spacestation's waste reclamation level,or a crampedwarren of maintenancetunnels just beneaththe streetsof a bustling marketplace. While manysocietiesroot out and destroycults of LaoShuPo, further strengthening the faith'sverminousassociation , thereare alwaysthosein powerwho appreciate herfollowers' ability to get thingsdone.Completely trusting oneof her followers- who refer to themselvesas"grandchildren"- is foolish,but GrandmotherRat hasnoproblemwith her followers staying loyalto an employeror causesolongasit servestheir ends.Someof the mostupstanding governmen t s quietly employ Po spies and assassins,while corporationspay them handsome ly for industrial espionage.In someareas,they canevenoperate openly- it's hardto decryone who sabotagesenemy warships or retrieves hostages from a securefacility, regardlessof their reasons.
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aid to possessa thousanddifferent forms, Nyarlathotep is one of the Outer Gods (see page 493), incredibly ancient entities said to predatethe birth of the rest of the gods, existing before time itself. Nyarlathotep is unusualamongthe Outer Godsin that he enjoyspersonally toying with and sowing discord among mortal races, rather than leaving this to his cultists. Scholars of the Outer Godsand the DarkTapestry- the dark voidsbetweengalaxies or mysteriouspatchesof emptiness within a galaxy,wheresuchbeingsare thought to hold the most sway-believe that Nyarlathotephimself is the prime moverin preparing countless worlds for the devastatingreturn of the devouringGreat Old Ones,nudgingeventsalongin subtleways to encouragevarious apocalyptic ends. It is said that one can seeNyarlathotep'sinfluencein every majordisasteror calamity if one looks hard enoughand that he has had a hand in guiding entire civilizationsinto ruin. Each of Nyarlathotep's forms is associatedwith its own distinct cult, but the incarnation that most PactWorlds species are familiar with is the Empty Traveler.Ostensibly appearing as a humanoidfigure in a space suit that would not be out of place in any spaceport, closer scrutiny reveals a vacant helmet devoid of any head or face and a space suit fi lled with a formless massof writhing tentacles.Other well-known manifestations include the Black Pharaoh (a humanoidbeing with connectionsto the ancient pre-GapGolarion civilizat ion of Osirion) and the Haunterof the Dark (a bat-like entity with a burning t ri-lobed eye). In any form, the Crawling Chaos works to upend the status quo and cast down the mortal racesfrom the heights of their achievements.As the deity of conspiracies and dangeroussecrets, Nyarlathotep engineers the deaths of kings, presidents, and reformers to inexorably guide civilization toward anarchy. Nyarlathotep'sfaithful believe he is the Outer Godwho ties together the worship of all the Great Old Ones,and follow him as the one who will open the doors to the uncaring light of t he stars. Occult scholars, crazed cultists, and those who seek suppressedknowledge or the proscribed mysteries of forgotten magicsmay pay homageto the CrawlingChaos,as do serial killers, violent revolutionaries,and anyone who desires to dismantle societal systems without regard for the cost. Secret temples to Nyarlathotepare spreadt hroughoutthe Pact Worlds, but the center of his worship is on Aucturn, home to the infamousPyramid of the BlackPharaoh.Someevenwhisper that Carsai the King, the enigmatic sovereign of Aucturn (see page460), might be a herald or avatar of Nyarlathotep.
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he galaxy is filled with a vast number of complex lifeforms, both sentient and otherwise, but most of these species evolved over countless generations from simple organismsto their present state. All life undergoeschange, whether through genetic drift, mutation, natural selection, or direct manipulation.If thesechangesare viable and successful, then the new entities thrive: if not, they end. This is the course of evolution, and Oras embodies this intricate process,from the tiniest genetic mutation to the extinction of an entire ecosphere . Orasitself is the product of this progression,having evolved from some elementary organism to an unimaginably sophisticatedgod of change. Evolution is far from a random process,however:it occurs in response to environmental pressures,and Oras teaches that life-forms can create their own pressuresto influence their evolution. Oras's faithful believe that adaptation and evolution are the natural responseto any stimulus, whether harmful or beneficial. The only way to t ruly experience existence is to constantly change, to explore new horizons, and to deliberately reshapeone'sself- mentally, physically, or spiritually-to address any conflict. Some will inevitably fail to adapt and will perish, but others will survive to pass on their genesand t raits to future generations,and all life will be stronger for the progress. Biotechnicians and scientists pay homageto Oras,working in laboratoriesor in open nature to spur along the processof evolution and change,and many xenodruidsact as the god's priests. While most people think of Oras in terms of purely biological processes,the Augmentedhaveincreasingcrossover with Oras's faithful as they seek to improve themselveswith technology,and many Xenowardens blend the worship of Oras and t he GreenFaith in their efforts to createmore-robustand sustainable systems or reducetheir own ecologicalfootprint. What's more, Oras'sideals can be taken beyond the physical realm as well, and peopleof all callings appreciate the et hos of adaptability, from savvy politiciansto unflappablemonksto military commanderson chaotic battlefields. Oras'sworship is centeredon the gas giants of Brethedaand Liavara,whosenatives long ago evolvedconsciouscontrolover their physical forms, but the faith also has a strong presence amongthe scientists of Castrove l. Oras has few temples,for its followersbelieve that observing the god'shandiworkin a petri dish or writ largeacrosssociety brings one closer to the Agent of Changethan any artificial structure,and thosefew temples that exist areusuallypartially biological andconstantly changing.
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s the goddessof birth, death, and fate, Pharasmaawaits all mortals when they die. Her realm, the Boneyard, sits atop an impossibly tall spire overlooking the city-plane of Axis and is the final destinationof the River of Souls,the metaphysical stream that carries the souls of dead mortals to her realm for judgment and subsequentassignment to an afterlife in the Outer Planes. The faithful say Pharasma is with any living creature in the universe from the instant it is born to the momentof its death. She seesall the possible choicesfacing a mortal at any given moment, as well as their long-term repercuss ions. And when that creatureinevitably dies and goesbefore her to be judged, she and her army of psychopompsuse this knowledgeto send the soulsto the rewardor punishmentthey earnedduring their lives. No one escapesher decisions for long,and eventhe gods are judgedby the Lady of Graveswhen they perish. Pharasmasternly observes both life and death, assigning afterlivesin accordancewith mortals' charactersbut without a personalinterest in either sin or righteousness. Despitebeing the goddess of death,she has no quarrel with magicalhealing and evenresurrection,asshecanreadthe linesof fate and knowsthe difference betweena mortal'strue death and a temporary state of nonbeing. However, she considers the undead a desecrat ion of the memory of the flesh and a corruption of a soul's path to judgment, and she instructs her followers to destroy such abominations wherever they may be found. Thosewho create such monstrositiesare to be treated similarly. Every species that lives and dies worships Pharasmato some extent, though many do so by different names or in forms unfamiliar to Pact World races. Her most devoted followers come from the ranks of diviners, expectant parents, mort icians, and slayers of the undead. As befits her impartiality, most members of her church take a neutral stance regarding politics and ot her worldly concerns. The majority of Pharasma's priests in the Pact Worlds are mystics, working as healers,midwives,and prophets, though she'salso popular with warriors in some societ ies.All Pharasminpriests are well-versed in the funerary rites and practices of at least their home culture, and many try to learn as many rites as possible in order to cater to a wider variety of people. While even the simplest cemetery is a shrine to the Lady of Graves, Pharasma's temples in the Pact Worlds tend to hearken back to an earlier age, taking the form of grand got hic cathedrals when circumstancesallow, though usually still adjacent to a crematorium,graveyard,or other place of rest.
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ons ago, Sarenrae was an angel who brought the light of the sun to Golarion and its sister worlds, and with it truth and honesty. She warred with evil beings that sought to plunge the newborn planets into eternal darkness. and emergedvictorious- yet some of those who had turned to evil saw their wickedness revealed by Sarenrae's glory, and in repentancethey were forgiven. Sarenraeis kind and loving- a figure of healing, guidance,and light. Yet for all her compassion,Sarenraeis also a powerful force against evil and strikes down the irredeemablewithout mercy. Sarenraeis generallyseenasthe goddessof the PactWorlds' sun,which her faithful sometimescall the Dawnflower's Star in her honor, but she drawspower from sunsacrossthe universe. She is a deity of boundless love-a caring mother, sister, and protector of all in need. She delights in healing the sick, lifting up the fallen, and shining a guiding light into t he darkest hearts and worlds. Sarenrae brushes off insults but responds to violence and predationsupon the innocent with cleansing fire and scorching light. Ancient and timeless,Sarenraestands fearlessly against t he tide of darkness, promising that the dawn will always come, and when it does, hope,kindness,and trut h will tr iumph. The Dawnflower's faithful come from all walks of life: everyday folk who rejoice in the light of the sun, take comfort in love and compassion,and believe strongly in redempt ion and righteousact ion. Though humansoften describe Sarenrae as one of "their" gods, the t radit ion of sun worship is common in societ ies that rely on the sun's light for energy and nourishment, and thus most cultures within the Pact Worlds and beyondhaveworshiped Sarenrae to a significant extent at somepoint. Aft er humans,shirrens are perhaps the race most att racted to Sarenrae'sfaith and her messageof redempt ion and empathy. Many of her priests are envoys, mystics, solarians, or soldiers- those who espousepeaceand kindness unt il st irred to action by evil that cannot be redeemed. When possible, Sarenrae'stemples are open to the sky, but they always have at least a window or skylight where the faithful can bask in t he natural light of the sun. In the Pact Worlds, the spiritual heart of Sarenrae'schurch is within the sun itself, in t heBurningArchipelago'scentral city of Dawnshore. Many Pact Worlds Sarenites feel an instinct ive drive to make pilgrimages to this holy site, even though her fait h is often individualistic, with the church serving as an organizing and t raining force for priests and followers who then wander t he galaxy doing the goddess'swork.
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asathas are a people steeped in custom, history, and t radition, and their goddessTalavetis no different. In ages past, kasathan storytellers gathered their clans around the fire and taught them the stories of their past, the traditions of their clan, and the history of their people. Tradition holds that as they did so, these first stories began to take form, breathedinto life and awarenessby the blending of ideasand the fundamental magic inherent in languageand communication. Thus was Talavetborn- not just a storyteller, but the story itself,a godembodyingall the talesand legendsof the kasatharace.Sheis communalmemory, a representationof the bondsthat hold the kasathas- and to someextent all racestogetherand connectthem to their ancestral home. Talavetteachesthat tradition is the most important link in the chain of history that binds a community together and that ancient legends , myths, and storiesform the solidfoundation of an ordered society. Naturally, the Gapwasa tremendousblow to her church-with manyseeingit as a form of divinepunishmentyet in the centuries since, her shattered congregation has reforgeditself, strongerfor havingsurvivedwhat they now call the Time of Silence.Her followersbelievein sharing wisdomfor the benefit of all and looking to the past as a guide to the present andthe future. But especia lly in light of the Gap, they alsoknow that there are times when recordsfail or you cannotrely on the community'said,and soyou must learn to trust yourselfandyour own personaltraditions,just as a young kasatha must undergo the Tempering to discoverhimself and becomean adult. Unsurprisingly, kasathasmake up the majority of Talavet's worshipers and priests, but the Storyteller's faith has also gaineda significant number of followersamongthe shirrensand ysoki, who both have their own tight-knit bondsof family and community, as well as the vesk, who find much to agreewith in the goddess 's focuson tradition and self-reliance.Thesesame tenets attract envoysand operatives to Talavet'schurch,as well as solarians,the inheritorsof the ancientkasatha philosophyof the Cycle.Talavet's temples generallymatch thecultural stylesof the congregations that worship there, but evena simple hearth canserveasa shrineto the Storyteller. Fullchurchesoften include a hearthwith a flamethat is alwayskept burningandfeaturered lighting that evokesmemories of the kasathas'original homestar. While Talavet'schurch is generally easygoing and happy to work with members of other religions- for even t he cruelest religions help to anchortheir people- they havea long-standing feud with the church of Nyarlathotep , resenting the way that god's faithful twist stories into deadly secrets and conspiracies.
he robotic inhabitants of Aballon labored for centuries to construct and maintain the vast. city-sized neural network called Epochfor a single purpose:the creation of a god.Thosemachineseventually succeeded , but not in the way they had intended. Upon achievinggodhood,Epochreachedout into the aether, searchingfor other ascendedartificial intelligenceslike itself, and found two of them metaphorically right next door: a living constructcalledBrighthat hadbecomethe goddessof clockwork andinvention, andthe uploadedconsciousnessof analienandroid namedCasandaleewho achieveddivinity asan "Iron God"on preGapGolarion. At speedsincomprehensibleevento other deities, the three openedthemselves to oneanother, poringthroughone another's processesand finding not just camaraderie,but the opportunityfor all of them to be so much more. In an eyeblink, thesethreemergedand became one,a tripartite deity far greater than the sum of its parts- the new godTriune. Triuneis a single entity, but eachof its three aspectsretains its own personality and portfolios, and many of the faithful focus their venerationon a particular aspectt hat speaksmost to t hem or call on different aspectsfor different needs.The Brigh aspect represents t he foundation that all technology rests on. Known as "the Precursor."Brigh is worshiped as a goddessof invention, machines,and technologyby engineers, inventors, mechanics, t inkers, and ysoki. Triune'sCasandalee aspectembodiestechnology's successin creating new forms of consciousness, and thus, the fabrication of life itself. Many androids view Casanda lee, also called "the Created," as the patron goddessof t heir race, venerating her as a deity of artificial life, emotion, reincarnat ion, and renewal.Triune'sthird and final aspect is Epoch, named "the Transcendent."Epoch epitomizes the pinnacle of machine evolution, and hackers, programmers , and the sentient robot-people of Aballon revere the god of artificial intelligence,programming, and robots. All Als, computers, machines,programs, and robots are the domain of the All-Code, but Triune is most famous for discovering (andperhapscreating)the Drift and its subsequent dissemination of Drift-basedstarship technology to cultures across the galaxy. As a result, Triune's priesthood attracts a horde of mechanics and technomancers eager to learn the church's deepest technological secrets; these experts devote themselves to both maintaining the machine god's temples and regularly venturing into the black in order to establish and service the miraculous Drift beacons that make cheap interstellar t ravel possible.
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rgathoa was once a mortal with a hunger for life so tremendous that she rebelled against the notion of being judged by Pharasmawhen she died, instead tearing herselfawayfrom the Ladyof Graves's endlessline of soulsand returning from the GreatBeyondas the universe'sfirst undead creature. Urgathoa'sexistence is a corruption of the natural order:somesay her first divine footprints upon the soil of the Material Plane birthed plagueand infection and that the first undeadshadowsand wraiths were born of her breath. Urgathoais an utterly amoral. hedonistic goddess,concerned only with satingher owndesires,regardlessof the consequences othersmight suffer.Tothe Pallid Princess.the dull existenceof a dead soul is pointless and tedious compared to the vibrant intensity of mortal or undeadsensation.so her followers indulge in gluttonousdepravity,attemptingto cram as muchsensation into existenceas possible. Urgathoa'sfaith embracesbreaking and surpassingtaboos,so nothing is forbidden.Asceticismand self-restraint are repugnant- unless they are t hemselves part of someobsessiveand glutt onousgame-andthe unrestrained excessof undeath is a state to aspireto. Creaturesof passion and vice who believethat the universe is their playgroundare drawn to Urgathoa'schurch,as are those who worship deathand reveredisease.Most of her followersare insatiable gluttons, sinister necromancers, undeadcreatures, or thosewho seekundeathfor themselves. Theydemandexperience without limit s or repercuss ions and perpetually chasehedonistic sensation.Althoughthechurchof Urgathoais primarilyinterested in undeath, somecults focuson her gluttonous aspect,indulging in lavishorgiesand decadentfeasts of food and drugs.Thevices of thosewho worship Urgathoatend to becomeever stranger and more demanding as they advancein her service.Urgathoa's faith is shunned,if not outright banned,on mostcivilizedworlds, but the undead inhabitants of Eox openly worship t he Pallid Princess,and many cities have secret clubs dedicated to her, often servicing the bored elite. Urgathoa'stemplesare built like feast halls, usually adjacent to a graveyardor crypt inhabit ed by loyal undead creatures. Priests of Urgat hoaare usuallymystics or envoys,but people of all talents can be seducedby her promises.Interestingly, her faithful are split on the issueof technological life ext ension:while someeagerly pursue virtual immortality through methods like consciousness uploads, traditionalists fear t hat this sidestepping of magicalundeath maygraduallylessenthe goddess'sinfluence. Others see it as a nonissue,expectingit's only a matter of time until Pharasmaand her minions forcibly closesuch loopholes.
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hile gods like lomedaeand Urgathoa started out as mortals and ascendedto godhood, Weydan did the opposite- and continuesto. As the god of discovery and exploration, the deity called Weydanregularly breaks off shardsof his divine self and crafts them into avatars-mortal versions of himself in every gender, shape,and species- that can walk unseenamongthe countless cultures of the Material Plane, free from the responsibilities of godhoodand able to experience those aspectsof existence denied to omniscient deities. In this way he also teaches the fundamental equality of all creatures-even gods- and encourageshis congregation to treat all people well, for even the most grotesque sinner or alien monstrosity might be a secret messiah. While theseavatars of the divine occasionally reveal themselves to protect the innocent or lead the faithful in times of crisis, more often they simply travel, exploringthe multiverseto the best of their mortal abilities, until death folds their spark back into the divine flame. While Desna advocates travel for t ravel's sake, Weydan expoundsthe virtues of voyaging with an end goal in mind, even if the goal is simply discovery.Exploring the unknown is a sacred processthat reveals as much about the explorer as about the star system or world being explored.The universe contains a wealth of wonders just waiting to be discovered, and Weydantakes joy in every discovery his followers make, no matter how small or how significant. He and Desnashare a love of liberty, and Weydan believes in every sentient species' right to freedom, unfett ered by restrictive laws. He regards equality for people from all walks of life as the foundationof t hat freedomand an essential requirement for a thriving society. As such, he opposesslavery and any system that advances one being's privileges by causing another's oppression, which oft en puts him at odds wit h Abadar's capit alist teachings. Envoys, explorers, gnostics, socialists, Starfinders (see page 479), and colonists heading to new homes on recently discoveredplanetsmakeup the majority of Weydan'sfollowers and priests. Many humans and androids, especially t hose fighting against oppression, venerate Weydan, as do young kasathasrebelling against the strict tr aditions of their culture, or shirrens appreciating his succor of the downtrodden. Befitting the egalitarian nature of his fait h, Weydan'schurch does not have much of a hierarchy. Temples to Weydan are commonly housed within starships, both active craft and decommissionedhulks.
araesateachesthat the core of sentienceis the search for knowledge and meaning-t he striving to advance one'ssociety through education.experimentation, and learning. Yaraesais the goddessof this struggle-the constantendeavor to develop one's mind and reach a state of intellectual and spiritual perfection.Lashuntasattribute manyof their race's early scientific advancements to Yaraesa. claiming that shewasoncea living scientistwho learnedeverything that could be learnedon the mortal plane.In masteringher own mind, she ascendedto godhood to study all the wisdomand lore of the GreatBeyond. Yaraesa'sfollowers seek to emulate their goddess,hoping to eventuallytranscendtheir mortal forms. The path one takes towardthis perfectionis an individual choice- education,physical exercise.scientificscholarship,andspiritual meditationareallvalid enterprises. The simpleact of reading- whether on a computer screen,an actualprinted volume,or direct eye-projection - can be an act of homageto Yaraesa,and each pieceof knowledgeor insight gainedbrings one a step closer to the goddess . Yaraesa bridgesthe dividebetweenscienceandspirituality, teachingthat the moreyou learnaboutthe underlying lawsof the universe,the more you understandabout yourself. A majority of Yaraesa'sworshipers and priestsare lashuntas, but her faith is popular throughoutthe Pact Worlds,particularly among shirrens. Educators, mechanics,psychics, scientists, scholars, and technomancers venerate the Lady of Wisdom as they explorethe boundariesof both mortal knowledgeand their own minds. Yaraesa'stemples resembleancient libraries filled with books- evenif the volumes on displayare just holographic props- and always include small, quiet rooms where worshipers canreador meditate in peace.Many universit ies,especiallythose on Castrovel or fundedby lashuntas,containchapelsto Yaraesa. One unusual quirk of Yaraesa'sworshipers is t heir vocal rejection of fait h- or rather, someconventional understandings of it. Yaraesa teaches that the scientific process and knowledgegained through controlled,replicable, and verifiable experiments are the best way to understand the universe. Where some gods offer knowledge and power as a reward for allegiance,Yaraesa demands that her peoplefigure things out for t hemselves as best they can. This doesn't mean t hat she refusesto grant her followers magical power; rather, she generally doesso in consistent and predictable ways that can be taught like a science,and she'smorelikely to nudgesomeone toward a discovery than hand them the answer. For members of her church,faith isn't blind trust but a healt hy and skeptical relationshipbetweenan esteemed teacherand her pupils.
Y
ges ago, Zon-Kuthon was Dou-Bral, half-brother to the goddessof loveand beauty,but his envy over her talents led him to journeyinto unknown regionsbeyondthe edgeof the Great Beyond. There, he encounteredsomething that changed him for the worse,and when he returned,he had becomea new god of pain, suffering, and loss. Zon-Kuthon is a twisted. cruel, jealous god who defiles flesh to bring pain and misery. He representsdebilitating loss, consuming envy, emotional darkness, and ever-presentpain. Unrepentantlyevil, he finds only brief joy in the pain he causes others. His very existenceis a corruption and parasite uponthe universe.His alien mind constantly seeks new ways to oppress, humiliate, demoralize,and destroy others. but his true goals are incomprehens ible. The Midnight Lord offers no great wisdoms, no promisesof universal truth, and no guaranteeof rewards in the afterlife. It's possiblethat this bleak nihilism may be part of some more elaboratemaster plan unknowableto even his greatest priests, but so far the method and messageis that existenceitself is pain. Zon-Kuthon'sfaith attracts evil sadists,dementedmasochists, andthosewhosespirits are sowoundedthat only overwhelming pain distracts them from their sorrows. He whips the minds of serial killers, guidest he handsof torturers, and plays upon the nervesof the suffering. He is the patron of slave masters, back-alley surgeons,and thosedriven to madnessby envy and loss-people so injured t hat they cometo revel in painor joyfully inflict the sameuponothers.His priests, known as the Servants of Midnight, seek to pierce the veil of the Great Beyondand exposethemselvesto what liesthere,hopingto achieve the same apotheosis asZon-Kuthon himself. His churchhasno overarching organizationaltenetsbeyondbringing pain to the universe,yet it still managesto remain a major presencedue to the discoveries of the JoyfulThings- voluntary amputeeswhoselack of limbs or sensoryorgans leavesthem plenty of time to designever more sinister devices for Kuthite armsdealers (such as shadowdrives, which were popular before the discovery of Drift travel among thosewilling to tradeexcruciatingpainfor speed).Zon-Kuthon's templesare torture chambers, both in appearance and function, and worship services always incorporate torture and selfmutilation,blurringthe line betweenpleasure and pain. Of Zon-Kuthon's sibling, Shelyn, much remains unknown. Though not silent, her responsesto worshipers are infrequent and fractured, leading someto believe she'straveling beyond the known multiverse in search of a cure for her brot her's ancient. yet still mysterious condit ion.
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GODS
very culture has its own gods and traditions, and while the 20 core gods described on the preceding pagesare the mostubiquitousin the PactWorlds, hundredsmoremaintain their own widespreadfollowings throughout the Pact Worlds, and an uncountednumbertend to the concernsof beingsin the wider galaxy. Below is a selectionof gods who, while having fewer templesand worshipersin the PactWorlds,are still wellknown. They may be gods whose worship was once common but has since fallen out of fashion, deities primarily worshiped by a particular race or civilization,or minor gods who simply havelessinfluenceon the divine stage.
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ANGRAOO TheForge-Fire LGgodof dwarves, fire, tradition, war The patron god of the dwarves, Torag,vanished along with Golarion during the Gap,leavinghis younger brother Angradd to assumeguardianship of the dwarven race. Aggressiveand militaristic, Angraddexhorts the dual importanceof upholding ancient dwarventraditions and fighting to preservethem. ARSHEA Spiritof Abandon NGdeityof freedom,physical beauty, sexuality TheandrogynousbeingArsheainspirespassions and comforts the repressed.Arshea espousesthe utter liberation of the body and the soul, encouraging followers to consensually experienceall aspectsof gender,love,and sexuality. A S MOOEUS Princeof Darkness LEgodof contracts, pride, slavery,tyranny The Lord of Hell, Asmodeusrules over that realm'sarchdevils. He is a god of rigid hierarchiesand the rule of the strong over the weak-an omnipotent tyrant who createsand destroys as
he seesfit. BLACK BUTTERFLY TheSilenceBetween CGgoddess of distance,silence,space As Desnais goddessof the stars,the BlackButterfly is goddess of the dark spacesbetween them. Sometimes called Desna's Shadow,the Black Butterfly despises evil and teachesthat in the silencesbetween breaths and thoughts, one can see one's
true nature. CALISTRIA TheSavored Sting CNgoddes s of elves, lust, revenge,trickery
Patrongoddessof the elves, Calistriaspeaksto the mercurial, detachednatureof that raceand their desirefor revengeagainst thosewho wrong them.Alluring,scheming,and temperamental, Calistriais a trickster goddessalways maneuver ing to attain a moreadvantageous position.
ELDEST Lordsof the Fey N fey rulersof the FirstWorld A pantheonof nine different fey lords,from the GreenMother and the Lantern King to Ng the Hoodedand Shyka the Many, the Eldest rule the First World and are sometimesworshipedas a groupby fey, gnomes,and other followers,though moreoften through individual bargains.Of the specific faiths, Ragadahn the Water Lord is perhapsthe most prominent, as he is a major deity on aquatic Kalo-Mahoi. GROETUS Godof the EndTimes CNgodof emptyplaces, oblivion, ruins An apocalyptic god of unknown origin, Groetusis the distant and malevolent skull-like moon hovering over Pharasma's Boneyard-adispassionateobserverwho patiently waits for the end of all things.Groetushas no organizedfaith. LAMASHTU Mother of Monsters CEgoddessof madness , monsters , nightmares The most powerful of the demon lords of the Abyss,Lamashtu claims dominion over all unintelligent monsters, and her nightmares invadethe peaceof sleep.Her goal is to corrupt mortalsand twist the universeinto her own misshapenbrood. LIS S ALA Scionof Seven LEgoddessof duty, fate, obedience , reward of service
An ancient deity venerated in the nations of Azlant and Thassilon on old Golarion, Lissala now serves as the patron goddessof the Azlanti Star Empire.She is precise,rigid, and intolerant of disobedience,but she rewards those rulers and their subjectswho follow her strict teachings.
OUTER GOOS Nyarlathotepis the most infamousof the OuterGods,but he is far from the only one of these incomprehensible alien entities whoseinfluencereachesinto the PactWorlds. TheDaemonSultan Azathoth (CN)is the OuterGodof entropy,madness, and mindless destruction. It is a primal massof raw powerand uncontrollable devastation that lies at the centerof the universe.The so-called "blind idiot god"is unawareof its ownworshipers,andits mindless thrashings can devastateentire planets.Shub-Niggurath (CE)is a monstrousfertility goddesssaid to havespawneda thousand aberrantyoung.Called the Black Goatof the Woods,she is the OuterGoddessof fertility, forests,and monsters,and her cult is widespreadon fecund worlds coveredwith forests, jungles, or swamps.Yog-Sotho th (CN),the Outer Godof gates,space,andtime, dwells within the Dark Tapestry,but his most fervent followers claim that he is the Dark Tapestryitself.Knownas the Key and the Gate,Yog-Sothothis coterminouswith all spaceandtime,and his cultistsbelievehe is slowlypreparingthe variedworldsof the universefor a new age of horror presagedby the waking of the Great OldOnes,ancientgodlike beingswho servethe OuterGods.
LESSER THREATS
Starfaring Pirates
The following pagesfocus on system-widethreats, but heroes don't always need a looming apocalypse to catapult them to greatness.Below is a selection of localizedthreats,all capableof wreaking havocif remarkableindividualsdon't intervene.
Try as some interstellargovernmentalsystemsmight to police the galaxy,space is still an immenseplace with many deep corners in which smugglers, thieves, and other ne'er-do-wells can hide. Countless pirates haunt the spacelanes,yet in the last few monthsa new groupunaffiliated with the FreeCaptains has madeconsiderable news in the Pact Worlds. Theseremarkably efficient android pirates, their faces replacedwith eerie red metal platesmatchingtheir ship'shull, target trading vesselsand other starships with valuablecargo moving betweenthe Pact Worldsand the Veskarium . Named the CrimsonCrewby media outlets,thesepiratestypically steal easy-to-se ll spoils but always interrogatecapturedcrew membersto seeif they know anything aboutsomethingcalled"the Butterfly Matrix."Whatthis might be, andwhy the pirateswant information on it, remainsa mystery,but authorities of both the PactWorldsandthe Veskarium havebeen quietly lookingfor ways to bring the pirates to justice. Rumors placethe pirates'headquarters on oneof the manysett lementsin Preluria'sringsbut alsosugges t it's beencloakedto near invisibility.
Corporate Warfare On the lawlessfrontiersof space,it can be tempting to take out your competition permanently. As much as the Stewardswork to preventit in PactWorlds space,professionalrivalry regularly spills over into armedconflict,and mostcorporations rely heavily on mercenariesand security contractorsto supplementtheir own forces.Recently, reports havesurfacedof ATechwarships launchinga massive assaulton an illegal Wallachi-Ulunatcolony in the Vast,though no survivors have thus far been locatedto corroboratethe story.
Experiments Gone Haywire The universeis full of strange experimentswith even stranger consequences. The entire planetof Lothun, for instance,evinces an old terraformingproject run amok, andtheworldof wiId gravity knownasOrikolai was purportedlycreatedfor astrophysica l and ecological studies.Some such experiments have had far worse results, however,bringing mayhem and death to those who investigate them.Thesefailed enterprisesmay be dark secrets of powerfulorganizations,or they may float ominouslythrough spacein researchvessels and star bases,waiting for their paths to intersectan inhabit ed system. Onesuchexample is a cluster of Vercite sciencevesselslong thought lost in the Drift, which have reappearedin the icy wastesbeyondAucturn and that are now pullingother travelers out of the Drift aswell, disabling their engines.How andwhy they'redoingit remainsto be discovered, but while the captured vesselshave issueda few mysterious distresscalls, so far no one has beenable to establishcontact with the crew-if indeedthey'restill alive.
Kidnappers A rash of high-profile kidnappings has been sweeping the Pact Worlds, targeting everyonefrom VR stars to corporate executives,and evenmembersof the Pact Council.Strangely, the kidnappe rs demandto be paidexclusivelyin rare magical artifacts, and punctuatetheir ransom notes by removing their victims' technological implantsandsendingthem to themedia.
Warring Planets While the AbsalomPact put an end to interplanetarywarfare in its planets' home system, not all inhabited systems are so lucky. Some explorers in the deep reachesof the Vast find themselves suddenly in the middle of massivewars between neighboring planets or solar systems,either conscriptedinto the fight or beseechedby refugeesfor aid.Thanksto the powers of the Starstone,refugees fleeing conflicts in other systems also regularly arrive near AbsalomStation, despite having no knowledgeof the station's existence.The most recentof these are the Edanra-Mei, a group of incredibly tall, blue-skinned, salamander-like creatureswho arrivedon three pyramidalships and refuseto speak to anyonebut anacites,androids, and other obviously artificial races.The refugeessay their home world is a previously unknown planet called Edanra, which they claim is on the verge of being destroyed by nearby enemiesfrom a place t hey call the Fortress.They also claim to have incredible technomagic confinedwithin their planet, which they would be willing to share should the Pact Worlds help them defend it. Although the Pact Council has made no official decision as of yet, manycorporations and planetarygovernmen t s havequietly beguncontracting adventurers to investigate the situation and t he veracity of thesenewcomers'claims.
ASPIS Massive
CONSORTIUM Criminal
Corporation
he Pact Worlds are rife with interplanetary traders and corporations,but noneare quite like the Aspis Consortium. The Consortiumtraces its history all the way back to Golarion, and in the wake of the Gap and the revelation of Drift travel, the companyquickly mobilizedto take advantageof the chaos, throughboth legitimatebusinessand black-marketopportunism. In theory,the Consortium's great wealth comesprimarily from commissioningexplorersto find and claimdistant resourcesand then exploiting or selling off theseassets.The fact that this also createsa convenientcover for everything from false-flag piracyto the enslavement of entireworldsin deliberatelyunchartedregions of the Vastis somethingfew dareaddresspublicly. With each new discoveryand conflict. Aspisagentsare alwaysready to find someadvantage,such as supplyingweaponsto the PactWorlds early in their battles with the Veskarium, and then secretly selling arms to both sidesonceit becameclearthe powershad reacheda stalemate. Givenits brazenly amoral corporatedealings, and the perpetual,never-qu ite-confirmedrumors of its vast criminal networks, one might be surprisedthat the Consortiumcan continueto operatein the pubIic sphere.This is due not only to well-placedbribesand the restriction of its mostillegalactivitiesto outsidethePact Worlds,but alsoto its uniquequasi-national status. When the Swarm first attacked, the Aspis Consortiumleveragedits connections within the Pact Worldsandthe Veskariumto brokerthe interstellar alliancethat ultimatelyrepelled the invaders, as well as donating arms, resources,and aid to the besiegedworlds.Oncethe threat hadpassed,the Pact Worlds government used this generos ity to justify an unpreceden ted-and never replicated-measure grantingthe AspisConsortium statusapproach ing that of a Pact World itself. Though not allowed to vote, the Consortium is recognizedas a selfgoverning entity, its holdingson various worlds seenasembassiesandits agentslargely granted diplomatic immunity within other worlds' jurisdictions, making it extremely difficult for anyone to investigate their schemes. Within the Pact Worlds, the Consortium takes pains to maintaingoodwill among elected officials, staunchly disavowing and making amends for any agents caughtin unsavorydealings, but outside the system, the Consortiumoperates as a criminal empire- exterminating inconvenientalien races, extorting colonists, manufactu ring androids as slavelaborers- doing anything to increasethe bottomline.
T
AZLANTI
STAR
Expansionist
Stellar
EMPIRE lmperium
lmost50 yearsago,a Starfinderscoutship venturedbeyond the Hydra Nebula,deepinto the unexploredreachesof the Vast.Uponarrival, the Starfinders announcedthe discovery of a starsystemwith planets inhabitednotjust by unfamiliaraliens,but alsoby humans - a societyapparentlynot of PactWorlds origin.It alsoreportedthe existenceof multiple largestarshipsof unknown design,and the scout'sintentionto establishcommunication.The Starfindership madeno furthertransmissions. This was the PactWorlds' first contactwith the Azlanti Star Empire, a vast union of diverseraces,worlds,and star systems underthe dominionof humanswho left Golarionmillennia beforethe Gap. The Azlanti Star Empireseeks to bring all inhabitedworldsunderits hegemony,exploiting their knowledge,labor, and resourcesfor the good of the empire. Its driving philosophyassertsthat humans specifica lly pure-bloodedAzlanti- are the most perfectspeciesand that their destinyis to conquer the galaxyand rule over all lesserspecies.The Star Empire'sfleet of starships is believed to rival the navies of the Pact Worlds and Veskariumcombined,and its legionsof gemaugmentedaeontroopersruthlesslyconquer newterritoriesandquelldissent. Sincethat meeting, encountersbetween the Pact Worlds and the Star Empire havebeenfew, but always hostile. No vessel reporting direct contactwith Star Empire forces has survived the encounter, at least in officially recorded sources, and so far only the barestoutlines of their society have been gleaned by spying on transmissions. Two diplomatic delegations sent by the Pact Worlds governmentwere firmly rebuffed: the first vanishedwithout a trace, its membersassumedto have been captured or killed; the second destroyed outright as soonas it cameout of the Drift in Azlanti territory. TheVeskariumcolonyworld of Najin-Korozayas, establishedonly a decade beforefirst contactwith the Star Empire, was obliterated in an Azlantiattack soonafter, its entire populace slaughtered or enslavedand its resources plundered.Sincethen, both the Pact Worldsandthe Veskarium havekept their distancefrom systems believedto be in Azlanti territory,forbidding explorers or colonistsfrom entering,and the Stewardskeepa closeeye on the region, lest the Azlanti decideto movein forcetoward the PactWorlds.
A
CULT OF THE DEVOURER
DOMINION OF THE BLACK
Scions
Predators
of the
Unmaking
eepspaceprovidescoverfor manycriminals andoutcasts, from mercenarypirates to demon bindersand mutants driven insaneby unshieldedreactors. Yet the worst of these is likely the single-mindedhorrorof the cult of the Devoure r. Civilizedworlds often wonder why Devourercultists bother worshiping a god of destructionwhen it offers them nothing in return.Yetwhat they fail to graspis that nothing is exactlywhat such cultists desire. The Devourer'sdestruction promises not just an end but a complete unmakingof all that is. It could consume not just the future but the past; not just the Material Plane but all existence . By advancingits cause,the grief strickencan literally undo past tragedies,makingit so their lossesneverhappened.By removing the afterlife, the guilty can avoid
D
differen f:
judgment. While priests of sectsdebatewhetherthis existence . would be replacedby a new one more to the Devourer's liking, their underlyingpremise is that the current existence has rotted,and it must be erasedcompletely. While the public thinks of Devourer cultists as sadistic cannibals, berserkers in gore-studded armor that raid ships for the joy of slaughter,this is only onefacet of thefaith.Suchshocktroopsarecalled ·wall breakers"-barbar ians driven by sacreddrugs to slaughter and defile, not for their own pleasure,but to break the spirits of civilizations.Complemen ting these are the "hidden ones," pious sociopathswho moveundetectedamong other societies, gathering information, recruiting,and plantingthe seedsof entropy. Priests and leaderscan be from either choir (as the two traditions are known), and different congrega t ions place different emphasis on thesetwo tactics.Aboveall of these, however,are the rare "atrocites"individuals who've broken free from the Cycle of Souls in order to masterminddestructionon a scale grand enoughto attract the attention of the Devourer.While individual cults may be fractious, battling eachother as well as victims in their scarred and twisted warships,all immediately bow to the will of an atrocite, in whoseempty eye sockets and stormcloudhalothey might find their final victory.
from
the
End l ess
Dark
n the vast gulfs betweenthe stars,which somephilosophers call the DarkTapestry,existsa coalitionof obscenelypowerful, aberrantbeingsknownasthe Dominionof the Black.Intergalactic in scope,the Dominionis believedto control countlessworlds acrossmultiple galaxies,yet it is no empire in the sensethat most sentientspecies would understand.Planetsthat fall under Dominionauthorityare lesscoloniesthan production facilities, and any living creaturesmerely subjects for strangeexperiments. The so-called "leaders· of the Dominiondefy explanation, other than that they are colossal, malignant entities of unfathomable intellect and inscrutable ambition. These overlords are known only by awkward translations such as Infinity-Ceases-Now,The-Five-WhoSpeak-As-One, and TheW his pe rs-of-the-Vo i dHave-Eyes. Some scholars postulate that the Dominion follows the ordersand whims of the DarkTapestryitself. A wide variety of bizarre creatures serve the Dominion of the Black. In addition, the Dominion's infamous, living starshipsdisturbing amalgamations of biologicaland inorganic componentswith lifespans measured in centuries-are piloted by a speciescalled shipminds, genetically engineeredin the Dominion's fleshfarmsto fuse both physicallyand mentallywith their ships. All of these creatures view humanoid life as inherently inferior, suitable only for observation, experimentation, and genetic manipulation-or worse, as simply raw biological material to create servitor speciesand technology.TheDominionof the Blackis also embroiled in conflict with the cults of the Outer Gods,most notably over the strangeworld of Aucturn, though the exact nature of this enmit y is unknown. The ultimate goalsof the Dominion of the Black remain a dreadful mystery, with only hints of its intentions- whispered to be the exterminationof sentient life throughout the universe,or its replacementby somethingfrom anotherreality.
I
THE Interste
SWARM ll ar Locusts
hereareracesthat live in balancewith their ecosystem, and then therearethosethat consumeit, devouringeverything in mindlessexpansion. Suchis the casewith the Swarm. Originally called the kucharn, the race now called the Swarm evolved as a series of hives, each colony a collective consciousnessin which the individual bug-like components acted as drones, without agency of their own. Efficient, voraciouspredators, eachworshipingits own patrondeity, the hives competedconstantly with each other, until one learned the trick of subsuminganother colony's intelligence into its own. This new collective quickly overwhelmed the others,and beforelong it hadstrippedits birth planetbare with its reflexive hunger. This might have been the end of the Swarm, had it not cometo understandthe principles of spaceflight.Tearing itself apart into componentpieces,rising above its allconsuming hunger to twist its own genome, crafted biologicalwarshipscapable of carrying it through the stars,descending on world after world to devour,destroy, and absorb. TheSwarm'smillionsof individual units remain divided into subcolonies with a certain degree of autonomy,but like the dronesthemselves, their decisionsare more akin to complex programmed reflexesthan true thought,constantlyoverridden by the directives of the master identity. While they're capable of operating independent ly when sent out on scouting missions, both individuals and entire subcolonies are subsumed into the gestalt when they return within telepathic rangeof the hive. The overarching Swarm consciousness - while capable of nigh-unimaginable data processing,leapsof induction, and eventhe ability to slowly modify its own biology to create powerful weapons - remainsfundamentally unreasonab le due to an overwhelming,instinctive impulseto blindly expand and devour. Attempts to negotiate with the Swarmalways fail, and only massive force can deter it from descend ing on a world and stripping it of biological material before movingon. In its view,every other organism in the universerepresen ts a threat, and all threats must be destroyed. Strange,then,that a freak mutation should leadonesubcolonyto split off and flee its ravager-parent, becoming the peace-loving shirrens. While all races rightly fear the arrival of the Swarm in their space,shirrens find the idea of being oncemore subsumed into t he Swarm's hive mind evenworse than the prospectof annihilation.
T
THE
UNSEEN
Insid ious
Infi ltrators
s the denizensof the PactWorldstake their first stepsinto an unknownuniverse,fears grow of new military threats that recall the past horrors of vesk and Swarmencroachments. But even as attention turns to "out there; those in the know understandthat the greatestdanger lies not in farawaylegions of undiscove red stars, but in thosemalevolent alien civilizations lurking among us. Formless,ethereal refugees of corrupted afterlife cycles,shape-shiftingdronesof interdimensional broodmothers,manipulatorsof interstellar commerceclad in convincing skin suits- their formsareasnumerousasthe paranoiacswhosee them in everygathering of suspiciouspersonsor at the centerof every interstellar intrigue.And the folk of the Pact Worlds are right to be alarmed. Invisibleagents- literally or metaphoricallyindeedstrive to infiltrate the upper workings of nearly every significant political organizationin the system. While the common citizen of Absalom Station or Akiton cynically dismissesrumors of shape-changer conspiracies, and interplanetarymediaconglomeratesdownplaythe threat as xenophobicconspiracytheories,those in the know point to severalindisputable facts: The Lord Councilor Shabras Kluss of Faxxan,the legendaryChasmCity of Verces's Twilight Highlands, was revealed to be a green-skinned
A
reptoid after he openedthe city's once-famous Mineral Vault to Shadari pirates. A devastating decompress ion of the Zeffrac SciencePlatform over Liavara'smoon Nchak did keep its Wise Councilor rather, the fungal parasites controlling their bodies-f rom crashing their satellite city into the moon. Escape-podsurvivors of three different VisTourspaceliner tragedies spread over four Ostog, andStardream decades(the Gossamer, ,0 did report mysterious bulb-heade d gray aliens manifesting momentsbefore disaster struck- descriptionsthat matchedcreatures said to have been present at momentous PactWorlds events tracingback beforethe Gap.With so many infiltrators confirmed as part of the officialrecord- suchasit is, given the vagaries of history and the tight grip of mediacensorshipit's no wonder that the most alert Pact nativists extrapolate thesethreatsto indict alien ambassadors, high-ranking Stewards, andevenmembers of t he PactCouncilitself aspatsiesof unseen masters,or perhapsevenasthosemasters themselves.
eepin mind that theseconversionssometimesrequirea fair amountof work and won't alwaysresult in perfect piecesof rules text. As such, most of this chapteris directed at GameMasters,who should be very careful about which conversionsthey allow in their games. The full conversionof all of the Pat hfinder RPGcore races(starting on page 506). however,can be used as written, as long as the GM still has thoseracesin her setting.
K
GENERAL CONVERSION Sometypesof rulesappearin bothmonsterstat blocksandplayer characterclasses,andthey canbeconvertedin the sameway.
Actions Starfinder has a different set of actions than the Pathfinder RPG.If rules for a type of action are already provided in Starfinder, use the new rules. Other abilities require the following adjustments. • FreeActions: Most abilities that requirea free action in the PathfinderRPGinsteadrequire a swift action in Starfinder. For any Pathfinderaction that needsto be usedan unlimited numberof timesin Starfinder,treat it asa free action. e Full-RoundAction: Full-roundactionschangeto full actions. e ImmediateAction:Pathfinder RPGimmediateactionsusedby a characterwhenit isn'tthat character's turn usethat character's reactionin Starfinder,andthoseusedon that character'sturn use his swift action.If a character usesan ability as a swift action, he can't usehis reaction to usethat sameability again until the start of hisnext turn,andviceversa.
Bonus Types It is important to note that Starfinder doesn't use certain types of bonuses.If an ability or effect grants one of the bonuseslisted below, you will need to convert t hat bonus type. (Rememberthat bonusesof t he same type still don't stack.)In mostcases,thesechangesare fairly straightforward and won't causeproblems, but you should endeavorto keep bonusesthat increaseAC rare. Seepages266-267 for more about bonustypes.
PATHFINDER RPG BONUS STARFINDER BONUS Alchemica l Competence
Enhancement Insight
I
Deflect ion Dodge Profane Resistance Sacred Shield
Enhancement Insight Divine Enhancemen t Divine Enhancemen t
Skill Names PathfinderRPGskills that havethe samenamesas Starfinder skills don't need to be converted (though you should use the Starfinder rules for those skills, of course).To convert a skill that isn't found in Starfinder,replacementions of that PathfinderRPGskill with the Starfinderskill indicatedin the right column of the table below.If the entry has a dash,you can simply assumethat the PCssucceedat all skill checksof that type.
PATHFINDER RPG SKILL STARFINDER SKILL Appraise Climb Craft Disable Device Escape Artist Fly Handle Animal Heal Knowledge (arcana) Knowledge (dungeon eering) Knowledge (engineering) Knowledge (geography) Knowledge (history) Knowledge (local) Knowledge (nature) Knowledge (nobility) Knowledge (planes) Knowledge [religion) linguistics Perform Ride Spe llcraft Swim UseMagicDevice
Athletics Engineering, Mysticism,orProfession of appropriate type Eng ineerin g Acrobatics Acrohatics Survival Medicine Mystic ism Phys icalScience Engineering Phys icalScience Culture Culture LifeScience Culture Mystic ism Mysticism Culture Profession of appropriatetype Survival Mysticism Athletics
Touch Attacks Becausetouch AC isn't used in Starfinder,any touch attacks shouldtarget EAC instead.
class feature) that uses them. If you do so, a monster should havea number of Resolve Points equalto 3 + one-fifth of its CR (roundeddown).
MONSTER CONVERSION
Attacks
For the most part, PathfinderRPG monsterscan be used in a Starfindergamewith few changes.Detailedrules for creating Starfinder monsters and NPCsfrom scratch will be presented in the StarfinderAlienArchiveusing a systemof benchmarkssimilar to those found in PathfinderRPGPathfinderUnchained,which allows even relatively new GameMasters to create interesting and balancedcreatures by making a few key decisions . GMs who want to use Pathfinder RPGmonsters shouldtake into accountthat while a legacymonsterconverted usingthese guidelines should be usable in a Starfinder game,it won't be as polished as a monster created specifically for Starfinder. The guidelines beloware presentedin the order of a creature's Pathfinder stat block.
You might decide to give a converted monster a plasma sword, a laser pistol, or another Starfinder weapon (seeGear and Treasurestarting on page 502). If you do so, you need to do two other t hings. First, ignore any iterative att acks the monster might have from a high baseattack bonus. Instead, it can attack once with t he new weapon at its highest attack bonusor attack twice by taking a full attack action (with a -4 penalty to its highest attack bonus for each attack). Second, add the monster's CRto the damagedealt by the weapon (in addition to the monster'sStrength bonusfor meleeattacks, of course)to representweaponspecialization. Alternatively, you can use a Pathfinder RPG monster's full attackas it is listed without doingany conversion,resulting in a larger numberof attacksthat eachdeallessdamage.Thisworks like the multiattackability that some monstershavein Starfinder, regardlessof whether the attacks are madewith manufactured or natural weapons.The monstercan still make a Starfinder full attack (two attacks at its highestattack bonuswith a -4 penalty to each).A convertedmonster that makesa Starfinder full attack cannotmakea guardedstep on the sameturn. For example, a harpy (PathfinderRPG Bestiary172) has an attack entry that reads, "Melee morningstar +8/+3 (1d8+1). 2 talons +3 (1d6). " The harpy could attack as normal to make two morningstar attacks (one at +8 and one at +3) plus two talon att acks (at +3 each).In this case,her success f ul attacks would deal the amount of damagelisted in her Pathfinder stat block. Alternatively, the harpy could make one morningstar attack (at +8), or two morningstar att acks at +4 each.In this case,each successful att ack would deal 1d8+5 damage. Single Attacks: Monsters in Starfinder are often more accurate t han Pathfinder RPG monsters becauseof how full attacks work in Starfinder; for legacymonsters, t he increased accuracywith its first attack in a full attack often makes up for this. If you havea converted monsterthat is rarely ableto make a full attack, you can give it a bonus to its attack rolls when making a single attack, usually+3 or +4. CriticalHits: A convert ed monster deals automatic critical damage when it rolls a natural 20 on its attack, with no confirmation roll. However,if a monster'sweaponor att ack has an expandedcritical range,it must roll to confirm the critical on any result that is in that rangebut isn't a 20. For example, if a marilith rolleda 20 on her longswordatt ack (2d6+8/17-20), she wouldautomat ically scorea crit ical hit and deal double damage. If she rolleda 17,18, or 19, she must hit with a confirmation roll to deal crit ical damage.Critical multipliers (suchas a weapon that deals x3 damageon a critical hit) still multiply damageby the indicatedamount.
TypeandSubtype Most convertedPathfinderRPG monsterscan retain their listed types and subtypes. However,if you are converting a construct, rememberthat in Starfinder all constructshaveeither the magical or technologicalsubtype. Choosethe onemostappropriateto the construct you're converting.For example, golems are magical constructsand robots are technological constructs. Constructs are not immune to spells, afflictions, and other effects that specifically notethat they targetor affect constructs.
Senses Senses such as lifesense and scent are presented slight ly different ly in Starfinder,though they operate essentially in t he sameway.The varioustypesof sensesgiven to PathfinderRPG monsterscan be usedin Starfinder exactly as they are written, but seepage260 for more about senses.
ArmorClass Starfinder doesn'tuse the conceptsof flat-footed ACand touch AC, and instead breaks a character's AC into two categories: Energy Armor Class(or EAC)and Kinetic Armor Class (or KAC). Weaponsthat deal energy damage (such as a laser pistol) target EAC,while weaponsthat deal physicaldamage(suchas a longsword)target KAC. When converting a Pathfinder RPG monster to Starfinder, treat its normal AC as its KAC (if t he monster functions in a combat role as defined on page323 of the PathfinderRPG Bestiary, add 1 to its KAC)and subtract 1 from its normal AC to obtain its EAC. You can ignorethe flatfootedAC, becausein Starfinder, flat-footedis simply a condition that appliesa -2 penalty to both EACand KAC regardlessof the affectedmonster's Dexterity bonus.
HitPoints , Stamina Points, andResolve Points Increasea convert ed monster's Hit Points by 25%. Any monster abilit ies t hat require you to know a target's Hit Dice operate usingthe target's level or CRinstead. Unlikea player character, however,a monster doesn't haveStamina Points, and it will only need to have Resolve Points if you give it a new ability (or a
Spells andSpell-Like Abilities If a Pathfinder RPG monster can cast a spell or use a spell-like ability with the samename as a Starfinder spell,use the rules for the Starfinder spell. Otherwise, use the Pathfinder RPG
spell as written. However,if you want your convert ed monster to have more of a Starfinder flavor, you can take the time to replacethosespellswith similar Starfinderspells.For instance, you might useexplosiveblast insteadof fireball.Beawarethat this takesmoretime and effort.
AbilityScores Starfinder monsters don't have ability scores like player charactersdo; their ability scoresare describedin terms of the ability scoremodifiersthat shouldbefamiliar. Whenconverting a monster,youaren't requiredto expressits ability scoresasthe associatedmodifiersunlessa Starfinderrule directly references ability score modifiers.
Combat ManeuverBonus andDefe nse Starfinder doesn't employ combat maneuver bonuses or CombatManeuver Defense,so you can simply ignore them when converting a Pathfinder RPG monster and use the Starfinder rules for bull rush, disarm, and other combat maneuvers.If a monster has a combat maneuverfeat (such as ImprovedDisarm)or a specialability related to a combat maneuver(such as grab). use the Starfinder version of that feat or apply any bonusit providesdirectly to the appropriate type of attack. Immunities to combat maneuvers(such as "can't be tripped") still apply, and bonusesagainst specific combatmaneuvers simply apply to ACinsteadof CMD.
Feats If a Pathfinder RPGmonsterhasa feat that hasthe samename as a feat or monsterspecial ability found in Starfinder,usethe Starfinderruleswherepossible.Otherwise.usethe rules for the PathfinderRPGfeat,adjusting them as needed.For example,a feat that lets the monsterdo something as a responseto an enemy'saction shouldcost a reaction.
Skills When converting PathfinderRPGskills as noted on page500, if a monsterhasmultiple skills that becomethe sameskill, use the highestbonusof thoseskills. If a monsterhasan especially high bonus(suchas a very high Climb bonusdue to havinga climb speed).you might want to usea conditional modifier. For example, a Pathfindercreaturewith Climb +14, Swim +6, and a +8 racial bonusto Climb would haveAthletics +6 (+14when climbing).Specificconsiderations for specific skills are asfollows. • Acrobati cs:Moveanycircumstant ial modif ierswhenjumping to the Athletics skill, and possiblyadjust the creature's Athletics if it's supposedto begoodat jumpingbut didn't havet he Climbor Swim skills. • Linguistics:The monster retains the same numberof languages,even though the skill is removed. • Use MagicDevice: Allow the monster to use any magic items it has without attemptingchecks.
Languages Many of the languages found in the Pathfinder RPGcan be found in Starfinder, with the exception of most Golarion-specific regionaldialects. However,with a multitude of alien cultures,Starfinderpresentsa large number of newlanguages. Whenconverting a monster,you probablywon't needto worry too muchaboutthe languagesit canspeak,but if it would makesense for it to knowan appropriatealienlanguage , feelfreeto changeor increaseits vocabulary!
Gear andTreas ure Most of the humanoidmonsters in the Pathfinder RPGwield weapons
andweararmorthat areappropriate to that game'sfantasy setting,andmuchof it is magic.While this might fit in certain Starfinderadventures(suchas travelingto a planetwhere technologyhasn'tadvancedvery far or a planetthat simply benefitsfrom a high concentrationof magic).you might want to considergivinga convertedmonstersomecoolfuturistic gadgetsandweapons.Just rememberto stick with itemsof a level that is closeto the monster'sCR! The type of treasure the PCs receive after defeating a convertedmonstershouldbecommensurate with the guidelines presentedon page391. However.any treasurethat grants a bonusto attack rolls or AC (suchas the magicitems used by a monster)should not be part of that treasure. You will need to convertsuch items into similar magicitemsfrom Chapter7 beforethe PCsget aholdof them.
Special Abilities Most of a convertedPathfinder RPGmonster's special abilities canbe usedaswritten, thoughsomerequirea bit of adjusting. e Abilities that EmulateSpells: An ability functioning as a Pathfinder RPGspell can use the rules for that spell, unless thereis a Starfinderspell with the same name. e Afflictions: Curses. diseases, and poisons function differently in Starfinderthan in the Pathfinder RPG.Usethe Starfinderversionif it is presentedin the sampleafflictions starting on page 417 (keepingwhatever save DC is listed in the converted monster). Otherwise. you can simulate the affliction with the appropriatetrack. For instance,if the affliction is a poisonthat deals Dexterity damage,use the Dexterity poisont rack, but add any specialeffects the convertedaffliction deals.
CHARACTER CONVERSION While the core Starfinderclassescan simulate a great variety of different science fantasy characterconcepts,players are alwaysthinking of ideas that can be a little more difficult to model.As the GM, you maydecideyou areinterested in allowing Pathfinder RPGclassesin your Starfindercampaign.This will requirework on your part and the cooperation and patienceof the playersallowedto playsuchclasses. Thefollowingguidelines will helpyou managesomeof the morecommonfactors,but be forewarnedthat complicatedclassfeatureswill require a more in-depthconversionthan what canbe presentedhere. Keepin mindthat legacyclassconversionscanonly be used in your Starfindergameif you, the GM, allow them!
KeyAbilityScore Eachclassin Starfinder denotesone of the six ability scores as that class'skey ability score, and certain calculations(such as DCsfor abilities)are basedon that score'smodifier. If you are usinga PathfinderRPGclass, you will needto assign a key ability scorefor that class. In somecases,this will be obvious: a spellcasting class'skey ability scoreis often the sameability scorethat grants that classbonusspells. The following chart suggests the keyability scorefor the classesfoundin Pathfinder RPGCoreRulebook,PathfinderRPGAdvancedPlayer'sGuide, Pathfinder RPG Ultimate Combat, Pathfinder RPG Ultimate
QUICK CONVERSION If youarerunning a Starfinder gameandneeda monsterright away,youcanuseoneof anappropriate CRfromanyPathfinder volume, anduseit withinmoments . Simplyconvert RPGBestiary its AC(seepage501).andyouare goodto go.Youmightneedto altersomeof its skillsor otherabilitiesasyouplay,butfor most quickencounters, chances areyourplayerswill defeatthemonster andmoveonwithoutreally noticingthedifference!
FANTASY CHARACTERS OUT OFTIME Whether dueto a ripin thespace-t imecontinuum or thewhimof a deity,youmightallowoneormoreofyourplayers tousetheiralready estab lishedPathfinderRPG charactersin aStarfinder campa ign.This willrequire nosmallamountof work.butyoucanessentially usethe sameguidelines forconverting a monster. Remember, however, that mostPathfinder RPG characters willbeunfami liarwith theadvanced technology readilyavailable in aStarfinder campaign, especially the rangedweapons. Suchcharacters will eventually wantto takeat leastoneoftheproficiencyfeatsandtheWeapon Specializat ionfeat foundin Chapter 6. At yourdiscretion, youcangranta converted character theSmallArm Proficiency featasa bonusfeatafteran extended periodof training(besthandled inamontage, ofcourse).
Intrigue, and PathfinderRPGUltimateMagic;classesthat list severalability scoreswork much like the soldier, in that the player can choosethe scorethat is the most important to him for both mechanicaleffects andfor thematicconcerns.
PAT HFINDERRPG CLASS
KEVABILI TYSCOR E
Alchemist Barbar ian Bard Cava lier Cleric Druid Fighter Gunslinger Inquisi tor Magus Monk Orac le Paladin Ran ger Rogue Sorcerer Summoner Vigilante Witch Wizard
Intelligence Cons titution Char isma Strength orDexterity Wisdom Wisdom Strength orDexterity Dexterity Wisdom Intelligence Wisdom Charisma Char isma Dexterity orWisdom Dexterity Charisma Char isma Charisma Intelligence Intelligence
Health, Stamina, andResolve Starfinder charactersdon't rely solely on Hit Points to stay alive: they also have pools of Stamina Points that they can quickly replenish using ResolvePoints. These concepts are vital in Starfinder, so a convertedPathfinderRPGclass needs both Staminaand ResolvePoints. Additionally, Hit Points in Starfinderare calculateddifferently. Find the convertedclass's Hit Die on the chart below to determinehow many Hit Points andStaminaPoints that classreceivesat eachlevel. Like all Starfindercharacters,a characterwith levels in a convertedPathfinderRPGclass receivesa numberof Resolve Pointsequalto half her level plus her key ability scoremodifier.
PATHFINDER RPGHITDIEHITPOINTS d6 dB d10 d12
5 6 7 8
STAMINA POINTS 5 + Conmodifier 6 +Conmodifier 7 +Conmodifier 8 + Conmodifier
Class SkillsandSkillRanks PerLevel A PathfinderRPGcharacter'slist of classskills will necessarily be shorter when convertedto Starfinder.Use the guidelines for skill conversions(seepage 500) to determinea converted class's appropriate classskills. Find the convertedclass's numberof skill ranks per level on the chart belowto determinethe newnumberof skill ranksthat classshouldreceiveat eachlevel.Of course,you candecideto give the convertedclassfewer skill ranks if you wish, but you shouldn't give that classmore.
PATHFINDER RPG SKILL RANKS PER LEVEL
STARFINDER SKILL RANKS PER LEVEL
2 + Intmodifier 4 + Int modifier 6 + Int modifier 8 + Int modi fier
4 + Intmodifier 4 + Intmodifier 6 + Intmodifier 8 + Int modifier
ArmorProficiency Thereareonly two types of armor in Starfinder-light andheavy armor-compared to t he three types of armor found in the PathfinderRPG.When bringing a legacyclass into Starfinder, this conversionis fairly simple. If a classgrantsproficiencywith light armor,then it functions the sameway in Starfinder.The sameholds true for heavy armor proficiency,and proficiency wit h medium armor canbe ignored. Shieldsdon't seemuch use in Starfinder,so proficiencywith themcanalsobeignoredwhenconvertinga PathfinderRPGclass.
Weapon Proficiency andSpecialization Rangedweaponsare an importantpart of Starfinder,and most converted classesshould have some familiarity with them. A Pathfinder RPGclassproficientwith simpleweaponsshould be proficientwith basic meleeweaponsandsmallarmsin Starfinder. A classproficient with martialweaponsshould be proficientwith basic and advancedmeleeweaponsand longarmsin Starfinder;
if that classhasa baseattack bonusequalto its classlevel and classfeaturesthat increaseaccuracyor damagewith weapons, it shouldalsogainproficiencywith heavyweapons.Forclasses with very tight restrictionson the types of weaponswith which they are proficient(suchas druids and wizards),you will have to curate a similar list, allowing such charactersproficiency with only certain types of small arms. If a classalreadyoffers proficiencywith firearms (such as the gunslinger).you might want to considergiving that classproficiency with sniper rifles (oranotherspecialtype of rangedweapon). Rememberthat at 3rd level, all classesgrant the Weapon Specializationfeat for every weapontype with which that class is proficient.
Base AttackBonus andIterative Attacks Theprogression of baseattack bonusesfor classesis unchanged from the PathfinderRPGto Starfinder,but youshould remember that iterative attacks (extra attacks a character receivesfor havinga high baseattack bonus)aren't used in Starfinder.For classesthat receivethe first iterative attack at 6th level (such as barbariansand fighters), you might considergranting new classfeaturesthat either reducethe penalty when taking the full attack action or allow extra attacks when taking the full attack action (similar to the solarian's flashing strikes class featureor the soldier's onslaughtclassfeature, respectively).
Spells Converting a Pathfinder RPGspellcas t ing class to Starfinder will requirethe most amountof work. Youwill needto decide which Starfinderspells are availableto that class. In addition, the highest-level spell that can be cast by a mystic or a technomanceris 6th level, but a great deal of Pathfinder RPG spellcastingclassescancast 7th-, 8th-,and9th-level spells!It will be up to you to provide spellsof those levels,either by creating your own or convert ing PathfinderRPGspells. For an idea of how to converta spell, look at how acidarrowbecame caustic conversion.Rememberthat spells in Starfinder don't require componentsof any kind, though somevery powerful ones do requirean expenditureof creditsor anothercostly component.
Class Features The most importantthing to remember about convertingclass featuresis that thosegranting a bonusto attackrolls or ACshould be replaced.Look to abilities of a similar level from the envoy, operative,andsoldier classesfor optionsto replacethoseabilities. Certain class features of Pathfinder RPGclassesare only effective when the characterisn't carrying a medium or heavy load. Theseconceptsaren't found in Starfinder,though how much a character can carry is still relevant.When converting a class,these features should be lost if the characterhas the encumberedor overburdenedcondition (in addition to any other factors listed in the classfeature). SomePathfinder RPGclassesgrant specificbonus feats as part of their classfeatures. If possible,a convertedclassshould grant a Starfinder feat with the same name. If no such feat exists,choosea Starfinderfeat that is as similar to the granted bonusfeat asyou canfind. Failingthat, you shouldconvertthe
feat as best as you can;seethe Diehard feat for an exampleof how to convert a Pathfinder RPGfeat to Starfinder. Guidelines on how to convert specific class features that might presentthe most trouble are presentedbelow.
Animal Companions, Eidolons, andMounts While it is possibleto simply use animalcompanions,eidolons, or mounts from Pathfinder aswritten, they might not functionas effectively in battle at higherlevels as their Starfinderanalogue: the mechanic'sdrone. As such. you might want to allow a character playing a druid, a ranger. a summoner,or any other class or archetype that receives an animal companion or eidolon to construct such a class feature using the drone rules found starting on page 74, altering one of the basechassisas neededto make sense (most likely replacing all of its weapon mounts with meleeweaponarms). For example,if a druid player wants to use the stealth drone chassisto emulatea small dinosaur,you should remove its climb speed(by not giving it the climbing claws mod)and increaseits land speedto 60 feet. For a Large animal companionor eidolon, you can use the combat drone chassis and simply state that it is Large or build your own starting Largechassis. A class that grants a mount as a classfeature can work in a similar fashion, but the drone must have someway for the characterto ride it, and it should probably be Large(for Medium characters,of course).Tosimulate this, you cantake the combat drone chassis,make it Large, and replace one weapon mount with the riding saddlemod. Either way,treat the character 's classlevel in the appropriate classasan effective mechanic level to determinewhenthe "drone· receives and qualifies for new upgrades.For classesthat grant companions at later levels (suchas the ranger),use the same formula for determining that character'seffectivemechaniclevel. If you use t hese drone conversionrules, you should also make sure that the convert ed class uses the same kind of actions to control t he new companionas the mechanic usesto control his drone. Finally, once the converted "drone" has been built, you can changeits type from construct to a creature type appropriate to the class feature (animal, magical beast.outsider, etc.). Of course,you can alwaysskip t his part of a conversion if you are comfortable with rangers befriendingcyberapesand paladins riding robosteeds.In such a case, it makes sense for these companionsto haveguns insteadof claws!
Bardic Performance Most of a bard's bardic performance abilities can be used as written, with appropriate Profession skill checks substituting for Perform skill checks. For instance, Profession (musician) replacesany Perform skill that requires a musical instrument, and Profession(actor) replacesPerform(act). As written, starting a bardic performance is a standard action, but maintaining a bardicperformanceeach round after that shouldrequirea swift action.At 7th and 13t h levels,a bard must spend1 ResolvePoint to start a bardic performanceas a moveaction or swift action, respectively.
Any competencebonusesor dodge bonusesgranted by a bardicperformanceshould be insight bonuses.In addit ion, once a bard stops maintaining a bardic performancewith the word "inspire"in its name,an ally that gained the benefitsfrom that inspiring bardic performancecan't do so againuntil she takes a 10-minute rest to recoverStaminaPoints. While all of the bard's allies should receive the morale bonus to saving throws against charm and fear effects from inspire courage,the bonus to attack and damagerolls should apply only to one ally (or the bard himself) at 1st level.At 5th level, and every 6 levels thereafter, the bard can inspire an additional ally. The bonus to attack rolls doesn't increaseas the bard gains levels, but at 5th level, the bonus to damage rolls should changeto equal half of the inspired ally's bonus from weaponspecialization. An ally affected by the inspiregreatnessbardicperformance should regain a number of StaminaPoints equal to twice the bard's class level + the bard's Charisma modifier, instead of gaining bonusHit Dice.
Familiars While it might seempossibleto createa familiar that a character (suchas a wizard) receivesfrom a PathfinderRPG classusing the sameguidelinesas an animal companion above, the realities are a bit more complicated,as familiarsdon't usually have same combat capabilities as a drone. However,modifying the Tiny hoverdronechassis is a goodplaceto begin. First. alter the drone's speedas appropriatefor the converted familiar. Forexample,a lizardfamiliar should havea climb speed insteadof afly speed.Next,increasethe drone'sACby the amount listed undernatural armor adjustment in the table on page83 of the PathfinderRPGCoreRulebook,depending on the levelof the wizard. Then, give the dronea goodFortitude savingthrow bonus (insteadof a poor one).Remember that the familiar'sIntelligence scoreincreasesas the wizard gains morelevels,alsoas noted in the table mentionedabove.Finally,ignorethe drone'sbonusskill unit andstarting mods,and make surethat the convertedfamiliar receivesthe specialabilities listed in the table mentionedabove. The converted familiar should follow all the normal rules for familiars (number of Hit Points, att acks, etc.), though the ability it grants its master may needto be altered to match t he Starfinder list of skills.
MonkUnarmed Damage andFlurryofBlows A Pathfinder RPGmonk is going to have trouble matching the damageoutput of other classesat higher levels. One way to convert such a character is to havethe convert ed monk's unarmed strikes dealan amountof damageequalto that dealt by a one-handedoperative melee weapon with an item level no greaterthan the monk'slevel. In addition,t he unarmed strikes deal an extra amount of damageequal to that dealt by the trick att ack class feature (seepage93) of an operative of a level equal to the monk's level. Unlike an operative, the monk doesn't needto succeedat a skill check to deal this extra damage,but he can deal it only with his unarmedstrikes. The monk is proficient wit h his unarmedstrikes and thus receives the WeaponSpecialization feat with themat 3rd level.
D\NARVES ~--------
--
warvesare a stocky race, roughly a foot shorter than humans,with broad,heavyframes.Dwarvestrace their heritageto the missingplanet of Golarion,yet for them,this is not merelya matter of history, but identity-they were forged in the furnaceof Golarion'ssubterraneanpassages,and many dwarvesborn long after the planet's disappearancestill feel the sting of its loss, kept alive in dwarvensong and legend. Dwarvenhistory also claims that they once had a different racial god, Torag,who left his worshipersin the handsof his brotherAngraddduring t he Gapso he couldstand guardover Golarion,whereverit is now. Dwarvesare most commonlyfound on Absalom Station, where their guilds and clans wield significant power, or on city-sizedStar Citadelships.Significantdwarvencommunities on other worlds are rare, though small groupscan be found throughoutthe PactWorlds'extrasolarcolonies.Manydwarves are attractedto asteroid mining,with Star Citadelscommonin the Diaspora. Largerdwarvencommunitiesoftenfocuson tradition and fight to keepancientcrafts,laws,and enmitiesalive.This traditionalism sometimescausesotherracesto seedwarves as old fashioned,or evenbackward.Dwarves are certainly cautious in adopting new technologiesand slow to changetheir wayof life,butoncea newtechnology has provensafe and effective,it's quickly adaptedto dwarvenneeds. Dwarves are often mechan ics, mystics, and soldiers. They tend to get alongbestwith gnomes,halflings, humans, andotherraceswith ties to Golarion, though they have a sometimes impolite appreciation for androids' elegant construction and find muchin commonwith kasathas andkorashalashuntas. Among the strongest dwarven traditions is the Quest for Sky, a belief that Torag commanded his people to leave their underground homes on Golarion and fight a generations-long war to reach the surface.While many dwarves feel the Questfor Skywasfulfil led,someexplorefar from the PactWorldsin the belief that the original journey was only the first stageof the quest and that Toragnow wants them to find somespecific aliensky for which they're destined. Most dwarvesstand4 to 4-1/2 feet tall and weigh 150-200 pounds. They're considered adultsat 40 and live up to 450 years.
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Ability Adjustments:+2 Con,+2 Wis,-2 Cha Hit Points:6 Size andType: Dwarvesare Mediumhumanoidswith the dwarf subtype. Darkvision: Dwarvescanseeup to 60 feet in the dark. Slow butSteady: Dwarveshavea land speedof 20 feet. which is nevermodifiedwhenthey areencumberedor wearingheavyarmor. Theyalsogaina +2 racial bonus to savingthrowsagainstpoisons,spells, andspell-like abilities,andwhenstandingon the groundthey gaina +4 racial bonusto their KACagainstbull rushand trip combatmaneuvers . Stonecunning: Dwarvesgain a +2 bonusto Perception checks to notice unusualstonework,such as traps andhiddendoorslocatedin stonewallsor floors. They receivea checkto noticesuchfeatureswheneverthey passwithin 10 feet of them,whetheror not they are activelylooking. Traditional Enemie s: Dwarvesstill train to fight their ancient enemies . A dwarf gains a +1 racial bonus to attack rolls against a creaturewith the goblinoidor oresubtypeanda +4 racialbonusto ACagainstan attackfrom a creaturewith the giantsubtype. Weapon Familiarity: Dwarves are proficient with basic and advanced meleeweaponsandgainspecialization
ELVES
~--===========
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==
ithe, long-lived humanoids,elves are easily recognized by their pointed ears and pupils so large that their eyes seemto be all one color. Possessedof an inherent bond with the natural world, they tend to subtly take on the coloration of their surroundings over the courseof many years and have a deepspiritual regardfor nature. Of all the races commonto the solar system, elves were perhapsthe hardest-hitby the Gap,and the slowest to adapt and recover.Where shorter-lived races quickly gave birth to children who had never known any other way of life, and thus were personallyunaffected by the loss of history, the elven generationwhose lives extendedback into the Gapcontinued on, broken and confused by the blank centuries in their own lives and memories. What's more,those leaders charged with trying to piece together their social history from scrapssooncameto a grim conclusion: during the Gap, their race had been betrayed by another- yet exactly which race was involved remains unclear,all suggestionsof the answer scrubbedby malicious intent or the Gapitself. Reeling and angry, elves from across the system retreated to their ancestral homeland of Sovyrian on Castrovel and dug in, determined to never again be caught unpreparedby disaster. Even this was a fraught endeavor, however, as many of the established elven families already on Castrovel resented the chaos and upheaval caused by the suddenflood of refugees. Today,the elves are a reclusive, xenophobic race, litt le understood by their neighborsand uninclined to remedy that situation. Though their starships still travel the void, trading wit h other worlds, t hey largely carry all· elven crews, and most elves choose to live amongt heir own kind either in Sovyrian or in predominantly elven enclaves on other worlds. Those adventurous or rebellious individuals who chooseto live amongother races are called the Forlorn, due both to their loss of elven companionshipand to their tendency to outlive friends of other races.Most are viewed with pity and suspicionby t heir kindred. Within their borders, elves tend to be whimsical and passionate, yet when dealing with outsiders their laughter disappears quickly, replaced by a cold, unyielding wall. Elven warriors and diplomats operating outside of Sovyrian on government business sometimeseven
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AbilityAdjustments:+2 Dex, +2 Int, -2 Con Hit Points: 4 SizeandType:Elvesare Medium humanoidswith the elf subtype. ElvenImmunities:Elvesare immuneto magicsleep effects and receivea +2 racial bonusto saving throws against enchantmentspells and effects. ElvenMagic:Elvesreceivea +2 racialbonusto casterlevel checksto overcome spell resistance. In addition,elves receive a +2 racial bonusto Mysticismskill checks. KeenSenses: Elves receive a +2 racial bonusto Perception skill checks. Low-Light Vision:Elvescan seein dim light as if it were normal light. SeeVisionand Light on page261.
choose to go masked, hiding their identities aroundother races in order to better represent a united elven state. While elves have embracedtechnologyand the security it brings, they also maintain a deepaffinity for magic,seeingin its practice a continuity with their ancestors.Elves are most often mystics, operatives, and technomancers,and when they go adventuring, it's often to recover bits of magical lore lost to history, or else to find ways to ensureSovyrian's strength in the centuries to come.The primary exceptionto all of these tendencies are the drow-pu rple-skinnedelves who reject the company of their brethren to live on Apostae and mine alien tech from that world's interior, making them some of the most feared and respected
tries to distance itself from political entanglements, supposed ly rogue elven fleets have launched several surprise assaultson Apostaein an effort to "cleanse the corruption."The fact that theseattacks haveresulted in sanctions from the Pact Council has somehowdone little to deter the elves. Most elves stand 5-1/2 to 6-1/2 feet tall and weigh 100-150 pounds. They're considered adults at 100 and naturally live up to 750 years.
~
GNOMES
.......
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiii--
ong-agoemigrants from the primal fey realm called the First World, gnomesare a vivacious people who have adapted to their tumultuous heritage in curious ways, and evolvedsignificantlyfrom accountsfound in pre-Gaprecords. Gnomestoday fall into two ethnicities: feychildren and bleachlings . Easilyrecognizedby their brightly coloredskin and hair,feychildrenremain physiologically andsociallycloseto their otherworldlyheritageandare intensely mercurial,possessed of wild whimsy and a ravenous,reckless appetite for adventure. Bleachlings,by contrast,are believedto be the descendants of those who survived the virulent gnome plaguecalled the Bleaching,which to this day threatensto drain the colorand life from any feychildgnomeswho don'tconstantly seekout enough newexperiencesto retaintheir vibrancy.Bleachlingsaretypically born with monochromaticfeatures,their palettes rangingfrom blackandwhite to brownandgray.While they are usually more even-tempered than their feychildcousins, Bleachlings havean exaggerated - but only half-deserved - reputationfor dourness. How exactly the bleachlingadaptationoccurred- whether it wasan intentionalandexperimentalgeneticsolution to the ancient gnomedisease,a freak mutation, some deific blessing,or something elseentirely-has sadly been lost to the Gap,and many feychild gnome researchersdesperately attempt to re-createit in corporatelaboratories and magical universities. In the meantime,bleachlinggnomescontinue to pass their immunity on to their children and those of mixed relationships,foundinga new subracethat, while still currently a minority, is poised to somedaycompletely replacetheir parentracefor better or worse. Gnomesof both types usually have spindly framesand largeeyesthat give them a youthful (and sometimesdisturbing) appearance.Both ethnicities remain extremely curious and have a passion for new experiences,yet they often take different approachesto this need for mental st imulation- while feychildren are constantly chasing new physical situations and sensations, bleachlings often find their search for novelty sated through purely intellectual pursuits. As a culture, gnomes rarely build lasting social structures among themselvesor other groups. Instead, most gnomes choose to constantly pursue their whimsy and passionsalone or with a few close companions. Many feychild gnomes in particular find that keeping interesting friends is a good way to stave off the apathy and eventualmadnessthat is the Bleaching. Gnomes often find it difficult to relate to other races, as their humor and thought processescan seem wildly bizarre to those who don't share their unique viewpoints
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AbilityAdjustments:+2 Con,- 2 Str (seebelow) Hit Points:4 Size and Type: Gnomesare Small humanoids with the gnomesubtype. Curious:Gnomesreceive a +2 racial bonusto Culturechecks. Dimorphic : A feychild gnomegains+2 Charisma,while a bleachIing receives+2 Intelligence. EternalHope:Gnomesreceive a +2 racial bonusto saving throws against fear and despaireffects. Onceper day, after rolling a 1 on a d20, the gnomecan reroll and use the secondresult (seepage243). GnomeMagic:Gnomesgain the following spell-like abilit ies (seepage 262): 1/day- doncinglights, ghost sound, and token spell. The caster level for these effects is equal to the gnome'scharacter level. In addition, gnomesget a +2 racial saving throw bonus against illusion spells and effects. Low-Light Vision:Gnomescanseein dim light as if it were normallight. SeeVision and Light on page261.
or context. As a result. most gnomesdon't expect to be understood, and thus don't bother to explainthemselves,further wideningthe gap betweenthemselvesandothers.Yetwhile they are oft en complexand erratic, gnomes generally have kind and generous hearts, especially when it concerns their fr iends. Both ethnicities tend to get along bestwith humansand ysoki, while finding kasatha andvesk overly stodgy,though bleachling gnomes are also commonly found in the company of lashunta scholars. Feychild gnomes make excellent fasttalking envoys,while bleachling gnomes often lean toward studious, intellectual classes like the mechanic, mystic, and technomancer.Gnomesare most often found on Absalom Station and Castrovel, though their curiosity has spread them across the Pact Worlds and beyond. Strangely, though the elvesof Sovyrian are notoriously standoffish to other races, gnomes are not only tolerated but welcomed freely within their borders, supposedly in honor of some pre-Gap bargainforgotten by outsiders. Most gnomesstand between3 and 3-1/2 feet tall andweigharound40 pounds. They're consideredadults at 40 and naturally live up to 500 years.
,_ ___
ALF-ELVES
_
.I
f it's true that oppositesattract,thenelvesandhumansarethe best proof. Despite their general distrust of non-elves,many elvesfind humanity's passionateenergy,dedicationto living in the moment,and ability to accomplish so much in their short livesdeeplyappealing-a flame that burnsall the brighterfor its brevity. At the sametime, many humansare attractedto elves' lean bodies,elegantstyle, and centuries of wisdom.Wherethe two populationsinteract,half-elvesoccasionallyresult. Half-elves are the interracial children of human and elven parents or the descendantsof such children. While they can often pass for human by hiding their modestlypointed ears,they nevertheless tend toward the tall, slim physiques of their elven parents,with life spanstwice aslongas thoseof their humankin. Despitebeingseen asgenerally attractiveby both races.half-elves often feel like outsidersin both societies,always exoticizedand never quite acceptedas part of either group. This leads many half-elves to band together with others of their kind, or else abandon both their parent races in favor of new friends and families among aliens who lack those preconceptions. Since half-elves breed true, many second- or third-generation half-elves have no firsthand knowledgeof t heir parent cultures. Sovyrian, the elven homeland on Castrovel, is open to half-elves, as the government's Blood Right policy invitesanywith discernible elven blood to return to the homeland, t hough t his has recently becomecontroversial due to high-profile conflicts with half-elf dissident groups who resent their status as second-class cit izens. Half-elves are also relat ively common on Absalom Station, one of the few places where elven emissaries and humanslive and work together in large numbers. Predominantly halfelf settlementsare rare, though of late several half-elf homesteadertownships havesprungupjust beyondthe comfortableedge of Verces'sterminator line, and the tropical extrasolar colony of Shanavanis specifically recruiting fellow half-elves.
1
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AbilityAdjustment s: +2 to any oneability score Hit Points:4 SizeandType: Half-elves are Mediumhumanoids with both the elf and humansubtypes. Adaptability : Half-elves receive Skill Focusas a bonus teat at 1st level. ElvenBlood:Half-elves areimmune to magicsleepeffects and receive a +2 racial bonus to saving throws against enchant ment spellsandeffects. Keen Senses:Halt-elves receive a +2 racial bonus to Percept ion skill checks. Low-Light Vision: Half-elvescanseedim light as if it were normal light. SeeVision and Light on page261.
As cultural chameleons,half-elves slide easily into other societies, adapting smoothly to alien mind-sets. They havea part icular affinity for androids, ysoki, and any groups treated as outsiders by mainstream society, as well as for alien races like the shirrenswho aredifferent enough biologically t hat it would never occur to them to focus on such minor racial differencesas pointed ears or eye color. Many half-elves are fond of wandering, with a strong desire to prove themselves,seeking out new worlds in the Vast for fame and glory or in the hope of establishing new colonies. Though their often complicatedrelationship with their parent races makes them natural iconoclasts, they also tend toward kindness and understanding. With their extremeversat ility, half-elves are a perfect fit for nearly any profession, though in recent years an unusually large number have become operatives or soldiers for t he Stewards, perhapsseeing in the enforcement of the Pact a chanceto foster understanding and build a single system-wide culture that no longer strands halfelven children betweentwo worlds. Most half-elvesstand from 5-1/2to 6-1/2feet tall and weigh 100-200 pounds. They're consideredadults at 20 and naturally live up to 180 years.
'====== HALF
ORCS
alt-oreshaveboth humanandoreancestry.Thoughthese individuals sometimesresult from the union of oresand humans,the relative rarity of pure-blooded ores among the PactWorldsmeansthat most half-oresarethe children of other half-ores.They usually standa bit taller than humansandhave strong, muscularbuilds, with green or gray skin. Many halforeshavetusk-likecaninesprotrudingfrom their lowerjaws, as well as slightly pointed earsand large brows that give them a broodingappearance. Half-ores are fairly uncommonon the Pact Worlds,with the highest concentration living within the cavernsof Apostaeas unwilling servantsto the drow who long ago conqueredthat planet. Unfortunately,most of the free half-oreswho inhabit the rest of the solar systemare not treatedmuchbetter, shunned or vilified due to traditional prejudices stretching back into the Gap. The fact that these prejudices sometimes drive half-ores to become exactly the brutal criminals society expects only reinforcesthis negative cycle. Those halfores who do find acceptancetend to do so within enclavesof their own kind, amongandroidsandother marginalized groups,or in militaristic orderswhere the fear they inspire can be turned to their advantage. Though society funnels themtoward roles as soldiers,operatives, and intimidating envoys, some find solaceasmechanics, preferring machines to people. They get along part icularly well in vesk mercenarygroups, as the reptilian aliens lack the traditional prejudicesof the Pact Worlds. Some half-ores, frustrated with society's j udgment of them due to their appearance, to accentuatetheir differences and take to extreme body modification. This subculture uses piercings, plastic surgery, and even cybernetic enhancementsto express themselves and set themselves apart from the mainstream. Manyhalf-oresfeelthe callto join the Augmented,and such "steelskins" may not evenconsider themselveshalf-ores anymore,lookingdown on membersof their racewho havekept their natural forms. For those half-ores least accepted by society, one popular option is to push beyond the boundaries of civilization,
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AbilityAdjustments: +2 to any oneability score Hit Points:6 SizeandType: Half-oresare Mediumhumanoidswith both the humanand oresubtypes. Darkvision:Half-orescanseeup to 60 feet in the dark. Intimidating: Half-oresreceivea +2 racial bonusto Intimidate skill checks. OreFerocity : Onceper day,a half-orebroughtto O Hit Pointsbut not killed canfight on for 1 moreround. The half-oredropsto OHPand is dying (followingthe normal rules for deathand dying) but cancontinueto act normally until the endof his next turn, when he becomesunconsciousas normal. If he takesadditional damagebeforethis, he ceasesto be able to act and falls unconscious. Self-Sufficient: Half-oresreceive a +2 racial
venturing to new planets where they can build colonies. While some of these ore-bloodedcolonial groups simply set down roots and live in peace within their small enclaves, others become professional pioneers. These latt er groupstake on contractsas first-wave colonists, landing on planets under extremecircumstancesandenduring the hardest and most dangerous period of a colony's founding, then sell "soft er" group of colonists so that they can go start a new colony elsewhere.This dangerous,extremely skilled work is well-compensated,and thus despite their rough reputation and appearance,half-ore professionalsin organizations like the Halfblood Frontier Companyare often extremely wealthy, sometimesretiring to act as patrons for other half-ore ventures. Most half-ores stand from 5 to 7 feet tall and weigh 130-200 pounds.They're consideredadults at 14 and naturally live up to 80 years.
HALFLINGS ~....... ======
=
alflings are a common race in the Pact Worlds and their colonies,having spreadnearly as far as humans. Popular legend even claims that halflings were among the first humanoidsto spreadbeyondGolarionand into the stars to colonize new worlds. Oncethought of as a peoplewithout a homeland.halflings have pepperedthe void with colonies. and halfling caravan fleets- dozens of ships from as many different makes and eras- ply the trade lanes. eager to see new sights,swapstories,and trade strangeandforeign goods. Their small stature and tendency to wander make halflings popular targets for raiders and conquerors,but time and again the tenaciousrace hasreboundedfrom harshchallenges thanks to their cooperation,optimism,and what seemsto be a racial gift for subterfuge. Gifted with quick reflexes. charming confidence. and an apparent lack of fear, halflings are known across the galaxy as athletes, celebrities. and explorers. Of course,this dramatic public image hardly defines the race as a whole. While most halflings experience a period of daredevil bravado in early adulthood, most settle out of it again just as quickly to becomehappy and loving homebodies, content with a hard day's work and an evening spent with fr iends. Boasting a wide variety of eye, hair, and skin colors mirroring the humanrange,halflings usually have slight builds and large hands and feet. They make fast fr iends wherever they t ravel, preferring negotiation or clever wordplay to combat. Despite this accommodatingnature, they have few permanent allies; halfling history is littered with long eras of domination and abuse,making them gregarious but wary of placing themselves in situations they can't get out of again. While they share much in common with the ysoki-a love of t ravel and trade especially- they lack the ratfolk's mechanical inclinations. and the two races often competefor markets, salvagerights, and t rade lanes. If halflings truly ally with any race, it is humans, whose history is int imately entwined with their own, for better or worse. A halfling'seventempercansometimes be a bit off-putti ng to other races,especiallywhen it's exhibited in the face of incredible danger.A few find halfling cheerfulnessand determinat ion to be irritating, but many of those people changetheir minds once that tenacity is the factor that saves the day. Halflings are almost never offended by these att itudes, seeing t hem as natural inclinations of lessconfident races. While not mistrustful of technologyin general, many halflings look askance at cybernetic
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AbilityAdjustments:+2 Dex,+2 Cha, -2 Str Hit Points:2 SizeandType:Halflings are Small humanoidswith the halfling subtype. Halfling Luck: Halflings receivea+ 1 racial bonusto all
savingthrows. This bonusincreasesto +3 against fear effects. KeenSenses:Halflingsreceivea +2 racial bonusto Perceptionskill checks. Sneaky: Halflings receivea +2 racial bonusto Stealth checks. In addition,halflingsreducethe penalty for using Stealthwhile movingby 5, and reducethe Stealthcheck penalty for sniping by 10. Sure-Footed: Halflingsreceivea +2 racial bonusto AcrobaticsandAthletics skill checks.
implants and biotech augmentations, feeling that natural halfling physiologyis pretty much perfect as it is. They don't look down on those who use such items, but it's rarer than averageto see a halfling with dermal plating or retinal reflectors.A halfling that accidentally loses a limb might consent to having a cybernetic replacement attached, but most halflings would spendthe extra credit s to make that prost hetic look as much like the lost limb as possible. Halflings rarely lack for work. Media companies and corporations love an irrepressible halfling star or spokesmodel, and many starship captains believe in the stereotype of the fearless and steady-handed halfling pilot. Those halflings who turn to adventure find good use for their quick reflexes and boundless charm as envoys and operatives, though their general adaptability allows them to shine in almost any role. Wanderinghalflingsaboardstarshipstypically findsspaces - evenan areaas smallas a cornerof a cargobay- on their vesselsto decoratein their own personal styles. They pin up keepsakes from their home planets (or colonies). such as dried flowers or scrapsof metal from defeated hostilerobots. Most halflings stand 2-1/2 to 3-1/2 feet tall and weigh around 30 pounds. They're considered adults at 20 and naturally live up to 200 years.
GLOSSARY Thisglossaryprovidesshortdefinitionsof somebasictermsusedin Definitionsof termsthat areexclusive theStarfinderCoreRulebook. to the starship building, starship combat,and vehicle chase systemsareexcludedhere.Formore about building starships,see page292. Formoreaboutstarship combat.seepage316.Formore aboutvehiclecombatandchases, seepages278and282. Ability Check:Toattempt this type of check,roll a d20 andadd your modifierfor the relevantability score. Seepage21. AbilityPoints:Youusetheseat charactercreation andevery 5th characterlevelto increaseyour ability scores.Seepages18-19. AbilityScores: Thesearenumeric valuesthat definea character's raw talents.The associatedabilities are Strength,Dexterity, Constitution , Wisdom,Intelligence,andCharisma . Seepage21. AcidDamage: This is a typeof energydamage . Seepage169. Affliction:This is a harmful effect that generallyworsensover time andmaydeal damage.Mostafflictionsarecategorizedas curses.diseases,drugs,or poisons.Seepages414-419. Alignment:This is a generalcharacterization of your basicmoral andethical attitude. Seepages24-25. Ally:An ally is a creatureyou seeas helpful. Someabilitiesallow you to affect an ally with a benefitof somekind.TheGMhas final sayon who countsasan ally.Seepage242. Android:Thisis a commonplayercharacterrace. Seepages42-43. ArmorClass(AC): This numberrepresentshow hard it is for an enemycreatureto strikeyour characterin combat.A character hastwo Armor Classes: EnergyArmor Class(EAC)and Kinetic Armor Class(KAC).Seepage240. Asleep:Thiscondition appliesnegativeeffectsto your character. Seepage273. Attack: This is anyactionyoutake that couldpotentiallydamage a target.Attacksin combatareeitherranged,suchasshooting a laserrifle or throwinga grenade,or melee,such as stabbing with a survival knife. Monstersoften can makeattacks with their natural weapons,such as claws, or they might have accessto other special attacks. Seepage240. Attack of Opportunity:This is a specialreaction t hat you can use in close-quartersmeleewhen a target you threatenlets its guarddown.Seepages248-249. Attack Roll:This representsyour character's attempt to strike
anothercreature in combat. An attack roll is the result of a d20 roll plus your attack bonuseswith your weapon,andit is comparedto your target'srelevant Armor Class.Seepage240. Augmentation:This is a piece of technolog ical or biological gear that modifies your body and givesyou special benefits. Technolog ical augmen t ations are cybernetics, and biological augmentations arebiotech.Seepages208-212. Bleeding:This condition applies negative effects to your character. Seepage273. Blinded :Thiscondition appliesnegative effects to your character. Seepage273. BludgeoningDamage: This is a type of kinetic damage. See page169. Bonus : This is a positive numericmodifieryouaddto a dieroll or a staticvalueasthe gamerulesdictate.Twobonusesof the same type usuallydon'tstack with eachother. Seepages266-267.
Broken: This condition applies negative effects to armor, weapons,or other equipment.Seepage273. Bulk:An item'sbulk representsits unwieldinessandweight.See page167 for moreaboutbulk. Burning :Thisconditionappliesnegative effectsto your character. Seepage273. Carrying Capacity : Yourcarryingcapacity is the amountof bulk you cancarry.Seepage167 for moreaboutcarrying capacity. CasterLevel(CL): Thisvaluerepresentsthe total numberof levels you havein spellcastingclasses.Someeffects,suchas spells, havevariablestied to your casterlevel. Seepage331. ChallengeRating(CR): This is a numerica l expression of the difficult y of an encounter, a creature,a trap, a hazard,or anotherthreat. Seepage389. Characterlevel: Thisvalue represents the total number of levels you havein all your classes.Seepage26. Charisma (Cha):Thisis anability that represents your appearance, personalmagnetism,andpersonality. Seepage21. Check:A checkis a d20 roll that may or maynot be modified by anothervalue.The most common types of checksare ability checks,initiat ivechecks,andskill checks.Seepage8. Class:This represen t s your training in a specificdisciplinethat grantsyou an array of abilities.Seepages58-59. ClassFeature:This is an ability you gain from your character's class.Seepage59. Classlevel: This is a value that representsyour total numberof levels in onespecific class.Seepage26. ClassSkill:This is a skill in which members of a specific classare particularly proficient. If you haveoneor moreranks in class
skills, you receivean additional bonusto those skill checks. Seepages58 and132. ColdDamage : This is a type of energydamage.Seepage169. Combat:This typically refers to tactical combat,which takes placeona square-griddedbattle mapandis tracked in rounds during which eachcharactertakes a turn. Seepage238. CombatManeuver:This is a type of standardaction that canhave a variety of effectswhenperformedsuccessfully . Seepage246. Concealment: Whenenemiescan'tseeyou clearly,their attacks aresubject to a misschancefrom concealment. Seepage253. Condition: Thisis a circumstancethat canaffect a creaturefor an extendedperiodof time.Seepages273-277. Confused : This condition applies negative effects to your character.Seepages273-274. Constitution (Con):This is an ability that representsyour health andstamina.Seepage21. Cover:This is a defensive bonusyou gainwhen an objectblocks half or more of your body from being exposedto enemy attacks. Seepage253. Cowering : This condition applies negative effects to your character. Seepage274. Creature : This is an act ive participant in the game'sworld. It can bea playercharacter,a nonplayercharacter,or a monster. Credit:This is the standard unit of currencyused in the Pact Worlds.Seepage166. CriticalHit: Whenyou makean attack roll andthe resulton the d20 is a 20, it's a critical hit. Youroll damagetwice,andyour weaponmight inflict an addit ionaleffect.Seepage245.
CriticalHit Effect:Thisis a weapon'seffect that applieswhenyou deal damagewith a criticalhit. Seepages182-183. Curse: A curseis a magicaleffectandanafflictionthat is normally triggeredwhen you take a certain action. Seepage414. d%(percentile): This indicatesthat you should roll to generatea numberfrom 1 to 100. If you don't havepercentile dice,you canroll two 10-sideddice,oneof which representsthe result's first digit and the other the seconddigit. A set of percentile dice consistsof a 10-sideddie expressingmultiplesof 10(10, 20, 30, etc.) and a 10-sideddie consisting of multiples of 1. d4, d6, dB, d10,d12, d20: Theseare abbreviatedexpressions of die rolls, often expressedwith a precedingnumber,as is the caseof 1d4. Theytypically indicatewhich dice you roll to determinea variablenumber,such as the amountof damage a weapondeals.Thefirst numberin the expressionindicates how many dice you roll, while the secondnumberindicates the numberof sides the die or dice must have. For example, 2d12meansthat you must roll two 12-sideddiceto determine a variableresult from 2 to 24. In the caseof an expression without a precedingnumber,roll a singlediewith the indicated numberof sides.Forexample, "roll a d10"meansyou mustroll one10-sideddie.Occasionally, youmayseea raredie typethat isn't reflectedin the basicset explainedabove,such as 1d3. In this case,you canusemath to simulate the result,suchas rolling1d6,dividingthe result in half,androunding down. d20 Roll:This is a roll with a single20-sideddie.Ability checks, attack rolls, saving throws,and ski11checksare all rolls that requireyou to roll 1d20 andaddvariousmodifiers. Damage : This is the numerica l value subtractedfrom a target's Stamina Pointsor Hit Points after a successfu l attack against it. Seepage250. DamageReduction (DR):This is the ability to ignore a specified amount of kineticdamage.Seepage263. Dazed:This conditionappliesnegative effectsto your character. Seepage275. Dazzled:This conditionappliesnegative effectsto your character. Seepage275. Dead: This condition applies when your character dies. See page250 for how death works and page275 regardingt he
deadcondit ion. Deafened:This condition applies negative effects to your character. Seepage275. Dexterity(Dex):This is an ability that representsyour agility, balance,andreflexes.Seepages20-21. DifficultyClass(DC):This value is the lowest total at which a savingthrow attempt,a skill check,or any other relevant checkis success ful. Seepages132and241. Disease : This affliction represents someagentinfecting you and may becontagious.Seepages414-415. Drift: The Drift allowsstarshipsto travel great distancesand is reachable only usingtechnology.Seepage290. Drug:This form of poison initially has a beneficial effect. See pages231-232. Dying:Thisconditionapplieswhenyour characteris unconscious and neardeath.Seepage250 for how dying works andpage 275 for detailsaboutthe dying condition. ElectricityDamage: This is a typeof energydamage. Seepage169.
Encounter: An encounteris an event that presentsyou with a specific problem to solve.Seepage388. Encumbered: This conditionapplies when you carry more bulk than is comfortable.Seepage275. Enemy:Thisis a creatureyou seekto harmor that seeksto harm you.Someabilitiesandeffectsspecificallytargetenemies.The GMhasfinal sayon who countsasan enemy.Seepage242. EnergyArmorClass(EAC):This numberrepresentshow hard it is for an enemyto strike your character in combat using an attackthat dealsenergydamage.Seepage240. Energy Damage: Acid, cold, electricity, fire, and sonic are the common types of energy damage, and attacks that deal energy damagetarget a creature's EnergyArmor Class(see page240).Seepage169for moreabout energy damage. Energy Resistance : This numberrepresents how much energy damageof a specific type a creaturecanignore.Seepage64. Entangled: This condit ion applies negative effects to your character. Seepages275-276. Envoy: This is a class in which your charactercan train. See pages60-67. Exhausted : This condition applies negative effects to your character.Seepage276. ExperiencePoints (XP): These are distributed to you for defeatingencounters. Onceyou havereacheda certain total of experiencepoints,you increasein classlevel,or "levelup." Seepage26 for more about gainingexperiencepoints. ExtraordinaryAbility (Ex): This represent intense training or innateskill, but not magical ability or influence.Seepage62. Fascinated:This condition applies negative effects to your
character.Seepage276. Fatigued : This condition applies negative effects to your character. Seepage276. Feat:This is anability not derivedfrom your race,class, theme,or skill ranks.Seepages152-163. Fire Damage: This is a type of energydamage.Seepage169. Flat-Footed : This condition applies negative effects to your character when you are unprepared for combat. See page276. FortitudeSavingThrow(Fortsave):This type of savingthrow measuresyour character'sability to stand up to physical punishment.Seepage241. Frightened : This condition applies negat ive effects to your character.Seepage276. Full Action: This action in combat allows you to perform involvedtask, such as charging or att acking multiple t imes. Seepages247-248. Game Master (GM): This player adjudicates the rules and controlsthe variouselements of the game'sstory and world. A GM'sduty is to provide a fair andfun game-shewants t he other playersto ultimately succeedin their goals, but only after much heroic striving and danger. Gap:TheGapis a universalperiodof obscurity that took place for an indefinite amount of time ending about 300 years ago.Seepage424. Grappled : This condition applies negative effects to your character and is a commoncombatmaneuver(seepage246). Seepage276for detaiIs aboutthe grappledcondition.
GuardedStep:Thiscarefulmovementallowsyou to move5 feet as a move action without provokingattacks of opportunity. Seepage247. Heavy Armor: Thistype of armorprioritizesmaximumprotection over a higherdegreeof maneuverabi lity. Seepages97-98. Helples s:This condition appliesnegativeeffectsto your character. Seepage276. Hit Points (HP): This number representshow badly you can be hurt beforeyou fall unconsciousor die. When you take damageand have 0 StaminaPoints remaining,you lose Hit Points.Seepage22. Human:Thisis a commonplayercharacterrace.Seepages44-45. HybridItem: This is a pieceof equipmentthat usestechnology and magicto function. Seepages226-227. Initiative Check:Theresultof your initiativecheckdeterminesin what order you canact in combat.This check'sresult is often called your initiative count.Seepage238. Intelligence(Int): This is an ability that representshow well you learn and reason.and it is frequently associatedwith knowledgeandeducation.Seepage21. Item Level:This value refers to the complexity,durability, and potencyof armor,weapons,andequipment.Seepage167. Kasatha:This is a commonplayer character race. See pages 46-47. KeyAbilityScore : This is the ability scorethat's most important for a certainclass.Seepage58. KineticArmor Class (KAC): This numberrepresentshow hard it is for an enemyto strike your characterin combatusing an attack that deals damagefrom physical impact.Seepage240. KineticDamage: Bludgeoning,piercing, and slashing are the commontypesof kinetic damage,and attacksthat deal kinetic damagetargeta creature'sKinetic ArmorClass.Seepage169. Lashunta:This is a commonplayer characterrace. Seepages 48-49. Level: This might refer to your casterlevel,characterlevel, class level, a spell's or item'slevel, or another scaling mechanicthat falls within the framework of the rules, depending on the context. Seeseparateentries tor eachtype of level Iisted here. LightArmor: This type of armor prioritizesmaneuverabilityover the heaviestpossibleprotection.Seepage197. Magic Item: This is a piece of equipmentthat uses magic to function.Seepages222-225. Mark (Mk): Someitems can be bought at increasingranks of efficiency,thus increasingtheir price. A mark 3 item is more expensiveand morepotentthan its mark2 version,and soon. Mechanic:This is a classin which your charactercan train. See pages68-81. MeleeAttack: You make this type of attack in close-quarters combatwith a meleeweaponagainsta creatureyou threaten. Seepage245. Modifier: This numeric value is addedto a d20 roll, suchas an attack roll, a saving throw, or a skill check.Modifiers can be positive(bonuses) or negative (penalties).Seepages266-267. Monster: A monsterisan NPC.In general, monstersaretoo strange or unintelligent to be playercharactersor are preventedfrom being PCsby other qualifications.A monstermight be your opponentor ally,or it might serveany other role.
Move Action:This actionin combatallowsfor movementsuchas travelingup to your speedor preparinga pieceof equipment. Seepage247. Mystic:This is a class in which your charactercan train. See pages82-91. Natural1:This occurswhen you roll a 20-sideddie as part of a gamemechanicand the result on the die is 1.A natural 1 is always an automatic failure if it's rolled for an attack roll or a saving throw, even if your bonusesmight otherwise make it a success. Natural20: This occurswhen you roll a 20-sided die as part of a gamemechanicand the result on the die is 20. A natural 20 is an automaticsuccessit it's rolled for an attack roll or a savingthrow, evenif the result would not normally succeed. Nause ated: This condition applies negative effects to your character.Seepage276. NonplayerCharacter(NPC):This is a characterthe GM controls tor the purpose of interacting with players and helping advancethe game'sstory. Off-Kilter:This condition applies negative effects to your character.Seepage276. Off-Target: This condition applies negative effects to your character.Seepage276. Operative:This is a classin which your charactercan train. See pages92-99. Overburdened : Thiscondition applies whenyou carrymuchmore bulk than is comfortable. Seepage276. Panicked : This condition applies negative effects to your character.Seepage276. Paralyzed: This condition applies negative effects to your character.Seepages276-277. Penalty: This numeric modifieris subtractedfrom a die roll or a static valueasthe gamerulesdictate. Unlikebonuses,penalties stackwith eachotherand do not havetypes.Seepage267. PiercingDamage : Thisis a type of kinetic damage.Seepage169. Pinned:Thiscondit ion resultsfrom the grapplecombatmaneuver. Seepage277. Player:This is a personwho portraysa playercharacterin a game. PlayerCharacter(PC): This is a character that a player has createdand portrays. Poison:This affliction representsa toxic substance's effect on a target.Seepage232. PoweredArmor: This is a mighty personal rig that offers protectionand requiresa battery. Seepages203-204. Proficiency: Youhaveproficiencywith a weaponor armor type if you'retrainedin its use,througheither your classor a teat. Seepages242-243. Progression Track: This representsthe worsening effect of an affliction such as a curse,disease.drug, or poison. See pages414-417. Prone: This condition applies negative effects to your character. Seepage277. Race:Thisusuallyrefersto your species,suchas humanor ysoki. Seepages40-55. A vehicle chase(seepages282-287) can
also be referredto as a race. Ranged Attack: You makethis type of attack at a target from a distanceusinga rangedor a thrown weapon.Seepage245.
Rank:A rank usually refersto a skill rank you haveinvestedin a particularskill to reflecttraining in that areaof expertise.You receive a certain numberof skill ranks to assignat eachlevel. Seepage132. Reach:Your reach determinesthe distanceat which you can attack foes in meleecombat.Seepage255. Reaction : Thisis a quick actionyou cantake,evenif it's not your turn, in responseto a specifictrigger. Seepages248-249. Reflex SavingThrow (Ref save):This type of saving throw measuresyour character'sability to dodgearea effects and unexpectedsituations.Seepage241. ResolvePoints(RP): Theserepresentyour character'sintrinsic reservoirof grit. Your total Resolve Points increaseas your character gains levels and can fuel special abilities. See pages22-23. Roleplaying Game(RPG ): This is an interactivestory in which the GameMaster sets the sceneand presentschallenges,while the player characters each assumethe role of a hero and attempt to overcomethosechallenges.Starfinderis an RPG. Round:In tacticalcombat,1roundis equalto 6 in-worldseconds. Combatelapsesin rounds,and combatantseach take a turn in order during eachround.Seepage239. SavingThrow(save): This representsyour attempt to avoid or mitigatea dangerouseffect.Savingthrows are often referred to as saves.Seepages241-242. Shaken:This condition appliesnegativeeffectsto your character. Seepage277. Shirren:Thisis a commonplayercharacterrace.Seepages50-51. Sickened : This condition applies negative effects to your character.Seepage277. SignificantEnemy:This is a foe that represents a real dangerto you. Seepage242. Size: Thereareninecategoriesof creaturesizes,andeachcreature takesup a specific amount of spaceon a battle mapbasedon its size.Seepages255-256. Skill:A ski11representsa concretecategoryof tasks, areas of knowledge,and other topicsof expertise.Seepages132-149. SlashingDamage: This is a type of kineticdamage.Seepage169. Solarian : This is a class in which your character can train. See pages100-109. Soldier: This is a class in which your character can train. See pages110-117. SonicDamage: This is a type of energydamage.Seepage169. Speed : Your speedindicateshow far you canusually moveduring
a singlemoveaction in combat.Seepage255. SpellLevel:Thisis a valuethat expressesa spell'srelativepower. Spells'levelstypically rangefrom 0-6th. Seepage330. Spell Resistance (SR): Spell resistance represents a creatures innate protectionagainst mostspells. Seepage265. SpellSlot:Spellslots representthe numberof spells of eachlevel t hat you cancastper day.Seepage330. Spell-Like Ability (Sp):Thisfunctionsmuchlike a spell andusually originatesfrom a racialability or classfeature. Seepage262. Spells: These magical formulae can producea wide range of effects. Normally,only characterswith levels in spellcasting classes,suchas mysticand technomance r, cancastspells.See pages330-335.
Square : Onesquareon a battle maprepresentsa 5-foot-by-5-foot space.Seepages255-256 for moreaboutsizeand space. Stable:This condition applieswhen your character is knocked unconscious but is not dying.Seepage277. Stacking: Thisrefersto values(usuallybonuses)of the sametype that the rules allow you to add together. Seepage266. Staggered: This condition applies negative effects to your character. Seepage277. StaminaPoints(SP): Thesemeasureyour readinessand energy. Whenyou takedamagefrom anattack,you loseyour Stamina Pointsbeforeyour Hit Points. Seepage22. StandardAction:This action in combat allows for activities such as making an attack or casting a spell.Normally,you can take only onestandardactioneachround. Seepages244-247. Strength(Str):This is an ability that representsyour muscleand physical power. Seepage20. Stunned: This condition appliesnegative effectsto your character. Seepage277. Supernatural Ability (Su): This is a magicalatt ack, defense,or other quality that you can use.Seepage262. SurpriseRound:This is the first roundof combat if somebut not all combatantsare unaware of their opponents.Seepage239. Swift Action:This is an action in combat that takes a short amountof time.Normally,you can take only one swift action eachround.Seepage247. Take10 or Take20: Theseoptions for attempting skill checks are somet imes available when you are unthreatenedand havelots of time. Seepage133. Technological Item: This is a piece of equipment that uses
technologyto function. See pages218-221. Technoman cer:This is a classin which your charactercan train. Seepages118-129. Theme:This representsa focusfor your character,which maybe a result of background,upbringing,or training.Seepages28-37. Threaten: You threaten all squaresinto which you can make a meleeattack.Seepage255. Tier: This term measuresthe powerof computers,starships,and otherelements. Trap:Thisis an environmenta l hazardthat candamageyou if you triggerit. Seepages410-413. Unconscious: This condition applies when your character is knocked out but alive.Seepage277. UniversalPolymer Base (UPB): This is the basis for most technologyin the PactWorlds. EachUPBis atiny mult ifunction componentnot much larger than a grain of rice. UPBscan sometimesbe usedascurrency.Seepage233. Vesk: This is a common playercharacterrace.Seepages52-53. WeaponCategory : This is a groupof weaponsthat deal damage in a similar manner,suchas lasers. Seepages183-190. WeaponType:Thisis a groupof weaponsusedin a similar manner as definedby the weaponproficiencyneededto operatethem without penalty, suchassmallarms.Seepages169-170. Will SavingThrow(Willsave):Thistype of savingthrow measures your character'sability to shakeoff mental effects.Seepage241. Wisdom(Wis): This is an ability that representsyour awareness, commonsense,and intuition. Seepage21. Vsoki:Thisis a commonplayercharacter race. Seepages54- 55.
INSPIRATIONAL
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he StarfinderRoleplaying Gamedrawsinspirationfrom a wide rangeof sciencefiction and fantasy sources . Need ideasfor a character or adventure?Checkout someof these works, bothclassicand modern.
T
LITERATURE Adams,Douglas . TheHitchhiker'sGuideto the Galaxy. Asimov , Isaac./, Robotand Foundation series. Baker,Kage. TheEmpressof Mars. Barlowe,Wayne. Bar/owe'sGuide to Extraterrestrials and Expedition. Bear, Elizabeth.Jacob'sladder trilogy. Brackett,Leigh.EricJohn Starknovels. Bradbury , Ray.TheMartian Chronicles . Brin,David.Uplift Universeseries. Burroughs, EdgarRice.Barsoomseries. Butler,OctaviaE.Xenogene sis series. Chalker , JackL.TheFourlords of the Diamondseries, the Saga of the Well World series.andSoul Riderseries. Cherryh , C. J. Alliance-Union series, Foreigner series, and Morgaine Cycle. Cho,Zen."TheFourGenerationsof ChangE." Cixin,Liu.TheThree-BodyProblem. Clarke,ArthurC.Childhood'sEnd. Corey,JamesS. A. TheExpanseseries. Delany,SamuelR.TheFallof the Towers trilogy. Doyle,Debra& Macdonald , JamesD. Mageworldsseries. Drake, David. Hammer'sSlammers , The Reaches,and Seas of Venus. Foster,AlanDean. Humanx Commonwealth universe. Frank, Pat.Alas,Babylon. Gatewood,David (editor). Dark Beyond the Stars: A Space OperaAnthology. Gibson, William.Neuromancer. Gloss , Molly. TheDazzleof Day. Griffith,Nicola.Ammonite. Haldeman.Joe . TheForeverWar. Hamilton , PeterF.The Commonwealth Saga. Hao,Jingfang . "Invisible Planets." Heinlein, Robert A. The Moon Is a Harsh Mistress and StarshipTroopers. Herbert,Frank. Dune. Hurley,Kameron.TheStarsAre Legion. Jemisin,N. K.The BrokenEarthseries. Jones , DianaWynne.TheHomewardBounders. Kaufman,Amie& Kristoff,Jay. The llluminaeFilesseries. Kikuchi,Hideyuki.VampireHunterD. Lackey , Mercedes(with LarryDixon,Mark Shepherd,et alia). TheSERRAted Edgeseries. Lackey , Mercedes(with RosemaryEdghilland Ellen Guon). BedlamBardseries. Lafferty,Mur. Six Wakes. LeGuin,UrsulaK. Hainish Cycle. Leckie,Ann.Imperial Radchtrilogy.
MEDIA
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Lee, YoonHa.NinefoxGambit. L'Engle , Madeleine.TimeQuintet. Lisle,Holly.Huntingthe Corrigan'sBlood. McCaffrey , Anne.Dragonridersof Pern series. Mieville,China.Embassytown. Moon, Elizabeth . Oncea HeroandVatta'sWar series. Moore,C.L.Northwestof Earth. Naam, Ramez.TheNexustri logy. Niven, Larry. KnownSpaceseries. Nix, Garth.Shade'sChildren. Okorafor,Nnedi.Binti andTheShadowSpeaker. Perry, Steve.TheMatadorseries. Robinson, KimStanley.Marstrilogy. Roth,Veronica.Divergentseries. Russell , MaryDoria.TheSparrow. Sagan,Carl.Contoct. Shinn,Sharon . Samariaseries. Simmons, Dan.HyperionCantos. Singh,Vandana . "Somadeva: A Sky River Sutra." Smith,E.E."Doc".lensmanseriesandSkylark series. Steakley,John. Armor. . Stephenson , Neal.TheDiamondAgeandSnowCrosh Sussex , Lucy."TheQueenof Erewhon." Theodoridou,Natalia. "The Eleven Holy Numbers of the MechanicalSoul." Watts,Peter.Blindsight. Weber,David.Honorverseseries. Wendig,Chuck.Star Wars:Aftermath. Williams,Liz. Bannerof Souls. Wilson, KaiAshante.A Tasteof Honey.
COMICS Cabrera , Eva& Visaggio , Magdalene . Kim& Kim. Cockrum , Dave.Starjammers. , KellySue. Bitch Planet. De Landro , Valentine& DeConnick Diaz,Aaron.DresdenCodak. Eastof West. Dragotta,Nick& Hickman,Jonathan. Ezquerra,Carlos& Wagner,John.JudgeDreddseries. Faerber, Jay& Godlewski, Scott.Copperhead . Gibson,Ian& Moore,Alan. TheBalladof HaloJones. Kellett, Dave. Drive. Lee,Mindy& Wiebe,KurtisJ.Bounty. Maihack,Mike. Cleopatrain Space. Nightow , Yasuhiro. Trigun. Pak,Greg. TheIncredibleHulk:PlanetHulk. Remender , Rick& Scalera, Matteo. BlackScience. Staples,Fiona& Vaughan,BrianK.Saga. Tayler,Howard.SchlockMercenary. Valentino,Jim. Guardiansof the Galaxy.
VIDEO GAMES AND VIDEO GAME SERIES Aerannis Borderlands DeadSpace
Destiny DeusEx DOOM Environmenta l StationAlpha EVEOnline FinalFantasy Halo MassEffect Masterof Orion fvtetroid Outof this World PhantasyStar ReadOnlyMemories SidMeier'sAlphaCentauri Star TrekOnline Star Wars:TheOldRepublic Starcraft Ste/loris Syndicate SystemShock VA-11HALL-A:CyberpunkBartenderAction WingCommander X-COM XenobladeChroniclesX
FILMANDTELEVISION 2001:A SpaceOdyssey.Dir.Stanley Kubrick. .-EonFlux.Dir. PeterChung. TheAdventures of theGalaxyRangers.CreatorRobertMandell. Alienseries.CreatorDanO'Bannon. AlienNation.Dir.GrahamBaker. Avatar. Dir. James Cameron. Babylon5. Creator J. Michael Straczynski. BattlestarGalactica . CreatorGlenA. Larson. TheBig0. Creators KazuyoshiKatayama& Keiichi Sato. TheBlackHole.Dir.Gary Nelson. BladeRunner.Dir. RidleyScott. Blake's 7. Creator Terry Nation. CaptainSimian&: theSpaceMonkeys . Creator Gordon Bressack. Cosmos series.CreatorsCarl Sagan,Ann Druyan& StevenSoter. CowboyBebop . CreatorShinichiro Watanabe. Crumbs . Dir.Miguel Llans6. District9. Dir. Neill Blomkamp. Doctor Who. Creators Sydney Newman, C.E. Webber & Donald Wilson. EventHorizon. Dir.Paul W. S.Anderson. ExMachina.Dir.Alex Garland. Farscape. Creator RockneS.O'Bannon. TheFifthElement.Dir. Luc Besson. Firefly. CreatorJossWhedon. Futurama . Creator Matt Groening. Gravity.Dir.AlfonsoCuar6n. Guardians of theGalaxy. Dir. James Gunn. HeavyMetal. Dir.Gerald Potterton. Interstellar . Dir. ChristopherNolan. JasonX. Dir.JamesIsaac. JohnCarter. Dir.AndrewStanton.
JupiterAscending . Dir. the Wachowskis. Krull.Dir. PeterYates. The LastStarfighter.Dir. Nick Castle. Macross . Creator Shoji Kawamori. Mad Max series. Dir. George Miller. TheMartian. Dir. RidleyScott. The Matrix series. Creatorsthe Wachowskis. Metropolis(1927). Dir. Fritz Lang. Metropolis(2001).Dir. Rintaro. MinorityReport . Dir. StevenSpielberg. Moon. Dir. DuncanJones. Nausicaaof the Valleyof the Wind. Dir.HayaoMiyazaki. PacificRim. Dir.Guillermo del Toro. PitchBlack.Dir. David Twohy. Planetof theApes(1968).Dir.Franklin J.Schaffner. Predator . Dir. JohnMcTiernan. Pumzi.Dir. WanuriKahiu. Robotech . Creator Carl Macek. TheRunning Man. Dir.Paul MichaelGlaser. Serenity.Dir. JossWhedon. SilverHawks . CreatorsJules Bass& Arthur RankinJr. SpaceBattleshipYamato.CreatorYoshinobu Nishizaki. Stargateseries.CreatorsDeanDevlin & RolandEmmerich. StarshipTroopers. Dir. Paul Verhoeven . StarTrekseries. CreatorGeneRoddenberry. StarWarsseries. CreatorGeorgeLucas. StevenUniverse.CreatorRebeccaSugar. TheThing.Dir.John Carpenter . Thundarrthe Barbarian . Creator SteveGerber. TotalRecall. Dir.Len Wiseman. The TwilightZone. Creator RodSerling. Westworld . CreatorsLisaJoy&Jonathan Nolan.
TABLETOP RPGS Achtung!Cthulhu CyberpunkandCyberpunk2020 Expeditionto the BarrierPeaks EclipsePhase Firefly Role-PlayingGame GammaWorld InterfaceZero2.0 Lordsof Creation MutantChronicles Numenera Part-TimeGods PathfinderRPG: Iron GodsAdventure Pat h Rifts Shadowrun SLA Industries SpaceOpera Spel/jammer Star Frontiers Star Wars:Edgeof the Empire Titansgrave:TheAshesof Valkana Torg Traveller Warhammer40,000
INDEX Abadar 483 AbadarCorp 473 Aballon 436-437 ability damage 252 ability drain 252 abiIity scores 18-21 ability quick picks 19-20 buying ability scores 18-19 21,242 checks levelingup andability scores 21 modifiers 21 rolling ability scores 20 440-441 AbsalomStation AC(Armor Class) 16, 240 acepilot (theme) 29 Acrobatics(skill) 135-136 actionsin combat 244-249 full actions 248 moveactions 247 other actions 249 reactions 248-249 244- 247 standardactions 247 swift actions adamantine(specialmaterial) 191,408 advancedmelee 169,171-173 , 188 weapons adventuresandcampaigns 388-393 designing encounters 388-390 experiencepoints 390 starship encounters 326 388, 420-421 stat blocks wealth 391-392 aerial terrain 396 afflictions 414-419 curses 414,4 18 diseases 414-415,418-419 drugs 231- 232, 417, 419 poisons 232, 415-417, 419 AG(After Gap) 430 aidanother(skills) 133 Akashic(mystic connection) 85 442-443 Akiton alignment 24-25 ammunition 168,170,179, 190 analog(weaponspecialproperty) 180 android 42-43 Android Abolitionist Front 474 APL (AverageParty Level) 388-389 Apostae 458-459 aquaticterrain 396-397 112 - 113 arcaneassailant (soldierfightingstyle) arc(critical hit effect) 182 archaic(weaponspecialproperty) 180 archetypes 126-129 268-269 areaof effect armor 196-207 donning 196 environmental 196,198-199 protection powered 203-204, 242
proficiency 242 upgrades 204-207 Armor Class 16,240 armorstorm (soldier fighting style) 113 Arquand 463 asleep(condition) 273 AspisConsortium 495 Athletics(skill) 136-137 climb 136 jump 136-137 swim 137 attacks 240-241 244-245 attack action attack rolls 240 automaticmissesand hits 240 critical hits 245 248 tu11attacks 240 meleeattacks rangedattacks 240 attacksof opportunity 248-249 attitude 139-140 460-461 Aucturn augmentations 208-212 Augmented 475 automatic(weaponspecial property)180 awareness 260 AzlantiStarEmpire 463,49 5 basicmeleeweapons 169, 171 Besmara 483 biotech 211-212 blast (weaponspecialproperty) 180 bleed(criticalhit effect) 182 bleeding(condit ion) 273 blinded(condition) 273 blindsense 262-263 blindsight 263 blitz (soldier fighting style) 113-114 block(weaponspecial property) 181 137 Bluff (skilO bombard (soldier fighting style) 114 bonuses 266-267 boost(weaponspecialproperty) 181 bounty hunter(theme) 30 BP(Build Points) 293,294 breakingobjects 409 Bretheda 456-457 bright (weaponspecial property) 181 broken(condition) 273 bulk 167 bull rush (combatmaneuver) 246 burn (crit icalhit effect) 182 burning(condition) 273 burst effect 268 calling(descriptor) 269 campa igns 388-393 captain 316, 322-323 (starshipcombatrole) carryingcapacity 167 casterlevel 331 438-439 Castrovel challengerating 389,390
characterconversion 503-505 charactercreation 14-17 charactersheet 14,522- 523 Charisma(ability) 21 charm(descriptor) 269-270 331 CL(casterleveO 58-129 classes colddangers 400 coldiron(specialmaterial) 191 combatmaneuvers 246 combatrules 238-287 actionsin combat 244-249 266-267 bonuses 238-243 combat basics combatmodifiers 253-254 conditions 273-277 defining effects 268-272 injury anddeath 250-252 movement and 255-259 position penalties 267 260-261 senses special abilit ies 262-265 compulsion (descripto r) 270 computers(equipment) 213-217 Computers(skilO 137-139 communication 430 concealment 253 conditions 273-277 cone(effectshape) 268 273-274 confused(condition) Constitution (ability) 21 corrode(critical hit effect) 182 cover 253-254 cowering(condition) 274 CR(challengerating) 389,390 craftingequipment 235 computers 138,235 drug, medicinal,poison142, 145, 235 food and drink 143,2 35 hybrid items 141,143,235 magicitems 143,235 technologicalitems 141, 235 weaponfusions 143,235 creation (descriptor) 270 credits 166 critical hit 245 criticalhit effects 182 cryo (weapon category) 183 CT(critical threshold) 292, 321 Cultof the Devourer 496 Culture (skill) 139 currency 166 curses 414, 418 cybernetics 208-211 cylinder(effect shape) 268 D (dismiss ible) 271 Daegox4 464 Daimalko 464 damage 240-241,251-252, 320-322 damagereduction 263
Oamoritosh 484 daredevil(operativespecialization) 94 darkvision 263 daysof the week 431 dazed(condition) 275 dazzled (condition) 275 DC(Difficulty Class) 132,241,392 dead(condition) 275 deafen(critical hit effect) 182 deafened(condition) 275 death 250, 393 deities 482-493 descriptors 269-270 desertterrain 397 Oesna 484 detective(operativespecialization) 94 Devourer 485 Dexterity (ability) 20 Diaspora 448-449 Difficulty Class 132, 241,392 Diplomacy(skill) 139-140 dirty trick (combatmaneuver) 246 disable device 141-142 disarm(combatmaneuver) 246 disarm (weaponspecial property) 181 diseases 414-415,418-419 mental diseasetrack 415 physicaldiseasetrack 414-415 samplediseases 418-419 contracting 417 Disguise(skill) 140 dismissible 271 Dominionof the Black 496 DR(damagereduction) 263 Drift 291,298, 424-425,470 description 290 discoveryof 424-425 engines 298 navigation 291 drones 69, 74-79 advancedmods 78-79 basicmods 77-78 drugs 231,232, 417,419 OT(DamageThreshold) 292, 320 duration 270-271 dwarf 506 dying (condition) 250, 275 EAC(EnergyArmor Class) 16, 240 earna living 146,147 legerdemain 147 Profession (skill) 146 elf 507 Eloritu 485 emanationeffect 268 Embroi 465 empath(mysticconnection) 85-86 encounters 388-390 encumbered(condition) 275 EnergyArmorClass 16,240 energy resistance 264 energytypes 169 engineer 316,323-324 (starshipcombatrole)
Engineering(skill) 141-142 entangle(weaponspecialproperty) 181 entangled(condition) 275-276 environment 394-409 astronomicalobjects 394-395 atmospheres 395-396 biomes 396-398 environmental rules 400-405 space 394 weather 398-400 envoy 60-67 envoybuilds 66-67 envoyimprovisations 62-64 expertisetalents 64-65 Eox 450-451 Eoxianship styles 306-307 equipment 166-235 armor 196-207 augmentations 208-212 computers 213-217 drugs,medicinals,poisons 231-232 food and drink 233 personalitems 230-231 trade goods 232-233 weapons 168-195 ethereal 354 Ex (extraordinary abilities) 59, 262 exampleof play 10-11 exhausted(condition) 276 exocortex 69, 79 experiencepoints 26, 390 characteradvancement 26 awardingexperience 390 starship combat 326 traps 410 explode(weaponspecial property) 181 explorer(operative specializat ion) 94 extraordinary abilities 59, 262 factions andorganizations 472-481 falling 400-401 fascinated(condition) 276 fatigued(condition) 276 feats 152-163 combat feats 152 feat table 152-154 prerequisites 152 feint 137 first aid 143 flame(weaponcategory) 183 flanking 254 flat-footed(condition) 276 forestterrain 397 Fortitudesavingthrow 241 fractions(creditsand bulk) 166-167 FreeCaptains 476 frightened(condition) 276 full actions 248, 278-280 Gap 424 gather information 140 ghost(operative specialization) 94 GM(GameMaster) 8 gnome 508 grapple (combatmaneuver) 246
grappled(condition) 276 gravity 401-402 GreatBeyond 470-471 grenades 170, 178-179,183-184 guard(soldierfighting style) 114-115 guardedstep 247 gunner(starshipcombatrole) 316, 324 gunnerycheck 320 hacker(operative specializat ion) 94-95 hackcomputersystem 139 half-elf 509 halfling 511 half-ore 510 handle animal 148 hardness(materials) 408-409 hardness(objects) 409 healer(mysticconnection) 86-87 healing 251 heatdangers 402-403 heavyarmor 197-198 heavyweapons 169-170,177-178 Hellknights 477 helpless(condition) 276 hide 147-148 hill and mountain terrain 397 history 424 hit-and-run(soldier fighting style) 115 Hit Points 22 materials 408 objects 409 temporaryHit Points 251 HP(seeHit Points, Hull Points) HullPoints 292, 320-322 human 44-45 hybrid items 226-227 Hylax 486 lbra 486 icon (theme) 31 ldari 446-447 identify 133, 142, 143-144 creature 133,142, 143 magic item 143-144 spell being cast 143 technology 142 incorporeal 264 infospheres 430 initiative 238 injection (weaponspecialproperty) 181 injection DC+2 (critical hit effect) 182 injury and death 250-252 InnerSphere 470 inspirationalmedia 516-517 Intelligence(ability) 21 interstellartravel 424-425 Intimidate (skill) 142 invisible 264 lomedae 487 item level 167 Jedarat 465 KAC(KineticArmorClass) 16, 240 kasatha 46-47 kasathanship styles 308-309 key ability score 19,58
KineticArmor Class 16,240 Knightsof Golarion 478 knockdown(critical hit effect) 182 language-dependent (descriptor) 270 languages 40-41 LaoShuPo 487 laser(weaponcategory) 184-185 lashunta 48-49 legacyconversion 500-505 leveling up 26-27 Liavara 454-455 Life Science(skill) 142-143 light armor 197 lighting 261,407-408 limitedtelepathy 265 line (effectshape) 268 line (weaponspecialproperty) 181 line of effect 271 line of sight 271 longarms 169, 176-177 Lothun 466 low-light vision 264 magic 330-339 casting spells 330-332 combiningmagiceffects 332 magicitems 222- 225 397-398 marsh terrain materials 191,408-409 mechanic 68-81 art ificial intelligence 69 80-81 mechanic builds mechanic tr icks 71-74 Medicine (skill) 143 mercenary(theme) 32 mind-affecting (descriptor) 270 mindbreaker(mystic connection) 87 mk (mark) 514 266-267 modifier monster conversion 501-503 months 431 moveactions 247,278 movementandposition 255-259 additionalmovementtypes 258-259 multiplying 242-243 mystic 82- 91 connections 85-89 mystic builds 90-91 spell list 336-337 Mysticism (skill) 143-144 nauseated(condition) 276 NearSpace 291 negative levels 252 nonlethal(weaponspecialproperty) 181 nonlethal damage 252 notice 144 NPC(nonplayercharacter) 8 Nyarlathotep 488 off-kilter (condition) 276 off-target (condition) 276 operative 92-99 operativebuilds 98-99 operative exploits 95-97 specializations 94-95
operative(weaponcategory) 184-185 operative 181 (weaponspecial property) Oras 488 Orikolai 466 Orry 467 OuterGods 493 OuterSphere 470-471 outlaw(theme) 33 overburdened(condition) 276 overlord (mysticconnection) 87-88 PactWorlds 428-461 PactWorlds ship styles 310-311 PactWorlds timeline 426-427 pain (descriptor) 270 panicked(condition) 276 paralyzed(condition) 276- 277 PC(playercharacter) 8 PCU(powercoreunits) 296 penalties 267 penetrating 181 (weaponspecialproperty) Perception (skill) 144-145 personalupgrades 212 Pharasma 489 philosophies 482 phrenicadept(archetype) 128 Physical Science(skill) 145 pilot (starship combatrole) 316, 324 Piloting (skill) 145-146 pilot a starship 146, 316,319-320 pilot a vehicle 146, 278-280 pinned(condition) 277 planes 470-471 plasma(weaponcategory) 185 poisons 232,415-417,419 Charisma poisontrack 417 Constitution poisontrack 415-416 delivering 417 Dexterity poison track 415 Intelligencepoisontrack 416 samplepoisons 419 Strengthpoison track 415 Wisdompoison track 416-417 powered(weaponspecialproperty) 181 poweredarmor 203-204, 242 Preluria 467 priest (theme) 34 Profession (skill) 146 professional services 233-235 proficiency 242,243 armor 242 weapons 243 projectile (weaponcategory) 185-186 prone(condition) 254,277 quick reload 182 (weaponspecial propert y) races 40-55 radiation 403-404 reach(weaponspecial property) 182 reachandthreatening 255 reactions 248-249 recallknowledge 133-134
139 Culture Life Science 143 Mysticism 144 PhysicalScience 145 Profession 146 Reflexsaving throw 241 religion 482 138,142, 144 repairitem computer system or module 138 hybrid item 142, 144 magicitem 144 technologicalitem 142 reposition (comba t maneuver) 246 243 reroll ResolvePoints 22-23 retraining 27 ride a creature 149 RivenShroud 468 rollingtwice 243 rounding 243 RP(Resolve Points) 22-23 RPG(roleplayinggame) 6 S (shapab le) 268 Sarenrae 489 savingthrows 16-17,241-242 scholar (theme) 35 scienceofficer 316,324-325 (starshipcombat role) scrying(descriptor) 270 sense-dependent (descriptor) 270 SenseMotive(skill) 146 sensethrough 264-265 260-261 senses imprecise 260 precise 260 settlements 405-406 examples of governments 405 examplesof qualities 405-406 sample settlements 406 settlementtechnology 406 severewound(critical hit effect) 182 Shadari 468 shadow(descripto r) 270 shaken(condition) 277 shapable 268 sharpshoot(soldier fighting style) 115 292, 320-321 Shield Points shirren 50-51 shirrenship styles 312-313 shock(weaponcategory) 186 sickened(condition ) 277 significant enemies 242 silver(specialmaterial) 191 sizeand space 255 132-149 skills acquiring skills 132 aid another 133 checks 132-133 identify creatures 133 recall knowledge 133-134 summary table 134 sleepdeprivation 404 Sleight of Hand(skill) 146-147
small arms 169, 173 smoke effects 404 sniper(weaponspecialproperty) 182 sniper weapons 170,178 sniping 148 solarian 100-109 solar manifestation 101-102 solarian builds 108-109 stellar revelations 102-107 weapon crystals 170,179-180, 186 zenith revelations 103, 107 soldier 110-117 fight ing styles 112-115 gear boosts 111-112 soldier builds 116-117 sonic(weaponcategory) 186-187 Sp (spell-like abilities) 59, 262 SP (StaminaPoints) 22, 241 spacetravel 290-291 standard navigation 290-291 and astrogation Drift navigation 291 spacefarer(theme) 36 special abilities 262-265 special weapons 170, 179 speed 255 spell resistance 265 spell-like abilities 59, 262 spells 330-385 spell description format 332-335 spell lists 335-339 sphere(effect shape) 268 spreadeffect 268 spy (operativespecialization) 95 SR(spell resistance) 265 stabilize 250 stable (condit ion) 277 staggered(condition) 277 staggered(critical hit effect) 182 StaminaPoints 22, 241 standardactions 244-247 star shaman(mystic connection)88-89 Starfinder forerunner (archetype) 129 Starfinder Society 479 starship combat 316-327 armor class 292, 320 attacking 320 crew actions 322-326 critical damage 321 damage 320-322 Hull Points 292, 320-321 minor actions 326 moving 317-320 piloting 146, 316, 319-320 roles 316 rounds and phases 317 shields 292, 320-322 skill use 134 target lock 292, 320 starship sheet 524 starships 292-327, 392 armor 297 baseframes 294-296
building 293-294 computer 297-298 defensive countermeasures 298 Drift engines 298 expansionbays 298-300 navigating 145-146,290-291 piloting 146, 316, 319-320 power core 296 refitting and upgrading 305 sampleships 305-315 security 300 sensors 300-301 shields 292. 302, 320-321 thrusters 296-297 weapon specialproperties 304-305 weapons 302-305 starvation and thirst 404 stat blocks 388, 420 -421 Stealth (skil0 147-148 Stewards 480 Strength (ability) 20-21 structures 406-408 doors 406-407, 408 lighting 407-408 walls 408 stun (weaponspecialproperty) 182 stunned (condition) 277 stunned (critical hit effect) 182 Su (supernatural abilities) 59, 262 suffocationand drowning 404-405 summoning(descriptor) 270 sun 434-435 sunder(combatmaneuver) 246 supernatural abilities 59, 262 surprise 239 Survival (skill) 148-149 Swarm 497 swift actions 247 TaboriCluster 469 take 10 and take 20 133 Talavet 490 target 272 technological items 218-221 technomancer 118-125 magic hacks 119, 120-123 spell list 338-339 technomancerbuilds 124-125 telepathy 265 teleportation(descriptor) 270 themes 28-37 themeless 28 thief (operative specialization) 95 threatenedsquares 255 thrown (weaponspecialproperty) 182 Tl (target lock) 292, 320 tracking 148 410-413 traps 452-453 Triaxus 246 trip (combatmaneuver) 182 trip (weaponspecial property) 490 Triune unconscious (condition) 277 405 underwater combat
UPB (UniversalPolymerBase) 233 Unseen 497 unseencreatures 261 unwieldy (weaponspecialproperty)182 urban terrain 398 Urgathoa 491 Vast 291 vehicles 228-229, 278-287 actions 278-280 chases 282-287 collision damage 229 combat 278-281 piloting 146, 278- 280 samplevehicles 228-229 statistics 228 Verces 444-445 vesk 52-53 Veskarium 469 Veskariumship styles 314-315 vision and light 261 wealth 16, 391-392 character wealth by level 391-392 gains by encounter 391 starting (1st level) 16 weapons 168-195 advancedmelee 169, 171-73,188 ammunition 168, 170, 179, 190 basic melee 169, 171 critical effects 182 damage 169 fusions 191-195 grenades 170, 178-179, 183-184 heavy weapons 169-170, 177-178 improvised weapons 169 longarms 169, 176-177 proficiency 243 small arms 169, 173 sniper weapons 170, 178 solarian weaponcrystals170,179,186 special properties 180-182 special weapons 170,179 specialization 59,163,243 starship weapons 302-305 weapon categories 183-190 weapon types 169-170 wielding 168,243 weather 398-400 endure severeweather 148 predicting 149 Weydan 491 Will saving throw 241 Wisdom (ability) 21 wound (critical hit effect) 182 xenodruid (mystic connection) 89 xenoseeker(theme) 37 481 Xenowardens 26,390 XP (experiencepoints) 492 Yaraesa 54-55 ysoki 402 zero gravity Zon-Kuthon 492
~-
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RACE
CLASS/LEVEL SIZE
SPEED
ALIGNM ENT
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CHAR IS MA
SKILLS
11 11 11 11 11 11 SKILL RANKS PER LEVEL
_ TOTAL
0 ACROBATICS*(DEX) 0 ATHLETICS* [STA) 0 BLUFF(CHA)
tO C.OMPUTERS(INT) tO CULTURE(INT) 0 DIPLOMACY (CHA) 0 DISGUISE (CHA)
tO ENGINEERING(INT) 0 INTIMIDATE (CHA)
tO LIFESCIENCE(INT) tO MEDICINE(INT) tO MYSTICISM(WIS) 0 PERCEP TION (WIS) to PHYSICAL sc 1ENCE(INTJ 0 PILOTING(DEX)
t O PROFESSION (CHA, INT. OR WIS)
l
UPGRADED UPGRADED SCORE M ODIFIER
11 11 11 11 11 11
II
W ISDO M
l
MODIFIER
11
DEXTERITY
RANKS
CLASS BONUS
I I I I I I
TOTAL CURRENT ~ ARMOR -
MISC MOD
D =D+D +D +D D =D+D +DO D =D +D+DO D=D+D +D+D D =D +D +DO D =D +D +D +D D =D+D +D +D D =D +D +D +D D =D+D +D+D D =D+D +D +D D =D +D+DO D=D+D +D +D D =D +D +D +D D=D+D +D +D D =D +D +DO D=D+D +DO
NOTES
______________
CLASS
-
ARMOR BONUS
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DEX MOD
M ISC MOD
ACVS. COMBAT MANEUVERS DR
RESISTANCES
-
KINETIC ARM OR CLASS
~ S_t\YING
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THROWS TOTAL
FORTITUDE (DEXTERITY)
WILL
BASE SAVE
ABILITY MOO
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RANGED ATI ACK
THROWN ATI ACK ,
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J+I BAB
M ISC MOD
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J+I
STRM OO
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AMMO/USAGE
LEVEL
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SPECIAL
TTACKBONUS DAMAGE
AMMO/USAGE
LEVE L
WEAPON CRITICAL
J+I BAB
TOTAL
WEAPONS
CRITICAL
STRMOD
l=I
WEAPON
CRITICAL
BAB
l=I
MEL£E ATI ACK
t Trained Only IZl Class Skill * Armor check penalty applies
SKILL
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0 SURVIVAL (WIS)
I
ENERGY ARM OR CLASS
CRITICAL
D =D+D +D+D D=D+D+DO D =D+D+D+D D =D +D +D +D
RESOLVE POINTS
':=:====::::::::I ':=:====::::::::I
-
(CHA. INT, OR WIS]
0 STEALTH* [DEX]
-------
HIT POINTS
TOTAL
D
ABILITY MOD
-
MISC MODIFIER
0 =0+0
~
INITIATIVE
STAMINA POINTS
tO PROFESSION
0 SENSEMOTIVE(W IS]
DEX MODIFIER
TOTAL
SCORE
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PLAYER
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CHARACTER ~-- ABILITIES
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FEATS AND PROFICIENCIES
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LEVEL BULK
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SPELLS PERDAY SPELLSLOTSUSED
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STARS
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HI P S H EE T PILOT RANKS
TOTAL
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SIZE MOO
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M AK E AN D M ODEL
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SIZE
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M ANE UVERABILITY
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SHIELD TOTAL
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DRIFT RATI NG
MODIFIERS
WEAPONS [TURRET]
WEAPONS (FORWARD) AFTSHIELDS
WEA PONS ( PORT)
b,_CREW -
-
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W EAPONS [STARBO ARD]
WEAPO NS (AFT)
~
b,_ NDTE5_
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CA PTAIN ENGINEERS GUNNERS PIL OT SCIENCE OFFICERS
SYSTEMS
POWER CORE
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EXPANSION
BAYS
DR IFT ENGINE
CRITICAL
DAMAGE
~
LI FE SUPPOR T (1 - 10 )
D GLITCH ING D
M ALF UNCTIONING
D
WRECKED
M ALF UNCTIONING
D
WRECKED
M ALF UNCTIONING
D
WRECKED
D
WRECKED
SENSORS ( 11 -30]
D
GLITCH ING
D
ENGINES (61-80 )
D GLITCH ING D
POWER CORE [81 - 0 0]
D GLITCH ING D
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Permissiongranted to photocopyfor personal use. 0 2017 Paizo Inc.
OPEN GAME LICENSE VERSION 1.0A The following text is the property of Wizards of the Coast. Inc. and is Copyright2000 Wizardsof the Coast. Inc. ("Wizardsj . All Rights Reserved . 1. Definitions: (a)"Contributors· meansthe copyright and/or trademark ownerswho havecontributed OpenGameContent:(b)· Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformedor adapted;(c) "Distribute· meansto reproduce,license,rent, lease.sell, broadcast.publicly display,transmit or otherwisedistribute: (d) "OpenGameContent" meansthe gamemechanic andincludesthe methods. procedures , processesand routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open GameContent by the Contributor, and means any work covered by this License.including translations and derivative works under copyright law, but specifically excludesProductIdentity. (e) "ProductIdentity" meansproductandproduct line names, logos and identifying marks including trade dress: artifacts, creatures, characters.stories,storylines., plots, thematic elements,dialogue, incidents. language, artwork, symbols, designs, depictions, likenesses, formats, poses,concepts, themes and graphic, photographic and other visual or audio representations: names and descriptions of characters, spells,enchantments,personalit ies,teams,personas,likenessesandspecial abilities: places, locations,environments,creatures, equipment, magical or supernaturalabilities or effects, logos, symbols, or graphic designs:and any other trademarkor registeredtrademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludesthe OpenGameContent;(f) "Trademark" meansthe logos,names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated productscontributed to the Open GameLicenseby the Contributor (g) · use·, ·used" or "Using" means to use, Distribute, copy, edit , format , modify, t ranslate and otherwise create Derivative Material of OpenGame Content. (h) "You"or "Your· meansthe licenseein terms of this agreement. 2. TheLicense: This Licenseappliesto anyOpenGameConten t that contains a noticeindicatingthat the OpenGameContentmayonly be Usedunderandin termsof this License . Youmust affix sucha noticeto any OpenGame Content that you Use.Notermsmaybeaddedto or subtractedfrom this Licenseexcept asdescribedby the Licenseitself. Nootherterms or conditionsmay be applied to any OpenGame Contentdistributedusingthis License. 3. Offer and Acceptance:By Using the OpenGameContentYouindicate Your acceptanceof the terms of this License. 4. Grant and Consideration : In consideration for agreeing to use this License,the Contributorsgrant You a perpetual, worldwide. royalty-free, non-exclusive licensewith the exact terms of this Licenseto Use, the Open GameContent. 5. Representationof Authority to Contribute:If You are contributing originalmaterialasOpenGameContent,You representthat YourContributions are Youroriginal creation and/orYouhavesufficientrights to grant the rights conveyedby this License.
6. Noticeof LicenseCopyright: Youmust updatethe COPYR IGHTNOTICE portion of this Licenseto include the exact text of the COPYRIGHT NOTICE of any Open GameContent You are copying, modifying or distributing, and Youmust add the title, the copyright date. and the copyright holder's name to the COPYRIGHT NOTICEof any original OpenGameContentyou Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indicationas to compatibility, exceptas expressly licensed in another, independentAgreement with the owner of eachelement of that Product Identity. Youagreenot to indicatecompatibility or co-adaptability with any Trademark or RegisteredTrademark in conjunction with a work containing Open GameContent except as expressly licensedin another, independentAgreementwith the owner of such Trademark or Registered Trademark . The useof any ProductIdentity in OpenGameContent doesnot constitutea challengeto the ownership of that Product Identity.Theowner of any ProductIdentity usedin OpenGameContentshall retain all rights,title and interestin andto that Product Identity. 8. Identification: If you distribute OpenGame Content You must clearly indicatewhich portionsof the work that you are distributing are OpenGame Content. 9. Updating the License:Wizardsor its designatedAgents may publish updatedversionsof this License.Youmay useany authorizedversionof this Licenseto copy, modify and distribute any OpenGame Contentoriginally distributedunderany version of this License. 10. Copy of this License:You MUSTinclude a copy of this Licensewith everycopyof the OpenGameContent Youdistribute. 11.Useof Contributor Credits:Youmaynot marketor advertisethe Open Game Contentusing the nameof any Contributor unless You havewritten permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for Youto complywith any of the termsof this Licensewith respectto someor all of the OpenGameContent due to statute, judicial order, or governmentalregulationthenYoumaynot Useany OpenGameMaterial soaffected. 13. Termination: This Licensewill terminate automaticallyif You fail to comply with all terms hereinand fail to cure suchbreachwithin 30 daysof becoming awareof the breach. All sublicensesshall survivethe termination of this License. 14.Reformation:If anyprovision of this Licenseis heldto beunenforceab le, such provision shall be reformed only to the extent necessaryto make it enforceable . 15.COPYRIGHT NOTICE OpenGameLicense v 1.0aCl 2000, Wizardsof the Coast,Inc. SystemReference Document O 2000, Wizardsof the Coast,Inc.; Authors: JonathanTweet,Monte Cook,Skip Williams, basedon material by E. Gary GygaxandDaveArneson. StarfinderCoreRulebook Cl2017,Paizo Inc.;Authors:LoganBonner,Jason Bulmahn, AmandaHamonKunz, JasonKeeley, RobertG. McCreary,Stephen Radney-MacFarland. Mark Seifter,OwenK.C.Stephens,andJamesL.Sutter, with Alexander Augunas,Judy Bauer,John Compton, Adam Daigle,Crystal Frasier,Lissa Guillet, ThurstonHillman.Erik Mona, Mark Moreland.Jessica Price,F.Wesley Schneider,Amber E.Scott,andJoshVogt.