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PLAYER’S

GUIDE
BY JOSHUA HENNINGTON
AUTHOR
Joshua Hennington
DEVELOPER
Jason Keeley
EDITING LEAD
Solomon St. John
EDITORS
Janica Carter, K. Tessa Newton, Solomon St. John, and
Simone D Sallé
COVER ARTIST
Caio Maciel Monteiro
INTERIOR ARTISTS
Miguel Regodón Harkness, Guilherme Olivieri, and
Jino Rufino
PAGE BORDER DESIGN
Thomasz Chistowski
ART DIRECTION AND GRAPHIC DESIGN
Kyle Hunter
DIRECTOR OF GAME DEVELOPMENT
Adam Daigle
STARFINDER LEAD DESIGNER
Joe Pasini
PUBLISHER
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PLAYER’S GUIDE concept to you and your bunch. You are in the middle of a
Welcome to the Marata, your new home away from home—and Drift jump, heading to a Near Space planet with a luxury
your only one for a while. You never set out to be adventurers; resort, as the adventure begins.
you’re just a group of people on a job, on a journey, or doing Suggested Themes: Noble scion (Character Operations
some other mundane task. When you get thrown across the Manual 13), sensate (Character Operations Manual 14),
cosmos without warning, all that is shattered. You have little tempered pilgrim (Pact Worlds 77), and starwalker (Adventure
to no hope of an easy way out. All that drives you and your Path #22: The Forever Reliquary 53).
companions now is finding a way home to the Pact Worlds, Benefit: When you take your time, tasks come more easily
even if that takes you to Hell and back. It’d be best if you to you. You gain a +1 bonus to any skill checks on which you
didn’t have to go there, though. take 20.

THE TEAM REUNITED FAMILY


You are prominent members of the crew of the Marata, a ship Whether related by blood, adopted, or (most likely) a mixture
sharing a name with one of the moons of Bretheda. All crew of the two, everyone on the Marata is part of one big family
aboard the Marata know each other quite well, and you and that has persisted for generations. The family’s head named
your fellow travelers should share a simple, unified goal. The the ship after the moon where the yearly gathering takes
PCs in the Drift Crashers Adventure Path don’t start out as place, and the crew is tasked with getting as many of “the
adventurers; rather, they’re desperate refugees in a situation folks” that can fit aboard. You just picked up the last straggler
they don’t understand, trying to find a way home. Before your from a planet in the Vast, and the Marata is preparing to
group starts to make characters, work together to choose one enter the Drift on the trip back to the Pact Worlds as the
of the following communal backgrounds, or create your own adventure begins.
shared motivation. Each background lists appropriate themes Suggested Themes: Cultist (Pact Worlds 147), diplomat
and includes a small benefit. (Adventure Path #22: The Forever Reliquary 45), spacefarer,
and xenoseeker.
CHAMPIONSHIP PLAYERS Benefit: Working with, near, and over each other is familiar
In a confusing and hectic galaxy, you and your fellow crew to your crew. Up to two Key NPCs (see “The Crew” on page
can always count on the game you play together. Whether 42) can take open crew actions per round of starship combat
your preferred sport is brutaris, starlance, or some other form instead of just one.
of athleticism, you are part of a rookie team hitting the space
lanes on a trip to the big leagues! Your team made the cut for SCIENTIFIC RESEARCHERS
an invitational championship at an important cultural center While your crew might focus on varied academics or be
(such as Vesk Prime), and everyone’s excited. This event a team of joint researchers, the Marata is home to several
could jump-start an amazing career! The crew of the Marata knowledgeable minds in a particular field. This ship was
(named after the moon where the players earned their biggest provided via a grant from Tafflithe University, the first
victory) just finished an intense training regimen on Akiton academic presence to be instituted on that moon. The specifics
and is preparing to flip the switch on their Drift engine to of your first research project are up to you, but there should
head to the championship as the adventure begins. be much potential for expansion in its field. The university’s
Suggested Themes: Athlete (Character Operations Manual dean recently asked for a personal debriefing, so you’re
9), giantblood (Near Space 138), gladiator (Pact Worlds 57), returning to the Pact Worlds. As the adventure begins, you
and vaster (Adventure Path #34: We’re No Heroes 49). just brought the last piece of equipment aboard from a mobile
Benefit: As a group, choose one combat maneuver that research laboratory in the Vast, and the Marata is preparing
is integral to the sport the team plays. Each PC gains a +1 to exit the atmosphere.
insight bonus to perform that combat maneuver, and to their Suggested Themes: Biotechnician (Pact Worlds 127),
AC when that combat maneuver is attempted against them. roboticist (Pact Worlds 27), scholar, and xenoarchaeologist
(Pact Worlds 137).
PLEASURE CRUISERS Benefit: As a group, choose Engineering, Life Science, or
You and your compatriots pooled your hard-earned credits to Physical Science. This skill becomes a class skill for you,
purchase a discount pleasure barge and leave the troubles of though if it’s a class skill from a class you take at 1st level, you
your former lives behind. The vessel isn’t much, but it has instead gain a +1 bonus with that skill. This bonus stacks with
enough accommodations to keep you comfortable as you your theme bonus.
coast through the stars with nary a care. You named the ship
the Marata after the moon on which you and your fellow TRAVELING ENTERTAINERS
sophisticates decided to embark on a mid-life retirement, Whether it’s time to rock, roll, or catwalk stroll, the Marata
and perhaps you’ll return there one day. Danger is a foreign is crewed by a bunch of entertaining folks. You’re part of a

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group that performs in anything from an up-and-coming Benefit: Even when you’re the furthest from home, you
musical band to a fantastic circus. The ship is named after never lose hope that you’ll make it big; sometimes, that hope
a key part of the act; perhaps it’s the name of the band’s pays off. Once per day, when a PC or Key NPC (see “The Crew”
fledgling single or the place where the team got its first big below) rolls a 1 on a d20, any PC can spend 1 Resolve Point
gig. You are on your way to Songbird Station in the Diaspora to reroll and use the second result. This benefit can be used
for a sold-out performance! The last mic, instrument, pet, or only once per day by the entire crew—not once per day per
other performance gear is packed, and the group’s leaving character—but any PC can spend the Resolve Point.
home to hop into the Drift as the adventure begins.
Suggested Themes: Grifter (Character Operations Manual WANDERING BUSINESSFOLK
10), icon, street rat (Character Operations Manual 15), and wild The people who crew the Marata have big business dreams.
warden (Pact Worlds 37). Maybe you got tired of a steady job and wanted to set out on
your own, or maybe you inherited the family business from a
cantankerous household. You could be employed by a large-
scale corporation or peddling a smaller trade. In any case,
you never anticipated more adventure than tensely haggling
for fair payment for services rendered. Your ship is named
for the moon to which you’ve been tasked with expanding
your market, and you have every intention of getting the
commission you need and deserve. Your crew just finished
packing some cargo to be sold there or sealed a big future
deal as the adventure begins.
Suggested Themes: Bureaucrat (Near Space 137), corporate
agent (Pact Worlds 47), prole (Adventure Path #34: We’re No
Heroes 48), and quartermaster (Near Space 140).
Benefit: You know how to make a good sale. Once per day,
when you sell a single item with a level equal to or lower than
the PCs’ APL + 1, you can sell it for 20% of its standard market
price instead of 10%.

THE CREW
The PCs aren’t alone on the Marata. The ship has additional
crew consisting of an assortment of friends, family, and loyal
companions. These bonds may be tested as everyone tries
to make it home, but you should eventually triumph if you
all work together. As you make your character, create and
name a prominent NPC aboard the Marata with whom your
character has a personal connection (hereafter referred to as
a Key NPC). Your bond with them can take any form you and
your GM agree on: close pals, partners, friendly rivals, and so
on. No matter what, you can depend on them. Your Key NPC
can be any species, gender, or other classification you desire.
Key NPCs can assist the PCs in several ways, depending
on their specialty. Select a role for your Key NPC from the list
below; unless specified, each player must select a different
role for their Key NPC. If the crew has multiple Key NPCs who
can take an open crew action in starship combat (Character
Operations Manual 148), only one Key NPC can act in starship
combat per round.
Key NPCs are also excellent opportunities for backup
characters if a PC suffers an unfortunate fate. In this case,
another member of the crew should be “promoted” to Key
NPC status. This NPC might not even begin the campaign on
board the Marata, as there will be plenty of opportunities to
Chief of Security make new friends throughout your adventures!

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Chief of Security: This Key NPC is well-versed with the if they act in starship combat, they can use both of these
ship’s security protocols. They can use the feign disaster and actions simultaneously.
ready weapon system open crew actions. When your ship’s
tier increases to 4, they can fire one of the starship’s weapons THE MARATA
during the gunnery phase as an open crew action instead, Your ship may not look like much, but it’s going to be a
with a gunnery bonus equal to 1-1/2 times the ship’s tier, constant comfort in your journey home. It may be new to
rounded down. you or an old haunt, but you’ve each found a way to make
Crafter: This Key NPC stays up-to-date with the latest it your own. Choose a custom modification to the ship from
developments in UPB utilization and is happy to craft supplies the list below. If the modification provides a bonus to a
to help the crew get home. When selecting this role for your check or saving throw, each PC can use that bonus once per
Key NPC, choose two skills from Computers, Engineering, day. No ship modification can be selected more than once
Life Science, Medicine, Mysticism, or Physical Science. This unless specified.
Key NPC is treated as having a number of ranks in that skill Chapel: The ship has a small alcove dedicated to a particular
equal to your ship’s tier, but only for the purposes of creating faith. This grants a +1 morale bonus to saving throws against
and repairing items and implanting augmentations. This role spells, spell-like abilities, or other supernatural abilities
can be selected for multiple Key NPCs, but you must select from outsiders.
different skills for each. Cleaning Facilitation Station: The ship is kept impeccably
Doctor: This Key NPC is a skilled medic who can treat the clean by a semiautomated cleaning subroutine in the ship’s
PCs if they require medical aid. When selecting this role for AI. This grants a +2 morale bonus to saving throws against
your Key NPC, choose whether they are a physical doctor diseases or poisons.
or a mystical healer. Regardless of which is chosen, the Key Custom User Interface: The ship’s UI has been rewritten to
NPC can restore a number of Hit Points to one PC equal to be far more user-friendly, allowing access to the limits of the
one-quarter of their maximum Hit Points (but not Stamina scanning systems more easily. This grants a +1 morale bonus
Points) with 1 hour’s care aboard your ship. If the Key NPC to checks to scan with the sensors, both inside and outside
is a physical doctor, they can also give a PC they’re treating the ship.
a +4 bonus to their next saving throw against a disease, Exercise Stations: The ship is outfitted with several pieces
drug, or poison (this doesn’t stack with the bonus provided of exercise equipment, adaptable to various physiologies.
by successful Medicine skill checks). If the Key NPC is Thanks to the use of this equipment, each PC gains the
a mystical healer, they can also heal 1 temporary ability benefits of an industrial backpack without having to
damage to one ability score for the PC they’re treating. purchase or wear one. This benefit doesn’t stack with those
When your ship’s tier increases to 4, this Key NPC heals 1d4 of actual backpacks.
temporary ability damage to 1 ability score and eliminates Genetic Sampler: The ship’s crafting station incorporates a
any fatigue the PC is suffering. DNA scanner, making it particularly adept at re-creating the
Sage: This Key NPC is knowledgeable on several esoteric biology of prominent crewmembers. When using the crafting
topics that are likely untouched by the rest of the crew. station to craft species grafts (Alien Archive 4 140) of racial
They’re a font of information when you need it. This Key traits possessed by the PCs or Key NPCs, the cost to create
NPC can attempt a skill check to recall knowledge regarding and implant said graft is reduced by 5%.
planes beyond the Material Plane. They have a total bonus Integrated Tool Units: The ship is outfitted with several
to these skill checks equal to 4 + 1-1/2 × your ship’s tier, tools within its rooms and corridors for a specialized
rounded down. purpose. Any member of the crew is treated as possessing
Socialite: This Key NPC knows people well enough to two level 1 tool kits of your choice while on board; these
know how to dress around them, how to impress them, and integrated tool kits can’t be harvested and sold. One of these
not to trust them. They provide insight about anyone you tool kits can be a basic medkit. This ship modification can be
meet, perhaps to the point of gossiping about them with the selected twice.
PCs. This Key NPC can attempt skill checks with Disguise to Jailbroken Food Dispensers: The ship’s food dispensers
change appearance, Perception checks to notice or pierce have been modified from factory standards, allowing more
disguises, and Sense Motive checks to detect deceptions customization to meals. These essentially home-cooked meals
and discern secret messages. They have a total bonus to and the bonding they create grant a +1 morale bonus to saving
these checks of 4 + 1-1/2 × your ship’s tier, rounded down. throws against mind-affecting effects.
Technician: This Key NPC knows the ship inside and Lavish Sleeping Units: No matter their actual size, the
out. They can rig the control board however you need and sleeping quarters of your ship are exceptionally comfortable,
can optimize the ship’s internal AI twice over. This Key all but assuring a good night-cycle’s sleep. This grants a +2
NPC can use the prioritize calculation and range finding morale bonus to saving throws against fatigue or exhaustion
open crew actions. When your ship’s tier increases to 4, for 24 hours after getting a full night’s rest on the ship.

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Manufacturer-Grade Crafting Station: One member of to weather the storms ahead, and a new creature companion
the crew may have worked for a prominent manufacturer you might attract along the way.
of custom weapon modifications, or maybe they’re just
intimately familiar with a given manufacturer modification ARMOR UPGRADES
from disassembling and reassembling several weapons with Everyone who travels through space needs armor and its
it applied. Select one manufacturer’s weapon modification protection. You never know how armor upgrades such as
(Armory 55). The crew can use this crafting station to craft these could be useful should life ever take a brutal turn.
applicable weapons with that modification.
LEVEL 1
Portable Virtual Entertainment System: You brought your AUTOMATED SELF-REPAIRER
personal VR console aboard, and the whole crew enjoys PRICE 100SLOTS 1
it—having a break from reality helps everyone relax and ARMOR TYPE Light, heavyBULK —
separate truth from fiction. This grants a +2 morale bonus CAPACITY See textUSAGE See text
to saving throws against illusions, as well as confusion and This armor upgrade is perfect for those who don’t have
insanity effects. time to get their armor fixed after a scrap or two. When
you install this armor upgrade, you must place a number of
THE JOURNEY UPBs equal to 100 × the item level of the armor in which
You were originally headed somewhere, but something is it is installed. When you activate the upgrade with a move
about to go horribly wrong, and you’ll be stranded without action, it expends a number UPBs from its reserve equal to
an easy way home. This Adventure Path will take you to 10 × the item level of the armor to repair the armor, restoring
hostile territory, perhaps beyond the Material Plane. Unusual a number of Hit Points to the armor equal to the armor’s
encounters will be the norm, and you’re likely to face enemies item level; this process takes 1 minute. This armor upgrade
you can’t overcome. Unlike many adventures where the main can repair broken armor but not destroyed armor. You can
characters have a chance of success wherever they go, the refill the upgrade’s UPB reserve to the maximum of 100 × the
PCs in Drift Crashers aren’t experienced, battle-hardened armor’s item level in a process that takes 1 minute.
warriors—at least, they aren’t yet. Don’t be afraid to be afraid!
LEVEL 1-7
Running away to live another day is sometimes the best MEDICAL ANALYSIS KIT
course of action, and failing forward is always better than SLOTS 1 ARMOR TYPE AnyBULK —
dropping dead. CAPACITY 20USAGE 1/use
You’ll likely be far from anything resembling home for a
MODEL ITEM LEVEL PRICE
long time, so places to buy equipment may be few and far
between. Treasure every UPB you find, because crafting the Mk 1 1 320
equipment you need will be more useful than hoping you can Mk 1 4 2,400
find a vendor with the appropriate gear. While you might have Mk 1 7 6,200
one or more Key NPCs who are dedicated to forging the best
equipment possible, it’s likely wise to have a PC or two take This armor upgrade includes a basic array of scientific
ranks in other skills used for creating equipment. Take what instruments meant to assist in medical assessment
you can and make what you need. You’ve got quite a journey and treatment. A medical analysis kit allows you to use
ahead of you. a collection of predesignated tools, depending on the
upgrade’s item level. If you have the required number
THE GEAR of hands free to use a tool or item listed in the specific
Listed below are new pieces of gear you might have brought upgrade’s entry, you are treated as carrying that tool
with you on the trip, specialized gear you might want to craft or item.

BATTLETUNES (TWO-HANDED BASIC MELEE WEAPONS)


SONIC LEVEL PRICE DAMAGE CRITICAL BULK SPECIAL

Battletune, sopranino 1 250 1d4 B/So — 1 Instrumental, modal AR (sonic),


powered (capacity 20, usage 1)

Battletune, soprano 4 2,000 1d6 B/So Deafen 1 Instrumental, modal AR (sonic),


powered (capacity 20, usage 1)

Battletune, alto 8 9,200 2d4 B/So Deafen 1 Instrumental, modal AR (sonic),


powered (capacity 40, usage 2)

Battletune, tenor 12 34,600 2d8 B/So Deafen 1 Instrumental, modal AR (sonic),


powered (capacity 80, usage 4)

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D Mk 1: basic medkit, chemalyzer AR Good Save Ref; Poor Saves Fort, Will
D Mk 2: basic medkit, chemalyzer AR, dermal stapler AR, Speed 10 ft., fly 40 ft. (Su, perfect)
survival straw AR Melee Attack bite (P plus grab)
D Mk 3: advanced medkit, chemalyzer AR, dermal stapler AR, Space 5 ft.; Reach 5 ft.
survival straw AR Ability Modifiers Dex, Cha
SPECIAL ABILITIES
LEVEL 1
VACUUM RAPPELER Blindsense (Ex) A rift remora’s blindsense can sense only
PRICE 120SLOTS 1 living creatures with the extraplanar subtype.
ARMOR TYPE AnyBULK — Planar Leech (Su) Once per hour when a rift remora
By outfitting your armor with magnetized, short-range grapples a significant enemy with the extraplanar
grapplers that are linked to its environmental sensors, this subtype, it feeds off the enemy’s planar disjunction to
upgrade serves as an extra protection against explosive regain a number of Hit Points equal to one-tenth the rift
decompression. If you fail a Reflex saving throw against forced remora’s maximum HP.
movement in space (for instance, being pulled through a hole Rift Teeth (Su, 8th level) Once per day when a rift remora
punched in a starship’s hull or a malfunctioning airlock), this grapples or pins a significant enemy with the extraplanar
armor upgrade engages immediately after you are moved subtype, it tears at the creature’s very quintessence with
10 feet, grappling a nearby solid surface with a length of its fangs. The grappled or pinned enemy takes an amount
titanium alloy cable line and stopping your movement. of piercing damage with the force descriptor equal to the
Unfortunately, the vacuum rappeler doesn’t prevent falls or rift remora’s level.
forced movement in areas with an atmosphere. The upgrade
holds a total of 40 feet of line, which can be retracted into
the upgrade with 10 minutes of work.

CREATURE COMPANION
Rift remoras are leech-like outsiders that glide through the
planes with supernatural intuition. These astral parasites
are naturally attracted to interdimensional rifts. They gain
sustenance from these misalignments of various planes of
existence by absorbing the metaphysical potential energy
Rift
through their long, drooping antennae. Their pale, near-
transparent skin and circular, gaping maw of razor-sharp
Remora
teeth gives them the appearance of deep-sea aquatic life.
Though they don’t need to use it to feed, their ability to
smell and home in on creatures not native to the plane
they’re on makes them prized trackers by bounty
hunters who specialize in pursuing targets across
the planes.

LEVEL 2–16
RIFT REMORA
Small outsider (extraplanar)
Senses blindsense (life [extraplanar beings
only]) 120 ft., darkvision 60 ft.

MANICAS (ONE-HANDED ADVANCED MELEE WEAPONS)


UNCATEGORIZED LEVEL PRICE DAMAGE CRITICAL BULK SPECIAL

Manica, tactical 1 360 1d8 B Push AR (5 ft.) 1 Analog, block, unwieldy

Manica, advanced 6 4,280 2d8 B Push AR (5 ft.) 1 Analog, block, unwieldy

Manica, elite 11 25,600 4d8 B Push AR (10 ft.) 1 Analog, block, unwieldy

Manica, paragon 16 172,600 9d8 B Push AR (15 ft.) 1 Analog, block, unwieldy

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WEAPONS A shillelagh is usually used as a walking stick, but some are
Just because you’re not typical soldiers and mercenaries capable of dealing weighty blows to the head in the hands of
doesn’t mean you’re not armed in case things go south. These those trained in self-defense.
tools can get you through a scrap, whether that be a rowdy
fan who stormed your stage or an opposing brutaris player WEAPON FUSIONS
who’s out for more than blood. Some crews choose to magically attune their weapons to
work better in tandem with one another in tight scrapes or
NEW WEAPON SPECIAL PROPERTY assist them in identifying foes.
Some weapons presented here have the instrumental
LEVEL 1
special property. CUNNING
Instrumental: A weapon with this property can also be used When you strike a creature with a cunning weapon and
as a basic musical instrument (Armory 105). The size of this deal damage, you can attempt an Engineering, Life Science,
instrument’s battery is the same as that of the weapon’s, and or Mysticism check to identify the creature as appropriate
it can be used as a weapon (with the charge usage indicated) (this takes no action). You gain a +2 circumstance bonus
or an instrument (where it uses 1 charge every 10 minutes). If to this check. If you succeed, in addition to learning useful
the weapon is 8th level or higher, it also functions instead as information about the creature, you gain a +1 circumstance
a euphonic musical instrument (Armory 106). bonus to the next saving throw you must attempt against that
creature’s abilities within the next minute.
BATTLETUNE
LEVEL 1
A battletune comes in a variety of sizes and shapes, as FAMILIAL
it mimics the variety of musical instruments found A familial weapon aims itself around all other
across countless cultures throughout the creatures the wielder considers their family,
galaxy. This instrument, however, is sturdy and is usually decorated with a crest or
enough to be used as a bludgeoning weapon other distinguishing mark. A weapon with
in combat without activating the battery. this fusion can be attuned to a number of
When powered, its sonic vibrations instead creatures equal to the weapon’s level,
harm the eardrums of enemies (though typically the owner’s family or friends.
this weapon always targets KAC). The bonus enemies receive from cover
or soft cover provided by attuned
MANICA creatures is reduced by 1. This
Consisting of a series of durable arm plates Manica weapon fusion can be applied only
strapped across a limb, these weapons to ranged weapons.
serve a dual purpose of offense and defense.
LEVEL 1
While ancient manicas may have taken time HARMONIC
to don, modern-day versions cover the arm A harmonic weapon reverberates with a constant,
quickly with the assistance of spring-loaded almost distracting hum or makes pleasant twanging
mechanisms. Gladiator manicas are favored noises when moved around. When you strike
by players of martial sports such as brutaris, and deal damage to a creature with a harmonic
despite their ungainly size preventing other weapon, the sound it produces finds a harmonic
weapons being wielded with the same hand. resonance in the creature. Before the beginning
of your next turn, any ally that targets this
SHILLELAGH creature with a weapon in the sonic category gains
Though smaller and more expensive than a simple a +2 circumstance bonus to the attack. This weapon
club, a shillelagh is often sturdier and made of more fusion can be applied only to weapons that deal
modern materials, such as aluminum or fiberglass. sonic damage.

SHILLELAGHS (ONE-HANDED BASIC MELEE WEAPONS)


UNCATEGORIZED LEVEL PRICE DAMAGE CRITICAL BULK SPECIAL

Shillelagh, destroyer 1 200 1d4 B — 1 Analog, reposition NS

Shillelagh, cruiser 7 5,500 1d10 B Staggered 1 Analog, reposition NS

Shillelagh, battleship 13 46,000 3d8 B Staggered 1 Analog, reposition NS

8
PLANAR TRAVELER +1 WIS
Whether you are or aren’t a native of the Material Plane, it certainly
holds little sway over you. Why go to the vidgame arcade when you
could sample the endless delights of Elysium? Why settle your disputes
at the local courthouse when you could get the opinion of the perfect
arbiters of Axis? Why simply kill your enemies when you could annihilate
their souls with the help of Abaddon? Regardless of your tendencies,
focus (or lack of focus) on particular planes, or motivation for traveling,
your knowledge of realities beyond your own is unmatched.

THEME KNOWLEDGE (1ST) residing in a plane chosen for your theme knowledge, you
can spend 10 minutes communing with or warding yourself
You’ve engaged in intense study regarding other planes of against that plane to recover 1 Resolve Point. You can’t use
existence, whether you live on it or (more likely) are planning this ability twice in the same plane in one day. Additionally,
to visit it. Select two planes of the Great Beyond other than select two additional planes (other than the Material Plane)
the Material Plane (Core Rulebook 470). Reduce the DC of for your theme knowledge; at your GM’s discretion,
Mysticism checks to recall knowledge about these planes you may choose more esoteric
and religions based in those planes by 5. Regardless of the extraplanar locales (such as
planes you chose, reduce the DC of Mysticism checks to recall the Akashic Record or the
knowledge about, open, or close a planar rift or gateway by Dimension of Time).
5. Mysticism is a class skill for you, though if it’s a class skill
from the class you take at 1st level, you instead gain a +1
bonus to Mysticism checks. In addition, you gain an ability
adjustment of +1 to Wisdom at character creation.

PLANAR ADAPTATION (6TH)


You’re well-versed in the lack of hospitality to Material
Plane creatures in most other planes of existence, so you
intensely study how to survive in them. You can attempt
Survival checks to endure severe weather, live off the land,
orienteer, or predict the weather in planes selected with
your theme knowledge without penalty from inhospitable
terrain, and you can use your Mysticism bonus instead if it’s
higher. Additionally, select an additional plane (other than the
Material Plane) for your theme knowledge.

PLANAR AMICABILITY (12TH)


Your study of other planes imbues you with an understanding
of the typical mannerisms of creatures endemic to those
realms. Reduce the DC of Bluff, Diplomacy, and Intimidate
checks by 5 when attempted outside combat against
outsiders native to the planes selected with your theme
knowledge. Additionally, select an additional plane (other
than the Material Plane) for your theme knowledge.

PLANAR WALKER (18TH)


Your journeys throughout realms beyond mortal knowing
have changed you; you now regain power simply from
communing with other planes. Up to twice per day, while

9
Open Game License Version 1.0a PAIZO INC.
Creative Director • James Jacobs
Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. Director of Game Design • Jason Bulmahn
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have Director of Visual Design • Sarah E. Robinson
contributed Open Game Content; (b) “Derivative Material” means copyrighted material
including derivative works and translations (including into other computer languages), Director of Game Development • Adam Daigle
potation, modification, correction, addition, extension, upgrade, improvement, compilation, Development Managers • Jason Keeley, Ron Lundeen, and Linda Zayas-Palmer
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Senior Developers • Eleanor Ferron, Thurston Hillman, Luis Loza, and Patrick Renie
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit Developer • Jenny Jarzabski
or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the Starfinder Lead Designer • Joe Pasini
methods, procedures, processes and routines to the extent such content does not embody the Starfinder Senior Developer • John Compton
Product Identity and is an enhancement over the prior art and any additional content clearly Organized Play Line Developers • Jessica Catalan and Mike Kimmel
identified as Open Game Content by the Contributor, and means any work covered by this Pathfinder Lead Designer • Logan Bonner
License, including translations and derivative works under copyright law, but specifically Designers • James Case and Michael Sayre
excludes Product Identity. (e) “Product Identity” means product and product line names, Managing Editor • Leo Glass
logos and identifying marks including trade dress; artifacts, creatures, characters, stories, Senior Editor • Avi Kool
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, Editors • Patrick Hurley, Ianara Natividad, Solomon St. John, and Shay Snow
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other Managing Art Director • Sonja Morris
visual or audio representations; names and descriptions of characters, spells, enchantments, Art Directors • Kent Hamilton, Kyle Hunter, and Adam Vick
personalities, teams, personas, likenesses and special abilities; places, locations, environments, Senior Graphic Designer • Emily Crowell
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic Production Designer • Justin Lucas
designs; and any other trademark or registered trademark clearly identified as Product Director of Brand Strategy • Mark Moreland
identity by the owner of the Product Identity, and which specifically excludes the Open Game Paizo CEO • Lisa Stevens
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a President • Jeffrey Alvarez
Contributor to identify itself or its products or the associated products contributed to the Open Chief Creative Officer • Erik Mona
Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Chief Financial Officer • David Reuland
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.
(h) “You” or “Your” means the licensee in terms of this agreement. Chief Technical Officer • Vic Wertz
2. The License: This License applies to any Open Game Content that contains a notice Director of People and Culture • Maggie Gallagher
indicating that the Open Game Content may only be Used under and in terms of this License. Vice President of Sales & E-Commerce • Mike Webb
You must affix such a notice to any Open Game Content that you Use. No terms may be added Sales & E-Commerce Assistant • Mika Hawkins
to or subtracted from this License except as described by the License itself. No other terms or Sales Manager • Cosmo Eisele
conditions may be applied to any Open Game Content distributed using this License. Vice President of Marketing & Licensing • Jim Butler
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of Director of Licensing • John Feil
the terms of this License. Marketing and Licensing Coordinator • Raychael Allor
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors Marketing and Media Manager • Aaron Shanks
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of Director of Community • Tonya Woldridge
this License to Use, the Open Game Content. Organized Play Coordinator • Alex Speidel
5. Representation of Authority to Contribute: If You are contributing original material as Open Director of Project Management • Glenn Elliott
Game Content, You represent that Your Contributions are Your original creation and/or You have Project Manager • Lee Aula
sufficient rights to grant the rights conveyed by this License. Senior Accountant • William Jorenby
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this Finance Operations Specialist • B. Scott Keim
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You Director of Technology • Rei Ko
are copying, modifying or distributing, and You must add the title, the copyright date, and the Front End Engineering Lead • Andrew White
copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Senior Software Developer • Gary Teter
Distribute. Software Architect • Brian Bauman
7. Use of Product Identity: You agree not to Use any Product Identity, including as an Software Developer • Robert Brandenburg
indication as to compatibility, except as expressly licensed in another, independent Agreement Software Test Engineer • Erik Keith
with the owner of each element of that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered Trademark in conjunction with a work System Administrators II • Whitney Chatterjee and Josh Thornton
containing Open Game Content except as expressly licensed in another, independent Agreement Web Content Manager • Maryssa Marie Lagervall
with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Webstore Coordinator • Katina Davis
Open Game Content does not constitute a challenge to the ownership of that Product Identity. Customer Service Team • Logan Harper, Jonathan Morgantini, and Austin Phillips
The owner of any Product Identity used in Open Game Content shall retain all rights, title and Warehouse Manager • Jeff Strand
interest in and to that Product Identity. Logistics Coordinator • Kevin Underwood
8. Identification: If you distribute Open Game Content You must clearly indicate which Warehouse Distribution Lead • Heather Payne
portions of the work that you are distributing are Open Game Content. Warehouse Team • Alexander Crain, James Mafi, Evan Panek, and Loren Walton
9. Updating the License: Wizards or its designated Agents may publish updated versions of
this License. You may use any authorized version of this License to copy, modify and distribute
any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder.
Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content Product Identity: The following items are hereby identified as Product Identity, as defined in the Open
using the name of any Contributor unless You have written permission from the Contributor Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered
to do so. trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, organizations,
License with respect to some or all of the Open Game Content due to statute, judicial order, or plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire,
governmental regulation then You may not Use any Open Game Material so affected. Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift (the official
Open Game Content term for which is “hyperspace”). (Elements that have previously been designated
13. Termination: This License will terminate automatically if You fail to comply with all as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the
terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All public domain are not included in this declaration.)
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision Open Game Content: Except for material designated as Product Identity (see above), the game mechanics
shall be reformed only to the extent necessary to make it enforceable. of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a,
15. COPYRIGHT NOTICE Section 1(d). No portion of this work other than the material designated as Open Game Content may be
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. reproduced in any form without written permission.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Drift Crashers Player’s Guide © 2022, Paizo Inc. All Rights Reserved. Paizo, the Paizo golem logo,
Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered
Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda trademarks of Paizo Inc.; Drift Crashers, the Pathfinder P logo, Pathfinder Accessories, Pathfinder
Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Adventure, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure
Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Path, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder
Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Starfinder Adventure
Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt. Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, Starfinder
Drift Crashers Player’s Guide © 2022, Paizo Inc.; Author: Joshua Hennington. Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.

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