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TENDRIL, WING, AND SCALE

S tarfinder isn’t just a game about hackers,


telepathy, and laser pistols—it’s an intersection
of the many delightfully unique aliens that you can

INTERSTELLAR SPECIES
play! Interstellar Species presents an eclectic array
of strange creatures, from extradimensional kobolds
and tiny raxilite plant people to mighty dragonkin and
crystalline, silicon-based urogs. Be prepared not only
to uncover all-new cultures, histories, and character
options, but also to learn how you don’t need a spine
to pilot a starship! In this book, you’ll find:

D The new evolutionist character class, able to


transform their body to overcome any challenge!

D An in-depth look at 25 fan-favorite playable


species, all with exciting character options like
feats, spells, and gear innovated by those species.

D Tools for creating your own playable species,


including their appearance, culture, and abilities!

D A vast gallery full of versatile NPCs like assassins,


explorers, investigators, and sports stars—each
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ready to be included in any campaign.

INTERSTELLAR SPECIES
paizo.com/starfinder
Printed in China. PZO7120

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INTERSTELLAR
SPECIES

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TABLE OF CONTENTS
DEVELOPMENT LEAD
Joe Pasini
AUTHORS
Rigby Bendele, Jessica Catalan, John Compton,
John Curtin, Dana Ebert, Eleanor Ferron,
Overview 4
Ivis K. Flanagan, Nicole Heits, Joan Hong, Mikko Kallio,
Jason Keeley, Aaron Lascano, Hilary Moon Murphy,
Chapter 1: Classes 6
Emily Parks, Joe Pasini, Erin Roberts, Chris S. Sims, Introduction 8
Kendra Leigh Speedling, Owen K.C. Stephens, Jason
Tondro, Isis Wozniakowska, and Linda Zayas-Palmer New Class: Evolutionist 10
DEVELOPMENT
John Compton, Jenny Jarzabski, and Joe Pasini
Biohacker 20
DEVELOPMENT MANAGER Envoy 22
Jason Keeley
Mechanic 24
EDITING LEADS
K. Tessa Newton and Shay Snow Nanocyte 26
EDITORS Operative 28
Minty Belmont, Rigby Bendele, Janica Carter,
Leo Glass, Avi Kool, Ianara Natividad, Dave Nelson, Precog 30
K. Tessa Newton, Solomon St. John, Simone D. Sallé,
Elsa Sjunneson, and Shay Snow Soldier 32
COVER ARTIST
Ignacio Bazán Lazcano

INTERIOR ARTISTS
Sergio Cosmai, Biagio d’Alessandro,
Matheus DorrowSchwartz, Giorgio Falconi,
Michele Giorgi, Alexander Gorbunov, Kent Hamilton,
Mark Hretskyi, José Luis Islas López, Laslo Ludrovan,
Renan Maurilio, Ivan Onokhin, Mirco Paganessi,
Mary Jane Pajaron, Nicholas Phillips, Anastasia Sekman,
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Carl Springer, Gordon Tran, Hampus Viklander, Irene


Tsui, and Tianxing Xu

ART DIRECTION AND GRAPHIC DESIGN


Kent Hamilton and Sarah E. Robinson

DIRECTOR OF GAME DEVELOPMENT


Adam Daigle

STARFINDER LEAD DESIGNER


Joe Pasini

PUBLISHER
Erik Mona

This book refers to several other Starfinder products, but these additional
supplements are not required to make use of this book. Readers interested in
references to Starfinder hardcovers can find the complete rules of these books
available for free at paizo.com/sfrd.

AA(#) Alien Archive Volume GM Galactic Magic


AP(#) Starfinder Adventure Path NS Near Space
AR Armory PW Pact Worlds
Paizo Inc. COM Character Operations Manual SOM Starship Operations Manual
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com

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Chapter 2: Species 34 Chapter 3: NPC Gallery 148


Introduction 36 Introduction 150
Playable Species of Starfinder 37 Assassins 152
Custom Species Builder 42 Bounty Hunters 154
Astrazoan 48 Celebrities 156
Astriapi 52 Charlatans 158
Cephalume 56 Diplomats 160
Contemplative 60 Emergency Workers 162
Dragonkin 64 Former Military 164
Formian 68 Guides 166
Hadrogaan 72 Infiltrators 168
Hanakan 76 Investigators 170
Kalo 80 Medical Staff 172
Kobold 84 Religious Figures 174
Maraquoi 88 Scholars 176
Nuar 92 Sports Figures 178
Pahtra 96 Stewards 180
Psacynoid 100 Survivalists 182
Quorlu 104 Thieves 184
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Raxilite 108 Tyrants 186


Ryphorian 112 Index 188
Scyphozoan 116
Shimreen 120
SRO 124
Trox 128
Uplifted Bear 132
Urog 136
Vlaka 140
Worlanisi 144

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OVERVIEW
Starfinder has more than 100 unique species available for you SPECIES
to choose from when creating a player character. These species The second chapter begins with a table of the 100+ playable
have appeared across hardcovers, Adventure Paths, Starfinder species in Starfinder, complete with headshot, short description,
Society scenarios, and even the Alien Character Deck. With such and reference. Whether you’re making a new player character,
a wide breadth of options already, this book provides more depth throwing together an NPC on the spot, or just curious about
on 25 of those playable species—many of which were selected what Starfinder has to offer, this reference will inspire.
to appear in this book thanks to a public poll of Starfinder fans
asking what species they’d like to learn more about. Species Builder
If you’ve scoured the stars for the perfect species but nothing
A NOTE ON TERMS is quite the right fit for your ideal Starfinder character, why not
This book uses the word “species” in place of “race” and “racial” make your own? Using a series of simple, nonlinear steps, you
for the purposes of building a character, playable species traits, can create your own playable species for Starfinder, complete
bonus types, and similar rules elements—this change doesn’t with mechanics, physiology, and backstory. Whether you
otherwise affect the mechanics of these elements, and it applies want to recreate a species from your favorite fiction or invent
across all Starfinder products. something entirely new, this system has you covered!

CLASSES Species Profiles


The classes chapter kicks things off with a new class: the Along with the rules needed to play them, each of the 25
evolutionist, a class all about transformation and augmentation, species profiles in this book contains new art, a physical
starting on page 10. The chapter continues with a bevy of new description, details about that species’ home world and
class options for the biohacker, envoy, mechanic, nanocyte, society, and a deep dive on something that makes them
operative, precog, and soldier. unique. You’ll even learn naming conventions and sample
names for that species!
Each species profile also offers a selection
of player options—everything from feats to
spells to equipment—that are thematically
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tied to that species, but generally not


mechanically tied, so they’re available to a
wide array of characters.

NPC GALLERY
One hundred NPCs of expansive variety await
you in chapter 3, ranging from CR 1/2 to CR
20, and each with its own niche. You can drop
these into your games from whole cloth or
make a few simple adjustments to better fit
your campaign; advice is included for how to
do just that in the chapter introduction
on page 150.

INDEX
If you want to jump straight to the
player options for your character,
check out the index on page 188, which
includes categories of the various
player character options that appear
throughout this book.

EVOLUTIONIST INFORMATION
The following two sections of this
introduction provide information for
applying an archetype to an evolutionist
player character or applying an
evolutionist class graft to an NPC.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES O
OVERVIEW

INTRODUCTION
CLASSES

THE DRIFT
CRISIS
EVOLUTIONIST

CLASS
OPTIONS

SPECIES

PLAYABLE
SPECIES

SPECIES
BUILDER

SPECIES
PROFILES

NPC
GALLERY

INDEX

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Evolutionist Archetype Ranged: Dexterity, Constitution, Wisdom


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An archetype grants alternate class features that replace Gear: Light armor (item level = CR) and small arm (item
features normally granted by a class at some combination of level = CR).
levels 2, 4, 6, 9, 12, and 18; full rules for archetypes appear on
page 126 of the Core Rulebook. Abilities
Multilevel 2nd, 4th, 6th, 12th, and 18th levels: You don’t All CRs: Evolution track, path
gain an adaptation. CR 1: Adaptive strike and 1st-level niche ability.
9th Level You don’t gain the flexible skill class CR 2: Adaptive strike, one 2nd-level adaptation, and 1st-level
feature at 9th level. At 17th level, you gain an additional niche ability.
class skill and 16 additional skill ranks to assign as normal, CR 4: Adaptive strike, two 2nd-level adaptations, and 1st-level
as though your skill ranks per evolutionist level were 5 + niche ability.
your Intelligence modifier. CR 5: Evolution drain, adaptive strike, two 2nd-level adaptations,
and 1st-level niche ability.
Evolutionist Class Graft CR 6: Evolution drain, adaptive strike, one 2nd-level adaptation,
To add evolutionist mechanics to an NPC, you can apply the one 6th-level adaptation, and 1st-level niche ability.
evolutionist class graft below, following the rules for class CR 8: Evolution drain, adaptive strike, two 6th-level adaptations,
grafts found on page 137 of Starfinder Alien Archive. and 1st-level niche ability.
Special Rules: Choose one evolutionist niche. The CR 10: Evolution drain, adaptive strike, one 6th-level adaptation,
evolutionist creature’s niche abilities must come from that one 10th-level adaptation, and 1st- and 10th-level niche abilities.
niche. Any niche abilities that aren’t relevant to the evolutionist CR 12: Evolution drain, adaptive strike, two 10th-level
creature can be skipped (or simply be incorporated into the adaptations, and 1st- and 10th-level niche abilities.
creature’s statistics) and don’t need to appear in the creature’s CR 14: Evolution drain, adaptive strike, one 10th-level adaptation,
stat block. one 14th-level adaptation, and 1st- and 10th-level niche abilities.
Required Array: Combatant. CR 16: Evolution drain, adaptive strike, two 14th-level
Adjustments: +2 to Fortitude saving throws. adaptations, and 1st- and 10th-level niche abilities.
Ability Score Modifiers: An evolutionist creature should CR 18: Evolution drain, adaptive strike, one 14th-level adaptation,
arrange its ability score modifiers depending on its focus one 18th-level adaptation, and 1st- and 10th-level niche abilities.
in combat. CR 20: Evolution drain, adaptive strike, two 18th-level
Melee: Strength, Dexterity, Constitution adaptations, and 1st-, 10th-, and 20th-level niche abilities.

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CLASSES
1

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INTRODUCTION
SPECIES AS INNOVATORS
The Starfinder Core Rulebook presents a wide range of class How do members of the species you’re creating interact with
abilities designed to fulfill classic roles, objectives, and tropes. each other and outsiders? How might this impact the types of
And while subsequent books present an even broader array of envoy improvisations and skill expertises that they master? Does
exciting character options, these often draw on broad themes like the culture focus on individuality, a close connection to a partner,
technology, magic, and exploration. Starfinder Interstellar Species small team dynamics, or large groups? How might that impact
changes that approach by focusing on the diverse societies of the number and types of targets the abilities affect?
the Pact Worlds and beyond, exploring how they’ve adapted Energized Mechanics: Electrical surges short out all but the
familiar character classes to best fit their cultural, environmental, toughest electronic gear, so what happens when a species evolves
and physiological needs. Along with seven species’ innovative on a planet wracked by never-ending storms? Shimreens found
approaches to classic classes, this chapter also provides a new the answer by embracing lightning, developing special shock
character class—the evolutionist—that allows your characters to protections for delicate systems and designing their grandest
adapt swiftly to any biome or social setting. inventions to be powered by absorbed electricity. Thanks to
But you get to design, too. While creating your character, similar innovations, two different chassis grant drones an edge
consider how your species and class concepts intersect. in dangerous environments: the agile stormscout design and the
What cultural values shape the types of spellcasting favored unstoppable tunnel drone. The right surge of power–even from
by members of the species? Do cultural legends inspire incoming electrical attacks—can recharge a mechanic’s gear,
adventurers to emulate ancient heroes or warn them against expand their energy shield to protect their whole team, or even
following in the footsteps of vilified predecessors? Is there a enable their exocortex to jumpstart their brain.
martial tradition that incorporates one of your species’ abilities? Innovation usually addresses a survival need or enshrines a
Does your species’ culture deemphasize a specific class’s core social value. What threats does your species face, and how might
concepts, adapting them in unexpected ways? technology have mitigated that danger? If a technologist were
In Chapter 2, you’ll have the opportunity to create your own to unveil an invention to the public, what sorts of capabilities
playable species—perhaps as the GM, or even as a player (with would most excite the audience due to their cultural goals and
your GM’s approval). As you do, consider how your species’ values? Are there aspects of your species’ environment that
culture(s), values, surroundings, and resources might inspire you inhibit technology, and if so, how might a mechanic’s abilities
to create new character options that showcase a people’s heritage highlight how their society overcame that challenge?
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and history. As inspiration for your own creative process, consider Nanites Alongside Symbiotes: Upon becoming a nanocyte, a
how the class features presented in this chapter do the same. character creates and hosts a swarm of helpful nanites within their
Biohacking Silica: The biohacker riffs on medical concepts body. But what if a species already has a symbiotic relationship
like adjusting hormones and jabbing a syringe into someone’s with another organism? For cephalumes, who regularly bond with
vein. That’s intuitive for flesh and blood creatures, but how does bioelectric symbiotes called krikiks, the familiarity of housing
biohacking look for a silicon-based life-form? With methodical one visitor grants them an intuitive advantage in hosting others.
focus, urogs have developed techniques for focusing the sonic Cephalume nanocytes have developed techniques for splitting
energy of surgical frequencies to trigger special resonances in their nanite hosts more effectively, controlling them from greater
their patients’ bodies, functioning much like a conventionally distances, and altering their nanites’ light to dazzle onlookers.
injected medicine. With bodies adapted to channel and sense Do a particular class’s abilities feel redundant because of
electricity, urog biohackers can adjust their own forms to better abilities your species grants? Are that class’s traditions and
weaponize their biology—with shocking results! abilities downplayed in that culture because of this thematic
In creating your own species’ biohacker options, consider overlap? Has the society developed a new approach to that
how the innovators’ physiologies and environments shape their class to keep the two sets of abilities separate? Or do individuals
medical needs and objectives. Are there species abilities that you typically feel that the class abilities are a natural extension of
might empower, impart, or shut down? Are there common threats their innate powers? What are ways that these two power sets
that scientists would have designed countermeasures against? might build off one another?
Envoy Connections: Perhaps a culture doesn’t approach Overbearing Operatives: Both mechanical disadvantages
a class’s abilities in a novel way. Instead, a species might and in-world flavor can discourage certain class and species
intrinsically focus upon honing a class’s foundational skills. pairings. Even beyond the fact that dragonkin, with their
With powerful social bonds and almost preternatural levels commanding height and powerful build, don’t often convey
of group empathy, vlakas connect with other creatures deeply “subtle and stealthy,” their Dexterity penalty makes it
and intuitively, making them supportive envoys. Not only can mechanically difficult to justify becoming an operative. While
envoys who identify with vlaka cultural customs locate other some players adore unlikely combinations like these, this is also
creatures just by the signature of nearby emotions, but they an opportunity: how would dragonkin adapt the core identity of
can also bolster a team’s camaraderie, reflexively insinuate the operative class to highlight their strengths? Using the new
themselves into any group by understanding its dynamic, and heavyweight skirmisher option, an operative applies explosive
ensure that no member of their pack gets left behind. strength in place of raw agility, wielding heftier armaments

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INTERSTELLAR SPECIES
1
OVERVIEW

OVERVIEW
CLASSES

EVOLUTIONIST

CLASS
OPTIONS

SPECIES

PLAYABLE
SPECIES

SPECIES
BUILDER

SPECIES
PROFILES

NPC
GALLERY

INDEX

while still commanding an impressive skill array. The dragonkin a soldier. Yet kobolds are shrewd combatants, famous for their
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companion bond also inspires new exploits that turn a lone wolf cunning and use of hazards to even the odds. There are already
class into one capable of better supporting allies. some operative and mechanic routes that highlight trickery and
Are there certain classes that feel inappropriate for your explosives, but sometimes a kobold wants to enjoy that full base
species based on their ability score array, cultural values, or attack bonus, right? With new fighting styles, your character can
other abilities? Is this character class discouraged (implicitly or master kobolds’ sniping prowess or plant improvised mines that
explicitly)? Might there be an alternate class feature you can turn any battlefield into a treacherous terrain.
create to show not only an intriguing tradition in that culture, Does your species have a weakness—real or perceived? How
but also an exciting option that inspires your players? has that shaped their survival strategies and fighting styles? Is
Precognitive Communities: While a precog might rely their society aware of how others view this apparent weakness,
on magic to anticipate danger, trox still tell stories of their and do they care? Have they exploited this weakness, using
subjugated ancestors ages ago, and these tales instill a it as bait for unsuspecting foes? What class options do these
protective caution that further enhances a precog’s wariness. questions inspire?
In some cases, these ancient echoes even resurface in distant
descendants, providing trox precogs a cryptic yet supportive EVOLVING EXPECTATIONS
link to the past that helps them predict future threats. In Now that you’ve considered how a character’s species
addition, trox have developed specialized temporal anomalies might shape their class, reverse the process. With the new
that extend their defensive divinations to shield not just evolutionist class on the following pages, your character can
themselves, but also their allies. And in true communal fashion, transform themself in an instant. You can shapechange into
these magical innovators have shared their techniques with powerful forms, spontaneously evolve potent defenses, and
other communities to keep the galaxy safe. metamorphose into a unique being of your own design!
How does your species feel about the technologies and Whatever your transformation, keep examining how your
techniques they develop? Are they protective of this edge, do culture informs your class. Are your transformations a way
they sell it fairly while retaining their intellectual property, or of defying your home world’s traditions? Are evolutionists
have they shared it with likeminded parties to further a common celebrated as sacred guardians of your people? Is this a power
goal? Are there features for these character options that require you sought out, or did it manifest unexpectedly, forcing you to
adaptation for other species that use them? reckon with the consequences?
Subtle Soldiers: Much as dragonkin aren’t classic candidates for There are no wrong answers—only exciting new ways to
the operative class, kobolds are rarely first-picked when creating evolve your Starfinder experience!

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EVOLUTIONIST STAMINA POINTS


6 + Constitution modifier 6 HP
Conflict drives innovation, and in a strange and dangerous galaxy
you’ve unlocked unparalleled means to adapt. By embracing
mystic tradition, extensive augmentation, deliberate genetic
mutation, or relying on other extraordinary means, you
transform yourself into a powerful being better suited
to achieving your goals. You might adopt characteristics
of a ferocious chimera, an undead scion, a cybernetic
paragon, or anything in between. Yet your evolution
boasts a will of its own. Your abilities fight you
for control in stressful situations, even while
providing lethal instincts, an innate weapon,
and spontaneous adaptations that help you
outmaneuver, outwit, and outmatch your
foes. No matter your niche, you are an adaptable
combatant who forges your destiny in flesh,
bone, or steel.

KEY ABILITY SCORE


Your Strength helps you overpower foes with melee attacks,
while your Dexterity helps you fight at range and dodge, so
you should choose either Strength or Dexterity as your key
ability score. Once made, this choice can’t be changed.
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CLASS SKILLS

SKILL RANKS PER LEVEL


8 + INTELLIGENCE MODIFIER

Acrobatics (Dex) Perception (Wis)


Athletics (Str) Profession (Cha, Int, or Wis)
Culture (Int) Stealth (Dex)
Disguise (Cha) Survival (Wis)
Intimidate (Cha)

PROFICIENCIES

ARMOR PROFICIENCY
Light armor

WEAPON PROFICIENCY
Basic melee weapons, grenades, small arms

10

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
TABLE 1–1: EVOLUTIONIST
CLASS OVERVIEW
LEVEL BAB FORT REF WILL CLASS FEATURES ADAPTIVE STRIKE
1 +1 +2 +2 +0 Adaptive strike, evolution track, flexible skill, niche, niche ability 1d6
CLASSES
2 +2 +3 +3 +0 Augmented form, evolutionist adaptation, fulcrum 1d6
3 +3 +3 +3 +1 Skill boost (+1), weapon specialization 1d6
4 +4 +4 +4 +1 Evolutionist adaptation 1d6 EVOLUTIONIST
5 +5 +4 +4 +1 Evolution drain 1d6
6 +6 +5 +5 +2 Evolutionist adaptation, skill boost (+2) 1d10
7 +7 +5 +5 +2 Evolutionary focus (basic) 1d10 CLASS
OPTIONS
8 +8 +6 +6 +2 Evolutionist adaptation 1d10
9 +9 +6 +6 +3 Flexible skill, skill boost (+3) 2d8
10 +10 +7 +7 +3 Evolutionist adaptation, niche ability 2d8 SPECIES
11 +11 +7 +7 +3 Accelerated evolution 2d10
12 +12 +8 +8 +4 Evolutionist adaptation, skill boost (+4) 2d10 PLAYABLE
13 +13 +8 +8 +4 Evolutionary focus (advanced) 3d10 SPECIES
14 +14 +9 +9 +4 Evolution drinker, evolutionist adaptation 3d10
15 +15 +9 +9 +5 Skill boost (+5) 4d10 SPECIES
16 +16 +10 +10 +5 Evolutionist adaptation 4d10 BUILDER

17 +17 +10 +10 +5 Flexible skill 5d10


18 +18 +11 +11 +6 Evolutionist adaptation, skill boost (+6) 6d10 SPECIES
PROFILES
19 +19 +11 +11 +6 Evolutionary focus (ultimate) 7d10
20 +20 +12 +12 +6 Evolutionist adaptation, niche ability 8d10
NPC
GALLERY
ADAPTIVE STRIKE (EX) 1st Level Gaining MP
You can transform one or more parts of your body into a Except where noted otherwise, you can gain Mutation Points INDEX
deadly weapon. This adaptive strike can take almost any only when involved in a combat encounter that includes a
form, such as curved claws, sharp teeth, a club-like tail, fiery significant enemy (Core Rulebook 242). During combat, you gain
wings, porcupine-like quills you can launch as projectiles, 1 Mutation Point at the start of your turn. Once per turn, you
or throat glands that let you spit acid. Whatever its nature, can spend 1 Resolve Point to gain 1 Mutation Point. At the end
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your adaptive strike has a physical form that’s apparent to a of combat, you lose all Mutation Points. Other class features
casual observer. (such as evolution drain on page 13) provide additional ways
Your adaptive strike can’t be disarmed, dropped, or sundered. to gain MP.
It doesn’t interfere with your ability to wield equipment and At 1st level, you can have a maximum of 5 MP. This maximum
doesn’t require hands to wield. Melee adaptive strikes are increases by 1 at 7th level, 14th level, and 20th level.
treated as basic melee weapons and threaten squares within
your reach. Ranged adaptive strikes are treated as small arms. Maintaining MP
Manifesting or dismissing your adaptive strike is a move action As you gain Mutation Points your body and mind increasingly
that takes the same amount of effort as drawing or sheathing take on a supernatural character, such as exaggerated limbs,
a weapon (and can be combined with a move as a single move steely skin, luminescent eyes, or predatory drives. This gives
action or used with the Quick Draw feat). you two beneficial instincts and one drawback; each of these
At 1st level, choose whether your adaptive strike is melee or provides an effect based on the number of MP you have, plus
ranged; a ranged adaptive strike has a range increment of 30 the cumulative effects of all lower MP values. Your drawback
feet. Also choose one of the following damage types for your and one of your instincts are based on your niche (page 12). You
adaptive strike: acid, bludgeoning, cold, electricity, fire, piercing, also gain the following universal instinct.
or slashing. As normal, an adaptive strike that deals energy 1 MP: You gain a +5-foot enhancement bonus to one speed
damage targets EAC and an adaptive strike that deals kinetic of your choice.
damage targets KAC. Once made, these choices can’t be changed. 2 MP: Your adaptive strike gains a critical hit effect based
Your melee adaptive strike deals damage equal to 1d6 + on its damage type: arc (electricity), bind AR (cold), bleed
your Strength modifier. Your ranged adaptive strike deals 1d6 (piercing or slashing), burn (fire), corrode (acid), or knockdown
damage. This damage increases to 1d10 at 6th level, 2d8 at 9th (bludgeoning). Critical hit effects that deal damage deal 1d6
level, and 2d10 at 11th level. This damage then increases by 1d10 damage; this damage increases to 1d10 at 7th level, 2d10 at 13th
at 13th level, 15th level, 17th level, and every level thereafter. level, and 3d10 at 19th level.
3 MP: The enhancement bonus to speed increases to +10 feet.
EVOLUTION TRACK (SU) 1st Level 4 MP: If you’re wearing light armor or no armor, you gain a
Your body houses latent transformative potential that roils to +1 enhancement bonus to your AC. If you’re wearing heavy or
life in stressful situations. This potential takes the form of a pool powered armor, you gain a +1 enhancement bonus to your EAC,
of Mutation Points (MP). though this can’t increase your EAC above your KAC.

11

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5 MP: Once per round, when you deal damage with your adaptive your evolution track ability, determines which augmentations
strike, you can increase the damage dealt to one target by an amount your augmented form ability affects at 2nd level, and determines
equal to half your evolutionist level (minimum +1 damage). one of the skills enhanced by your skill boost ability at 3rd level.
6 MP: You gain a +1 enhancement bonus to your saving throws. 10th Level: Your transformation has reached an important
7 MP: The enhancement bonus to speed increases to +20 feet. milestone, giving you an ability you can use once per day.
8 MP: The enhancement bonus to your AC or EAC increases to +2. 20th Level: You have completed your transformation. Your
creature type changes to one of the creature types associated
Spending MP with your niche. In addition, you become immune to one or
Along with these standard ways you can spend Mutation Points, more effects based on your niche, plus two additional effects of
some evolutionist adaptations (page 13) add more. your choice from the following list: bleed, death effects, disease,
1 MP: You can spend 1 MP on your turn to manifest your fatigued (including exhausted), negative levels, nonlethal
adaptive strike without taking an action. damage, paralysis, poison, sleep, or stun.
2 MP: As a swift action, you can spend 2 MP to gain either a
climb speed equal to half your land speed or a swim speed equal AUGMENTED FORM (EX) 2nd Level

to half your land speed. This effect lasts 3 rounds. When you take Your body eagerly accepts new augmentations, even creating
a full action to charge, run, or withdraw, you can activate this some of the components out of your own flesh. You gain one free
ability without taking an action, rather than as a swift action. augmentation of the type associated with your niche, with a level
Special: Once per round, you can spend Mutation Points with equal to or lower than your level. Each time you gain a level, you
no effect (which you might want to do to lose penalties, for can replace this augmentation using the same restrictions.
example). If you use this ability as a move action, you can spend In addition, you reduce the cost of augmentations associated
up to 2 MP. If you use this ability as a standard action, you can with your niche by 10%. This applies only to augmentations
spend up to 4 MP. If you use this ability as a full action, you can whose item levels are no greater than your evolutionist level.
spend up to 6 MP. If you receive a discount on an augmentation from another
source (not counting the augmentation evolutionary focus
FLEXIBLE SKILL (EX) 1st Level below) you instead increase that discount by 5%.
As part of your ongoing personal metamorphosis and adaptation Note that regardless of your niche, species grafts (Starfinder
to new circumstances, your skill repertoire is always evolving. Alien Archive 4 140) qualify for the benefits of this ability, as
Choose one additional skill and add it to your list of class skills. long as they’re of the type associated with your niche.
At 9th level, you choose another additional skill to add to
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your list of class skills, and your skill ranks per evolutionist level EVOLUTIONIST ADAPTATION 2nd Level

increase to 5 + your Intelligence modifier. This retroactively As you gain experience you master new ways to adjust your
grants you 8 additional skill ranks to assign from your earlier body and abilities on the fly, known as adaptations. At 2nd
levels and you must spend at least 1 of these skill ranks on your level and every 2 levels thereafter, you learn an additional
newly added class skill. adaptation. If an adaptation allows an opponent a saving throw
At 17th level, you choose one more additional skill to add to to resist its effects, the DC is equal to 10 + half your evolutionist
your list of class skills, and your skill ranks per evolutionist level level + your key ability score modifier.
increases to 6 + your Intelligence modifier. This retroactively Unless otherwise specified, you can’t learn an adaptation
grants you 16 additional skill ranks to assign from your earlier more than once. The list of adaptations appears on pages 16–17.
levels and you must spend at least 1 of these skill ranks on your
newly added class skill. FULCRUM (SU) 2nd Level

You create a unique talisman, memento, or accessory called a


NICHE (SU) 1st Level fulcrum, which helps you channel supernatural energies into
Each evolutionist selects a specific niche of personal transformation your strikes. Your fulcrum has an item level equal to your
into some new kind of being, be it a living robot, ferocious god- evolutionist level and you can install weapon fusions and fusion
beast, immortal undead, or being of magical energy. You must pick seals onto your fulcrum as if it were a weapon of that level.
one niche upon taking your first evolutionist level, and once made While openly wearing or carrying your fulcrum, your adaptive
this choice can’t be changed. Descriptions of the niches you can strike gains the effects of any fusions installed on your fulcrum
choose from appear on pages 14–15. so long as those fusions could be applied to a weapon of that
Each niche grants you several benefits and affects several type (for example, a disruptive weapon fusion functions only
of your other class features. If a niche ability allows a target to if your adaptive strike deals bludgeoning damage). So long as
attempt a saving throw to resist its effects (including spell-like your fulcrum has at least one fusion installed, your adaptive
abilities) the DC is equal to 10 + half your evolutionist level + strike also counts as a magic weapon.
your key ability score modifier unless otherwise stated.
1st Level: Your niche grants you a unique evolutionist SKILL BOOST (EX) 3rd Level

adaptation and the listed skill as a bonus class skill. In addition, Your personal transformation gradually enhances your prowess
the niche affects several of your other class features: your niche with certain skills. You gain a +1 insight bonus to skill checks
provides a unique instinct and a unique drawback that affects with the class skill granted by your niche. In addition, choose

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
one of the following skills: Acrobatics, Athletics, Culture, of those augmentations is of a type associated with your niche. You
Disguise, or Stealth; you gain a +1 insight bonus to checks with can have no more than two augmentations in that system, even if OVERVIEW
that skill. When you gain an evolutionist class level, you can you have another ability that grants you a similar benefit.
change which skill is augmented by this ability, choosing a Ultimate (19th Level): The discount from your augmented
CLASSES
different skill from that list. form class feature increases to 40%. Your advanced focus ability
The insight bonus to both skills increases by 1 at 6th level now lets you install an additional augmentation in two different
and every 3 levels thereafter. systems that already have augmentations, though this still EVOLUTIONIST
doesn’t let you have more than two augmentations in a system.
WEAPON SPECIALIZATION 3rd Level
CLASS
You gain Weapon Specialization as a bonus feat for each weapon Combat OPTIONS
type for which this class grants you proficiency. You gain a special You wield your adaptive strike intuitively, raining blows upon
form of weapon specialization for your adaptive strike. If your your enemies.
SPECIES
adaptive strike targets EAC, you add a bonus to your damage Basic: When making a full attack you take a –3 penalty to
equal to your evolutionist level plus half of any other class levels attacks made with your adaptive strike instead of the normal
PLAYABLE
you have. If your adaptive strike targets KAC, you add a bonus to –4 penalty. SPECIES
your damage equal to 1-1/2 × your evolutionist class level, plus 1 Advanced (13th Level): When making a full attack entirely
× any other class levels you have. with your adaptive strike, you can make three attacks instead SPECIES
of two attacks. You take a –5 penalty to these attacks instead of BUILDER
EVOLUTION DRAIN (SU) 5th Level a –3 penalty.
You can leech genetic material and raw evolutionary potential Ultimate (19th Level): Once per round when you make a full SPECIES
PROFILES
from others. As a standard action, you can attack and hit the same target at least twice with your adaptive
make a special melee attack against a strike, you can exaggerate the target’s wounds (such as by
NPC
significant enemy’s EAC. If you hit, the target rending them, creating a deadly current, or triggering secondary GALLERY
must attempt a Fortitude save (DC = 10 + explosions), dealing 5d10 additional damage (Fortitude half).
half your evolutionist level + your key ability INDEX
score modifier). If the target succeeds, you
gain 1 Mutation Point. If it fails, you gain 1d3
Mutation Points and the target is sickened for
an equal number of rounds.
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In addition, when you hit a creature with


a melee adaptive strike or with a ranged
adaptive strike within its first range increment,
you can gain 1 MP as a reaction. After you’ve used
your adaptive strike to gain a Mutation Point in
this way, you can’t do so again until you rest for 10
minutes to regain Stamina Points.

EVOLUTIONARY FOCUS 7th Level

Having managed extraordinary achievements within your niche


of transformation, you can afford to specialize into a secondary
focus that further refines your powers. Choose one of the
following focuses: augmentation, combat, or packmaster. Your
focus grants you a basic power at 7th level, an advanced power
at 13th level, and an ultimate power at 19th level.

Augmentation (Ex)
Your body holds extraordinary potential for augmentation.
Basic: You gain one free augmentation of the type
associated with your niche, with a level equal to or lower
than your level – 2. Each time you gain a level, you can
replace this augmentation using the same restrictions.
The discount from your augmented form class feature
increases to 20%.
Advanced (13th Level): The discount from your
augmented form class feature increases to 30%. In addition,
you can install one additional augmentation into one of your
systems that already has an augmentation, so long as at least one

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Packmaster damage each round, you take additional damage equal to


Your mastery of adaptations is so strong you can transform half your evolutionist level plus the number of MP you have.
nearby allies. While you have at least 3 MP, you can’t voluntarily lower
Basic: Once per round when you spend one or more MP your spell resistance.
to use an adaptation, you can apply that adaptation’s effects Spell Bending (1st Level): When a willing ally within 30 feet
to a willing adjacent ally in addition to gaining the effect of you casts a spell, you can spend a number of MP equal to 1
yourself. The ally’s effect has half the normal duration. If + half the spell’s level as a reaction to absorb and redirect the
the adaptation has a randomized result (such as a number spell’s energy. Attempt a Fortitude save, using the spell’s save
of Stamina Points regained) the ally receives half the normal DC as your saving throw’s DC. If you fail, you choose the spell’s
number. If the adaptation would modify an adaptive strike targets, measure the spell’s range from your space, and make
the ally doesn’t have, they can apply the effect to their any attack rolls for the spell as if you were the caster, though
unarmed strikes instead. the original spellcaster makes any caster level checks, rolls any
Advanced (13th Level): You can use your basic focus ability damage, and is responsible for controlling and concentrating on
to share an adaptation with up to two willing allies instead of any subsequent effects of the spell. If you succeed at the save,
one and the affected allies must be within 15 feet of you. you can redirect the spell as if you had failed, but you also apply
Ultimate (19th Level): You can use your basic focus ability to share one of the following three special effects to the spell.
an adaptation with any number of willing allies within 20 feet. • You increase the spell’s saving throw DCs by 2, to a maximum of
10 + half your evolutionist level + your key ability score modifier.
ACCELERATED EVOLUTION 11th Level • The spellcaster’s caster level is treated as 2 higher for the
When you gain MP at the start of your turn, you can gain 2 purpose of overcoming spell resistance, to a maximum of
MP instead. Whenever you spend a Resolve Point to gain a your evolutionist level + 1.
Mutation Point, you can gain 2 MP instead. • If the spell deals damage, you can replace your adaptive
strike’s damage with one damage type dealt by the spell until
EVOLUTION DRINKER (SU) 14th Level the end of your next turn. This effect doesn’t change whether
When you hit a creature with your evolution drain special melee your adaptive strike targets KAC or EAC.
attack and the target fails its Fortitude save, you can choose Arcane Leap (10th Level): As a move action, you instantly
to gain 1d3+1 Mutation Points instead of 1d3 MP. If you gain 4 teleport to any space within your line of effect within 30 feet.
Mutation Points in this way, the shock causes the target to be When you activate your spell bending adaptation, you can
nauseated for 1 round, after which it’s sickened for 3 rounds. spend 1 additional MP to activate this ability as part of that
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When you score a critical hit against a creature with your reaction, teleporting to any space within 30 feet that is within
adaptive strike, you can drain Mutation Points from it as though or adjacent to the spell’s target or area of effect.
you had performed the special melee attack. If your adaptive Niche Metamorphosis (20th Level): Your creature type
strike has another critical hit effect, you can choose to apply becomes your choice of dragon, fey, or outsider. You become
either this effect or the weapon’s critical hit effect. Once you immune to one of the following damage types: acid, cold,
gain MP from a critical hit in this way, you can’t do so again until electricity, fire, or sonic.
you rest for 10 minutes to recover Stamina Points.
Mechanized
NICHES Your personal journey will transform you from mortal into
The following are the most common evolutionist niches. machine. When stressed, your body begins replacing parts of
you with mechanized armor.
Eldritch Augmentation Type: Cybernetics
You intend to gradually metamorphose into a fantastical or Class Skill: Engineering
extraplanar being. Magical energy flows through your veins and Instinct: Choose one type of kinetic damage (bludgeoning,
deflects spells, yet the more you embrace this influence, the piercing, or slashing) and one type of energy damage (acid, cold,
more toxic the mundane world becomes to you. electricity, fire, or sonic). You reduce the damage taken from
Augmentation Type: MagitechAR damage types other than the two you selected by an amount
Class Skill: Mysticism equal to half your current MP. At 10th level the amount of
Instinct: When you have 1 or more Mutation Points you gain reduction is instead equal to your MP.
spell resistance equal to 5 + your MP + your evolutionist level. If Drawback: While you have at least 1 MP the first time per
you’re hit by or fail a saving throw against an enemy’s spell, you round you take either type of damage you chose for your
can take a reaction to gain a +2 bonus to saving throws of the instinct (above), you take additional damage equal to half your
same type (Reflex, for example) until the end of your next turn. In evolutionist level + your MP total.
addition, you can voluntarily lower your spell resistance until the If you have 3 or more MP you become increasingly robotic.
beginning of your next turn as a standard action or as a reaction. You’re treated as both a construct and your creature type—
Drawback: Your body increasingly operates on a magical whichever type allows an ability to affect you for abilities that
level, leaving you vulnerable to mundane threats. While you only affect one type, and whichever is worse for abilities that
have at least 1 MP, the first time you take nonmagical kinetic affect both types. Such effects continue to affect you even

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
if you have fewer than 3 MP later in the effect’s duration. In Grim Harvest (1st Level): As a reaction when either you
addition, you can’t gain morale bonuses and you take a penalty reduce a significant enemy to 0 HP with your adaptive strike or OVERVIEW
equal to half your MP total, rounded up, to Charisma-based skill a significant enemy within 15 feet of you is reduced to 0 HP, you
checks except Intimidate. can spend 1 MP to regain 1d4 Hit Points for every 2 evolutionist
CLASSES
Avenging Burst (1st level): When a creature within 10 feet levels you have; you can spend 1 additional MP when using this
of you damages you, you can spend 1 MP as a reaction to vent ability to roll d6s instead of d4s, or you can spend 2 additional
lethal plasma through the wound to damage your attacker. This MP when using this ability to roll d8s instead of d4s. EVOLUTIONIST
deals 1d4 electricity and fire damage for every 2 evolutionist Once you use this adaptation, you can’t use it again until you
levels you have; the creature takes half damage with a rest for 10 minutes to regain Stamina Points.
CLASS
successful Reflex save. You can spend 1 additional MP when Spectral Step (10th Level): You can spend 2 MP as a move OPTIONS
using this adaptation to roll d6s instead of d4s or you can spend action to become incorporeal and gain a fly speed of 30 feet
2 additional MP when using this adaptation to roll d8s instead with perfect maneuverability until the beginning of your next
SPECIES
of d4s. Once you use this adaptation, you can’t use it again until turn. As part of this action, you can also fly up to 15 feet. When
you rest for 10 minutes to regain Stamina Points. this effect would end, you can extend the duration by 1 round
PLAYABLE
Rapid Reboot (10th level): As a standard action, you can by spending 2 MP, plus an additional MP for each previous SPECIES
reset and repair your cybernetic loadout, emerging recharged. round you have extended this effect.
Until the beginning of your next turn, you’re flat-footed and the Niche Metamorphosis (20th Level): Your creature type becomes SPECIES
value of your niche instinct’s damage reduction doubles. At the undead. You gain immunity to death effects and negative levels. BUILDER
beginning of your next turn, you can end one of your ongoing
adaptations to gain a number of MP equal to the MP you spent Vital SPECIES
PROFILES
to activate that adaptation (maximum 2 MP). So long as you Your body, a riot of biological potential, longs to become some
gain at least 1 MP in this way, you also regain Stamina Points extraordinary flora, fauna, or chimeric creature. Rampant life
NPC
equal to twice your evolutionist level. energy heals your wounds, yet your thoughts become equally GALLERY
Niche Metamorphosis (20th Level): Your creature type impulsive and direct.
becomes construct. You gain immunity to fatigue and exhaustion. Augmentation Type: Biotech INDEX
Class Skill: Life Science
Sepulchral Instinct: Once per round while you have 1 or more MP, the
You strive to attain undead immortality on your own terms. first time you regain Hit Points or Stamina Points from an effect,
While unliving energies strengthen your body and grant you you increase the number of HP or SP you regain by an amount
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supernatural power over life and death, you develop unnatural equal to half your MP total, rounded up. The additional HP or SP
hungers that drive you to violence. If not controlled, your you regain increases to your MP total at 7th level, 1-1/2 × your
transformation might tear your body apart at the seams. MP total at 10th level, 2 × your MP total at 13th level, and 3 ×
Augmentation Type: Necrografts AR your MP total at 17th level.
Class Skill: Mysticism Drawback: Your mind and body react with greater
Instinct: Once per round while you have 1 or more MP, impulsiveness and less control. While you have at least 1 MP you
when you deal damage with your adaptive strike to a living take a penalty to Will saves equal to half your MP total, rounded
creature, you can increase the damage dealt to that creature up. While you have at least 3 MP, you can’t use any ability that
by an amount equal to half your MP total, rounded up. This requires patience or concentration, such as spellcasting or any
additional damage you deal increases to your MP total at 7th Charisma- or Intelligence‑based skills except Intimidate.
level, 1-1/2 × your MP total at 13th level, and 2 × your MP total Biotic Invigoration (1st Level): As a swift action, you can
at 19th level. spend 1 MP to regain a number of Stamina Points equal to your
Drawback: Once per round while you have at least 1 MP evolutionist level. At the start of each of your next three turns,
and reduce a living creature to 0 HP with your adaptive you and one adjacent ally regain a number of Stamina Points
strike, you must attempt a Will save with a DC = 10 + half equal to your evolutionist level. Once you use this ability, you
your character level + your MP total. If you fail, you must can’t use it again until you spend a Resolve Point to regain
take your first action of your next turn to either make another Stamina Points after a 10-minute rest.
attack with your adaptive strike that includes the defeated Adrenaline Rush (10th Level): You move with an exceptional
creature as a target or take a move action to spend at least 1 burst of speed. As a swift action, you take a guarded step and gain
MP with no effect. a +1 enhancement bonus to your AC and Reflex saves until the
While you have 3 or more MP, the first time you regain Hit beginning of your next turn. If you spend 2 MP when activating
Points or Stamina Points from an effect—other than from your this evolution, you can instead move up to half your speed with
grim harvest ability (see below)—you decrease the number of the guarded step and the enhancement bonus increases to +2.
HP or SP you regain by an amount equal to half your MP total, Niche Metamorphosis (20th Level): Your creature type
rounded up (minimum 1 HP or SP recovered). The amount by becomes your choice of aberration, monstrous humanoid, ooze,
which you reduce the HP or SP you regain increases to your or plant. You gain immunity to critical hit effects and reduce any
MP total at 7th level, 1-1/2 × your MP total at 10th level, 2 × damage you take from critical hits by an amount equal to 20 +
your MP total at 13th level, and 3 × your MP total at 17th level. your key ability score modifier.

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EVOLUTIONIST ADAPTATIONS strike deals energy damage, you can have it deal any energy
You learn your first adaptation at 2nd level and you gain an damage type instead.
additional adaptation every 2 levels thereafter. Some require
6th Level
you meet additional prerequisites.
You must be at least 6th level to choose these evolutionist
2nd Level
adaptations.
You must be at least 2nd level to choose these evolutionist
adaptations. Area Strike (Ex)
You can briefly empower your adaptive strike to strike large
Dazzling Outburst (Su) areas, such as launching hails of projectiles, breathing a gout of
As a reaction when you spend 2 or more MP, you can perform a fire, battering foes with a flurry of tentacles, or skewering multiple
flashy display that dazzles adjacent enemies for 1 round (Reflex foes with an elongated claw. You can spend 2 MP as a standard
negates). If you have spent 4 or more MP since the end of your action to make one attack with your adaptive strike as though it
last turn when you activate this adaptation, you can cause one had the blast weapon special property (affecting a 20-foot cone) or
of the dazzled creatures to instead be blinded for 1 round. Once the line weapon special property (affecting a 40-foot line). For each
you use this adaptation you can’t do so again until you have additional MP you spend to activate this adaptation, you increase
rested 10 minutes to regain Stamina Points. the cone’s length by 5 feet or increase the line’s length by 10 feet.

Distant Strikes (Ex) Enhanced Mobility


Increase the range increments of your ranged adaptive strike by You gain one of the following: a climb speed equal to your land
50%. As a swift action, you can spend 1 MP either to increase your speed, a swim speed equal to your land speed, or a fly speed
ranged adaptive strike’s range increment by 100% (rather than (average maneuverability) equal to your land speed, chosen
by 50%) or to grant your melee adaptive strike the reach weapon when you learn this adaptation. In addition, when you spend 2
special property; either effect lasts until the start of your next turn. MP to gain a climb or swim speed, the effect lasts for 1 minute.
You can select this adaptation up to three times, selecting a
Invert Form (Ex) different speed each time.
As a reaction, when an effect moves you or gives you the
flat-footed, off-kilter, off-target, or prone condition, you can Extraordinary Sense (Ex)
spend 2 MP to reorient your body, negating one of those You can manifest physiology for sensing your surroundings
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conditions and reducing the distance you’re moved by 5 feet. in exceptional ways. Choose two of the following senses: life,
scent, sound, thought, or vibration. You gain blindsense with a
Ocular Advantage (Ex) range of 20 feet using those senses. As a move action, you can
You gain one of the following special abilities: darkvision (60 spend 2 MP to increase the range of the blindsense granted by
feet), low-light vision, or the unflankable universal creature this ability to 60 feet for 1 minute.
rule, chosen when you learn this adaptation. If you choose
darkvision and already have it, you instead increase the range Fearsome Outburst (Su)
of your darkvision by 30 feet. As a move action, you can spend As a reaction when you spend 2 or more MP to use an
1 MP to gain the abilities you didn’t select for 1 minute. adaptation, you can use Intimidate to demoralize a creature
within 30 feet. If you have spent 4 or more MP since the end of
Resistant Form (Ex) your last turn when you activate this adaptation, you can either
You can temporarily change your body’s composition, helping attempt to demoralize up to two additional creatures or you can
you shrug off harmful energies. When you learn this adaptation cause a creature you successfully demoralized to also become
choose three of the following energy types: acid, cold, electricity, frightened for 1 round (Will negates the frightened effect). Once
fire, or sonic. You can spend 1 MP as a move action to gain you use this adaptation, you can’t do so again until you have
energy resistance to one of the energy types you chose. The rested 10 minutes to regain Stamina Points.
value of this energy resistance equals 1 + half your evolutionist
level, stacks with one other source of energy resistance you 10th Level

might have, and lasts for 3 rounds. You must be at least 10th level to choose these evolutionist
You can learn this adaptation a second time; this allows you adaptations.
to spend MP to gain resistance to any of the five energy types.
Augmented Potential (Ex)
Versatile Strike (Ex) Your augmentations act as batteries for your own transformative
As a swift action (or part of the full action used to make a powers. Once per day as a move action, you can draw energy
full attack), you can spend 1 MP to transform your adaptive and inspiration from your augmentations to gain Mutation
strike’s damage type until the beginning of your next turn. Points. The maximum number of MP you gain in this way equals
If your adaptive strike deals kinetic damage, you can have either one-fourth your evolutionist level or the sum of your
it deal any kinetic damage type instead. If your adaptive augmentations’ item levels divided by 10, whichever is lower.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
Only augmentations of the types associated with your niche You must have the extraordinary sense adaptation to select
contribute to this augmentation item level sum. this adaptation. OVERVIEW

Enhanced Resistance (Ex) Violent Outburst (Ex)


CLASSES
When you activate your resistant form adaptation as a move As a reaction when you spend 2 or more MP to use an adaptation,
action, you increase its duration by a number of rounds equal to you can make an attack with your adaptive strike with a –2
your key ability score modifier and you increase the value of its penalty to the attack roll. If you use your ranged adaptive strike EVOLUTIONIST
resistance by 2. You can activate resistant form as a reaction, for this attack, the target must be within your weapon’s first
but its MP cost increases to 2. range increment. If you have spent 5 or more MP since the end
CLASS
You must have the resistant form adaptation to select this of your last turn when you activate this adaptation, you can OPTIONS
adaptation. either make the attack without the –2 penalty, or you can attack
up to two targets with a –4 penalty applied to each attack roll.
SPECIES
Extreme Mobility Once you use this adaptation, you can’t do so again until you
When you spend 2 MP to gain a climb or swim speed, you have rested 10 minutes to regain Stamina Points.
PLAYABLE
can instead gain a burrow speed equal to half your land speed SPECIES
18th Level
for the effect’s duration. If you have the enhanced mobility
adaptation, you can increase the swim speed it grants to 1-1/2 You must be at least 18th level to choose these evolutionist SPECIES
× your land speed, and you can improve the maneuverability of adaptations. BUILDER
its fly speed to perfect.
Fission Form (Su) SPECIES
PROFILES
Forceful Outburst (Su) Once per day as a move action, you can create a copy of
Your more powerful transformations can knock back bystanders. yourself that instantaneously severs itself from your body
NPC
As a reaction when you spend 2 or more MP to use an adaptation, and appears in an adjacent space. Your copy shares your GALLERY
you can push away one or more creatures adjacent to you, moving statistics, lasts for 5 minutes, and has a number of Hit Points
them 5 feet away as if you had succeeded at a bull rush attempt and Stamina Points both equal to 3 × your evolutionist level. INDEX
against them (Fortitude negates). This movement doesn’t provoke Your copy appears with your adaptive strike manifested but
attacks of opportunity. When you activate this adaptation, if beyond simple replicas of your apparel, it lacks equipment and
you’ve spent 4 or more MP since the end of your last turn, you can take only move actions.
also make any pushed creature flat-footed until the end of your In combat, both you and your copy share the same initiative
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next turn. Once you use this adaptation, you can’t do so again count, with one acting immediately after the other. Each turn,
until you have rested 10 minutes to regain Stamina Points. either you or your copy can use a full round’s worth of actions
and the other can take only a move action, though you can
14th Level
spend 1 MP to allow both to use a full round of actions for 1
You must be at least 14th level to choose these evolutionist round. Your copy acts and thinks independently, though it
adaptations. follows your instructions. You and your copy can both use your
adaptations, evolution track, and adaptive strike, but your copy
Controlled Transformation (Ex) doesn’t have or gain MP; it uses your MP total and you must
You expertly control your body’s adaptive quirks to mitigate spend your MP to use its adaptations.
your transformation’s drawbacks. If you have at least 1 MP, you Maintaining your copy in combat is taxing. At the start of your
treat your MP total as though it were 1 higher (to a maximum of turn after gaining MP, you must spend 1 MP to sustain your copy
your normal MP maximum) for the purpose of determining your that round. Each full minute you sustain your copy, the MP cost per
instinct effects and you treat your MP total as though it were round to sustain it increases by 1. If you don’t sustain your copy, or
1 lower (minimum 1 MP) for the purpose of determining your if your copy is reduced to 0 HP, it dissolves into nothingness.
drawback effects.
Regenerative Form (Su)
Explosive Strike (Ex) Choose two of the following damage types: acid, cold, electricity,
You can spend 2 MP as a standard action to make an attack fire, or sonic. By spending 2 MP at the beginning of your turn,
with your ranged adaptive strike as though it had the explode you gain regeneration 10 (Alien Archive 4 154) for 1 round and
(10 feet) weapon special property. For each additional MP immediately regain 10 Hit Points. Your regeneration stops
you spend to activate this adaptation, you can increase the functioning for 1 round whenever you take energy damage
explosion’s radius by 5 feet. Reduce this attack’s damage by an of either of the two types you selected. At the start of each
amount equal to half your evolutionist level. turn, you can sustain your regeneration for an additional round
by spending a number of MP equal to 2 + half the number of
Pinpoint Sense (Ex) rounds your regeneration has been active since the last time
When you activate your extraordinary sense adaptation, you you rested 10 minutes to regain Stamina Points.
instead gain blindsight to a range of 20 feet with the chosen You can activate this adaptation even if you’re dying and
sense and blindsense with the chosen sense to a range of 60 feet. otherwise unable to take actions.

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EVOLUTIONIST CLASS BUILDS

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ELDRITCH CHAMPION SCRAPPER


THEME: PRIEST THEME: ROBOTICISTPW
You’re blessed by a deity to become much more than what you started out as, At each opportunity you become more and more mechanical, upgrading your
transforming into a practical scion of that greater power. biological components into technological ones.

EVOLUTIONARY FOCUS EVOLUTIONARY FOCUS


Augmentation Augmentation

NICHE NICHE
Eldritch Mechanized

EVOLUTIONIST ADAPTATIONS EVOLUTIONIST ADAPTATIONS


Distant strikes (2nd) Augmented potential (10th) Versatile strike (2nd) Extreme mobility (10th)
Extraordinary sense (6th) Pinpoint sense (14th) Enhanced mobility (6th) Explosive strike (14th)

FEATS FEATS
Far Shot Improved Initiative Deadly Aim Suppressive Fire
Mobility Shot on the Run Fleet Toughness

SKILLS SKILLS
Acrobatics Mysticism Computers Perception
Culture Stealth Intimidate Survival

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
OVERVIEW

CLASSES

EVOLUTIONIST

CLASS
OPTIONS

SPECIES

PLAYABLE
SPECIES

SPECIES
BUILDER

SPECIES
PROFILES

NPC
GALLERY

INDEX

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CRYPT CUSTODIAN BROADLEAF BATTLER


THEME: DEATH TOUCHEDPW THEME: WILD WARDEN
PW

Your intimacy with death grows with each passing day. You know how to You tap into the potential of the green wilds to protect allies and overwhelm
invoke its power in yourself and others—for good or ill. enemies with outbursts of overgrowth.

EVOLUTIONARY FOCUS EVOLUTIONARY FOCUS


Combat Packmaster

NICHE NICHE
Sepulchral Vital

EVOLUTIONIST ADAPTATIONS EVOLUTIONIST ADAPTATIONS


Resistant form (2nd) Enhanced resistance (10th) Dazzling outburst (2nd) Forceful outburst (10th)
Fearsome outburst (6th) Violent outburst (14th) Area strike (6th) Controlled transformation (14th)

FEATS FEATS
Deadly Aim Great Fortitude Barricade Iron Will
Diehard Minor Psychic Power Bodyguard Medical Expert

SKILLS SKILLS
Culture Perception Acrobatics Perception
Intimidate Stealth Culture Stealth

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BIOHACKER
Efficiency-minded urogs dedicate their lives to making incremental
progress in countless endeavors, and their bodies are no exception
to this tinkering. Urog biohackers are experts in transforming their
crystalline forms, reinforcing their structures, and unlocking new
electrochemical abilities. Fortunately, urogs are quite open about their
research and see adapting these techniques for carbon-based lifeforms
as an engaging exercise. As a result, these methods have spread across
the Pact Worlds and beyond.

ALTERNATE CLASS FEATURE Booster: You enable the target to accomplish greater deeds
Biohackers have access to the following alternate class feature. with less effort. Once per round when the creature expends a
Resolve Point, there’s a 25% chance it gains the Resolve Point’s
Resonating Biohack effects but doesn’t expend the Resolve Point. This effect doesn’t
Whereas most biohackers affect anatomy with injections, last long enough to affect abilities that take longer than 1
urogs’ crystalline physiology responds better to precise sonic minute, including resting to recover Stamina Points.
resonances. An urog-trained biohacker can transform a living Inhibitor: You deliver an agent that slows reaction time and
being’s composition with a word. causes the target to move inefficiently, imparting a –2 penalty
Choose one of the following: advanced melee weapons, to Reflex saving throws.
longarms, or sniper weapons. You’re proficient with weapons
of the chosen type in the sonic category, and rather than the Breakthrough
normal Weapon Specialization benefit for these weapons, you You can use the following ability when you achieve the
instead add half your character level to their damage. You breakthrough for this field of study.
can deliver injectable substances like poisons, serums, drugs, True Efficiency (Ex): You create and apply a special compound
medicinals, and biohacks using sonic weapons as though they to a biohack that doubles that biohack’s duration. You can
have the injection weapon special property and deal slashing use this breakthrough as part of the same action you use to
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damage. For any biohacker ability that functions with injection administer the biohack.
weapons, you can also apply that ability to a sonic weapon.
At 2nd level, you gain a +1 bonus to attack rolls with these Thermoregulation
weapons. At 9th level the bonus increases to +2, and at 18th By manipulating thermoregulation, a biohacker can protect
level it increases to +3. When you hit an ally with such a creatures from extreme temperatures or cause them to overheat.
weapon, you can avoid dealing damage to that ally, while still Booster: You protect a creature against extreme heat and
affecting them with the biohack, drug, poison, serum, or other cold. The target gains cold resistance 1 and fire resistance 1, and
substance that was loaded into the injection weapon. these resistances increase by 1 for every 4 biohacker levels you
Rather than using a syringe from your custom microlab to have. If the creature is burning, it can immediately attempt a
deliver biohacks, you instead use a handheld sonic pad that Reflex save with a +2 bonus to end the burning effect. If the
targets the EAC of an unwilling target but otherwise functions creature has the staggered condition from failing a saving throw
as a syringe. At 2nd level, you can use your custom microlab against a cold effect, it can immediately attempt a new saving
to direct a sonic burst at a creature within half your custom throw against the effect, ending it on a success.
microlab’s range, affecting it with a biohack as if you had Inhibitor: You impair a creature’s ability to regulate body
applied it with the sonic pad; this requires no attack roll, but an temperature. If the target takes fire damage, it must succeed
unwilling target can negate a biohack delivered this way with a at a Fortitude save or gain the burning condition, taking 1d6
successful Fortitude save (DC = 10 + half your biohacker level + fire damage per turn. If the target takes cold damage, it must
your key ability score modifier). This is a sonic effect. succeed at a Fortitude save or gain a special version of the
This replaces the injection expert class ability and the burning condition that deals 1d6 cold damage per turn, which
theorem gained at 2nd level. can be ended automatically by taking fire damage; the target
can’t roll on the ground to gain a new saving throw, but instead
FIELDS OF STUDY it can wrap itself in insulating material and shiver as a full action
The following fields of study use the rules on page 44 of the to attempt a new saving throw with a +4 bonus. The damage per
Character Operations Manual. turn increases by 1d6 for every 6 biohacker levels you have.

Efficiency Breakthrough
Efficiency is the study of maximizing useful work for a given You can use the following ability when you achieve the
amount of available energy. breakthrough for this field of study.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
Inescapable Heat (Ex): As a standard action, you can deliver a regain Resolve Points. You must be aware of and have line of sight
formula that heightens the target’s sensory response to heat and to the attuned creature to use this theorem. OVERVIEW
cold, causing unpredictable fear to these stimuli. For 1 minute,
8th Level
whenever the creature takes cold or fire damage, it becomes
CLASSES
shaken for 1 round. The first time during that minute the You must be 8th level or higher to choose these theorems.
creature begins its turn with the burning condition, it becomes
confused for the duration of the burning effect (Will negates). Improved Instant Recalibration (Ex) EVOLUTIONIST
However, on a d% result of 51–75 to determine the confused You’ve learned to spot a disaster before it happens. You
creature’s actions (Core Rulebook 274), the creature attempts to can use the instant recalibration theorem when an attuned
CLASS
end the burning condition rather than dealing damage to itself. creature fails a skill check by 3 or less. If you also spend a OPTIONS
At the start of each subsequent turn, the creature can attempt Resolve Point when activating this ability, you can instead
a new Will save, ending the confused condition immediately on affect an attuned creature who would fail a skill check by 5
SPECIES
a success. This is a fear and pain effect. or less. You must know the instant recalibration theorem to
select this theorem.
THEOREMS PLAYABLE
FACTIONS
SPECIES
These theorems follow the same rules as those presented on Thickened Bones (Ex)
page 46 of the Character Operations Manual. Through extensive biochemical treatments, you’ve permanently SPECIES
reinforced your bones, making it less taxing to carry heavy loads BUILDER
2nd Level
and helping you resist catastrophic harm. Your bulk carrying
You must be 2nd level or higher to choose these theorems. limit increases by 2, and you don’t become fatigued from the SPECIES
PROFILES
long-term effects of living in a high-gravity environment. You
Electrostatic Sense (Ex) gain a +2 bonus to saving throws made to resist the wound and
NPC
You’ve attuned your body’s natural electrical field to be sensitive severe wound critical hit effects, as well as other effects that GALLERY
to others’ energy. You gain blindsense (electricity) with a range of would sever or mutilate your limbs.
5 feet. You can expend a biohack as a move action to increase the INDEX
range to 20 feet for a number of rounds equal to your key ability
score modifier.
If you have blindsense (electricity), blindsight (electricity),
electrolocation, or a similar sensory ability that uses electricity, you
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instead increase that ability’s range by 10 feet. You can expend a


biohack as a move action to instead increase the ability’s range by
50% or to a range of 20 feet, whichever is greater, for a number of
rounds equal to your key ability score.

Energized Assault (Ex)


As a move action, you can expend a biohack
to amplify your body’s natural electrical
field to energize your attacks. For one
minute, whenever you make an attack
with a weapon, you can replace half
that weapon’s damage with electricity
damage. If the weapon already deals
two types of damage, replace one of
them of your choice with electricity.
This theorem never causes a weapon
that normally targets KAC to target EAC.

Instant Recalibration (Ex)


When a creature attuned to your microlab
would fail a skill check by 2 or less, you
can expend a biohack as a reaction to
adjust its hormone levels to coax peak
performance, allowing the creature
to reroll the skill check and take
the better result. Once an attuned
creature has rerolled a skill check
from this ability, it can’t do so again until you rest for 8 hours to

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ENVOY
With sophisticated group dynamics that develop acute awareness
of others’ emotional states, vlakas excel as envoys. Even though
a fraction of their uncanny senses are physiological, many of their
skills are readily taught to patient students, enabling these techniques
perfected on their frigid home planet of Lajok to proliferate across the
galaxy.

IMPROVISATIONS readied the same action; that ally rolls your expertise die and
The following improvisations use the rules on page 61 of the applies the result as an insight bonus to their check. If the readied
Core Rulebook and are available to envoys of any level. action involves an attack roll, you can roll your expertise die and
add its result to the damage dealt by one ally who also readied
A Few More Steps! (Ex) an attack and successfully hit the target. Once a creature benefits
LANGUAGE-DEPENDENT MIND-AFFECTING SENSE-DEPENDENT from this improvisation, it can’t do so again until you rest for 10
As a reaction when an ally within 60 feet of you is reduced to minutes to recover Stamina Points.
0 HP and would become unconscious, you can compel them to
stay up and stagger out of the fray. The ally remains conscious, Take The Hit (Ex)
becomes nauseated, and gains temporary Hit Points equal to Not only are you ready to risk yourself to protect others—your
your envoy level + your Charisma modifier until the end of sacrifice also inspires your companion. You gain Bodyguard as a
their next turn. Afterward, if the ally has 0 Hit Points, they bonus feat. If you already have Bodyguard, you instead gain In
become unconscious and dying as normal, including losing 1 Harm’s Way as a bonus feat. If you use In Harm’s Way to intercept an
Resolve Point at the end of their turn. Once a creature has attack that then reduces you to 0 Hit Points, you grant the attack’s
been affected by this improvisation, they’re immune to it for original target a +1 morale bonus to AC, attack rolls, saving throws,
24 hours. and skill checks, as well as a number of temporary Hit Points equal
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At 6th level, the ally becomes staggered and off-target to your envoy level + your Charisma modifier. These benefits last
rather than nauseated. If the ally is stable and unconscious and for a number of rounds equal to your Charisma modifier or until
spends 1 Resolve Point to regain 1 HP within 1 minute of falling you regain consciousness, whichever happens first.
unconscious, they instead regain HP equal to your envoy level +
your Charisma modifier. EXPERTISE TALENTS
The following expertise talents use the rules on page 64 of the
Got Your Back (Ex) Core Rulebook.
SENSE-DEPENDENT

As a move action, you grant the unflankable universal creature Bad Idea (Ex; Intimidate)
rule to yourself and a number of creatures that doesn’t exceed With a few quick words and menacing body language, you can
your Charisma modifier. When you use this improvisation, each make a foe reconsider starting a fight. When you roll initiative,
creature affected must be within the melee reach of at least one make an Intimidate check against one creature you’re aware
other affected creature. The effect ends for an affected creature of within 30 feet. The DC of this check is equal to either 10 +
if it ends its turn without being in the melee reach of an affected your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the
ally. This effect lasts until the end of your next turn. If you spend opponent’s CR, whichever is greater; if the creature has a special
a Resolve Point when activating the improvisation, it instead bonus to saving throws against fear effects, it adds this bonus
lasts a number of rounds equal to your Charisma modifier. to the DC. If you succeed, roll your expertise die and apply the
result as a penalty to that creature’s initiative result. Once you
On My Mark (Ex) use this expertise talent, you can’t do so again until you rest for
LANGUAGE-DEPENDENT MIND-AFFECTING SENSE-DEPENDENT 10 minutes to regain Stamina Points. This is a mind-affecting
When you ready an action, you can also provide quick fear effect.
encouragement and directions. Any ally who readies a similar
action—such as making an attack, even if with a different type Empathic Tracker (Ex; Sense Motive)
of weapon—with the same trigger before you take your readied Your ability to read emotions borders on the supernatural. As a
action gains a +1 morale bonus to their first attack roll or skill full action, you can study a creature within 60 feet and attempt
check performed as part of the readied action. If the readied action a Sense Motive check; you can choose not to roll your expertise
requires a skill check to which you can apply your skill expertise, die for this check. The DC of this check is equal to either 10 +
you can forego rolling the die and instead choose one ally who the creature’s total Bluff skill bonus, or 15 + 1-1/2 × the creature’s

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
CR, whichever is greater. If you succeed, you can sense that roll your expertise die and add its result as an insight bonus to
creature as if you had blindsense (emotion) with a range of 30 your initiative check. OVERVIEW
feet (or a range of 60 feet if you chose to forego your expertise You must have blindsense (scent) or blindsight (scent) to
die) for 10 minutes. If you fail the check, you can’t try again for select this ability.
CLASSES
10 minutes. You can only track one creature in this way at a
time, plus an additional creature at 6th, 12th, and 18th levels. You Don’t Say (Ex; Diplomacy)
If you study another creature beyond this maximum, you cease Your talent for careful listening often coaxes others into EVOLUTIONIST
detecting a creature of your choice with blindsense (emotion). volunteering intriguing information. When you use Diplomacy
to gather information, you can forego rolling your expertise
CLASS
One Of Us (Ex; Culture) die. If you do so and succeed at the check, you learn an OPTIONS
You use your knowledge of a culture to make others feel additional piece of information about the chosen topic or
that you belong. When you attempt a Culture check to recall individual. Using this ability requires at least 10 minutes of
SPECIES
knowledge about a specific place, society, or group, you can interaction, even if you have an ability that would allow you to
forego rolling your expertise die. If you do so and your skill gather information more quickly.
PLAYABLE
FACTIONS
check result lets you learn at least one piece of information, SPECIES
you also gain 2 bonus expertise dice, plus an additional
expertise die for every 4 envoy levels you have. Whenever SPECIES
you attempt a Diplomacy check to change another’s attitude, BUILDER
a Disguise check to alter your appearance, or a Stealth check
to hide by blending into a crowd, you can expend one of these SPECIES
PROFILES
bonus expertise dice to apply your expertise class feature to
the check—though only if the check involves the place, society,
NPC
or group about which you recalled knowledge. For example, GALLERY
you could better Disguise yourself as a member of a cult,
blend in among a corporation’s workers, or make friends with INDEX
a neighborhood’s inhabitants. When you rest for 8 hours
to regain Resolve Points, any remaining bonus expertise
dice are lost.
You can use this expertise talent once per day
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without spending Resolve Points, and you must spend


1 Resolve Point each subsequent time you use the ability
that day. If you use the expertise talent again, you lose any
previously gained bonus expertise dice.

Read the Room (Ex; Sense Motive)


You’re a master at studying reactions in a conversation,
sensing topics that might upset others and adjusting your
own arguments on the fly. If you would fail a Bluff check to
lie, a Diplomacy check to change attitude, or an Intimidate
check to bully, you can roll your expertise die. If the sum
of your skill check result plus the expertise die would
have succeeded at the check, you realize you’re about to
say something inopportune and can change the subject
without causing suspicion; your check neither succeeds nor
fails, allowing you to retry the action and skill check later
by spending the necessary time again. Once you use this
expertise talent, you can’t do so again for 1 hour or until
you rest for 10 minutes to regain Stamina Points, whichever
comes first.

Scent of Danger (Ex; Sense Motive)


You can smell when there’s trouble brewing. If you’re surprised
in combat, you don’t have the flat-footed condition for being
surprised against any combatants you can detect with
blindsense (scent) or blindsight (scent). When you roll initiative
and can detect at least one combatant with your blindsense
(scent) or blindsight (scent), you can spend 1 Resolve Point to

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MECHANIC
Shimreens are natural innovators that use their knowledge of the
physical world and engineering to survive in a hostile environment,
overcoming the dangers of their world through invention. The
following mechanic options were developed by shimreens but have
spread throughout the galaxy and are available to characters of any
species.

DRONE CHASSIS Arc Strike (Ex)


The following drone chassis expands on the options found on As a standard action, you create a devastating energy stream
page 75 of the Core Rulebook. Mods marked with an asterisk (*) that arcs between your custom rig and your drone, creating a
appear in this section. line effect; to use this ability, your custom rig must be in your
possession and your drone must be within 30 feet of you.
Stormscout Drone For each advanced drone mod your drone has, the arc deals
Compact and resilient, the stormscout drone was developed 1d8 electricity damage to each creature in the line; affected
on Shimrinsara to survive deadly weather and even direct creatures can attempt Reflex saving throws to halve the damage
lightning strikes—defenses that make them popular across the (DC = 10 + half your mechanic level + your Intelligence modifier).
galaxy for entering dangerous areas, collecting samples for The damage increases by 1d8 at 4th level and every three levels
scientific examination, and recording their surroundings. thereafter. You can instead activate this ability as a full action
STARTING STATISTICS to increase the damage dice to d10s.
Size Small Once you’ve activated this drone mod, you can’t do so again
Speed 30 ft. until you’ve rested for 10 minutes to regain Stamina Points.
AC EAC 11, KAC 12
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Poor Saves Fortitude, Will Your drone conducts, stores, and unleashes electricity with a
Ability Scores Str 12, Dex 12, Con—, Int 8, Wis 10, Cha 6 touch. Your drone gains a special unarmed strike that deals
Ability Increases Dexterity, Intelligence 1d3 electricity damage; this attack doesn’t count as archaic
Initial Mods camera, conductive plating*, manipulator arms, and targets EAC. When your drone reaches 3rd level, it gains
resistance (electricity) Weapon Specialization with its natural weapon. Your drone
must have the resistance (electricity) mod to select this mod.
Tunnel Drone
Reinforced to shrug off falling debris and rescue cave-in Advanced Mods
victims, the tunnel drone uses a combination of digging You must be 11th level or higher to choose these mods.
apparatuses, sensors, and heavy limbs to detect, access, and
(if necessary) subdue subterranean objectives. Grenadier (Ex)
STARTING STATISTICS By periodically scavenging materials, your drone creates
Size Medium improvised explosives. After a full 8 hour rest, your drone
Speed 30 ft., burrow 15 ft. can create up to three grenades by spending 2 Resolve
AC EAC 10, KAC 13 Points per grenade. It can create any grenade with an item
Good Save Fortitude level that doesn’t exceed your mechanic level – 3, but only
Poor Saves Reflex, Will the drone can use them. These grenades remain functional
Ability Scores Str 16, Dex 10, Con —, Int 6, Wis 10, Cha 6 until used or until the drone recovers Resolve Points after a
Ability Increases Strength, Dexterity full 8 hour rest. The drone can draw and throw one of these
Initial Mods enhanced senses, excavator, melee weapon arm grenades as a standard action, even if it lacks the limbs to
do so. As a reaction when your drone is reduced to 0 HP,
DRONE MODS it can detonate one of its stored grenades, which explodes
The following drone mods expand on the options available on using one corner of the drone’s space as the explosion’s grid
pages 77–79 of the Core Rulebook. intersection.
You can select this mod a second time, which reduces the RP
Basic Mods cost per grenade to 1 and enables the drone to make any grenade
You can choose these basic mods at any level. with an item level less than your mechanic level.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
Retaliatory Shock (Ex) Hit Points equal to twice your mechanic level. You must have the
When your drone becomes grappled or is dealt damage by a projected shield mechanic trick to select this trick. OVERVIEW
creature within its reach, your drone can shock the attacker,
dealing electricity damage as if the drone had struck the attacker 14th Level
CLASSES
with its conductive plating attack. Once your drone has used this You must be 14th level or higher to choose these tricks.
mod, it can’t use it again for 1d4 rounds. Your drone must have the
conductive plating mod to select this mod. Energy Transference (Ex) EVOLUTIONIST
Inspired by a shimreen’s ability to amplify damage, you’ve
MECHANIC TRICKS modified your custom rig to do the same. Whenever you take
CLASS
These follow the rules for mechanic tricks (Core energy damage and have your custom rig in your possession, OPTIONS
Rulebook 70). you can spend 1 Resolve Point as a reaction to channel some
of that energy into one, two, or three weapons within 30
2nd Level SPECIES
feet of you. The affected weapons are each supercharged, as
You must be 2nd level or higher to choose this trick. supercharge weapon.
PLAYABLE
FACTIONS
SPECIES
Projected Shield (Ex)
When you activate your energy shield mechanic SPECIES
trick, you can apply its effects to an adjacent BUILDER
ally instead of to yourself. If your energy shield
grants additional benefits, such as from the facet SPECIES
PROFILES
deflection trick, you also apply those additional
benefits to the ally instead of yourself. Your energy
NPC
shield ends immediately if the target is ever more than 100 GALLERY
feet away from you. If you activate your energy shield ability
a second time (such as with the boost shield trick), any other INDEX
energy shield you have active ends immediately. You must have
the energy shield mechanic trick to select this trick.

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You must be 8th level or higher to choose these


tricks.

Energy Reflection (Ex)


When you or your drone are dealt damage
that’s subsequently reduced by your energy
resistance, you can reflect some of that
damage as a reaction. The source of the
damage takes energy damage equal to the
amount you or your drone resisted (Reflex
half), dealing the same type of damage as
was resisted. You or your drone must have
a mechanic trick or drone mod that grants
energy resistance (such as electromagnetic
deflectionAA4, resistance, or resistant energy)
to select this trick.

Manifold Shield (Ex)


You’ve optimized your energy shield to protect
multiple targets simultaneously. When you activate
your energy shield trick, you can create energy shields
targeting a number of creatures within your melee
reach equal to your one-fourth your mechanic level. Each
target gains a number of temporary Hit Points equal to
your Intelligence modifier. In addition, you distribute
an additional number of temporary Hit Points equal to your
mechanic level between the shielded creatures; if you have the
boost shield trick, you instead distribute additional temporary

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NANOCYTE
Nanocytes bond with countless technological nanites, developing
further control through time and experience. To cephalumes, each
of whom forms a symbiotic union with a living biological augmentation
known as a krikik, the addition of nanites into one’s body is a small
leap, and most cepahlumes consider the relationship both natural and
beneficial. Cephalume nanocytes have devised new ways to use their
nanites both within their natural environment and while exploring other
worlds and societies.

NANOCYTE KNACKS camouflage in your surroundings. When you attempt a Stealth


The following nanocyte knacks were developed by cephalumes check while your sheath array is active, you can use a move
to aid them in their explorations of Luminar but are available to action to increase the insight bonus to your Stealth check by
characters of any species. These nanocyte knacks use the standard 2 until the end of your turn. You can additionally use a nanite
rules for nanocyte knacks (Starfinder Tech Revolution 10). surge to hide in plain sight.

2nd Level
Extensive Reach (Ex)
You must be at least 2nd level to choose these nanocyte knacks. You have precise control over your nanites and can use them
to extend your reach. Your sheath array increases your natural
Cushioning Form (Ex) reach by 5 feet.
You manipulate your nanites to slow your descent and cushion
you from falls. While your sheath array is active, you treat falls Neutralizing Nanites (Ex)
as 20 feet shorter. You can use a nanite surge as a reaction to Your nanites can release a dense liquid sealant that douses
instead treat falls as 60 feet shorter for 1 round. flames and seals open wounds. While your sheath array is
active you gain a +2 bonus to Medicine checks made to end the
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Whether pulled by waves or other forces, you’re used to drifting condition. When you fail a check to end the bleeding or burning
far from your nanites and can control them at further distances. condition, you can use a nanite surge as a reaction to reroll the
The distance you can be from your nanites at the end of your turn failed check or saving throw.
before they disperse increases to 15 feet. At 10th level, this distance
increases to 20 feet, and at 18th level, to 25 feet. Telepathic Cloud (Ex)
Your nanites contain an advanced communications array that
Glimmering Nanites (Ex) transmits your thoughts directly into the minds of those nearby,
Your nanites emit pinpricks of colorful light. Your nanite cloud enabling you to telepathically communicate in environments and
sheds dim light in its space and each space adjacent to it. You situations where a language would be impossible to visually or
can suppress or activate this light as a move action. This light audibly articulate, such as using Lumos in bright sunlight or audible
can be used to communicate in Lumos and other light-based languages in Luminar’s dense, gaseous seas. You can communicate
visual languages you know. telepathically with any creatures within the area of your cloud array
with whom you share a language.
Insulating Nanites (Ex)
10th Level
Your nanites can absorb or emit heat to regulate your body
temperature. Whenever you activate your nanite sheath, select You must be at least 10th level to choose these nanocyte knacks.
hot or cold weather; your nanites can protect you from cold or
heat, but not both simultaneously. Your nanite sheath reduces Anchored Cloud (Ex)
the severity of the selected dangerous temperature by one Your nanites are accustomed to maintaining their position
step. At 10th level, your nanites instead reduce the severity of regardless of external pressure and motion. Spaces occupied by
dangerous temperatures by two steps. your cloud array are difficult terrain.

6th Level
Beguiling Array (Ex)
You must be at least 6th level to choose these nanocyte knacks. Your nanites can mimic and amplify your natural glow. When
you use beguiling glow while your cloud array is active, your
Camouflaging Sheath (Ex) beguiling glow emanates from all the spaces your cloud
Your nanites can alter their color and appearance, settling on array fills, as well as from you. You can use one nanite surge
your flesh in a variety of patterns and colors, providing you when you activate beguiling glow to increase the radius of

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
18th Level
your beguiling glow to 30 feet and change its DC to that
of your nanocyte knacks. You must have the beguiling glow You must be at least 18th level to choose this nanocyte knack. OVERVIEW
species trait and the glimmering nanites knack to select this
nanocyte knack. Adaptive Telepathy (Ex)
CLASSES
Your nanites can distill your thoughts into emotional images
Exhausting Nanites (Ex) and feelings, enabling you to communicate with those with
Your nanites utilize electrical pulses to cause exhausting whom you don’t share a language. You can use a nanite surge EVOLUTIONIST
muscle spasms and electrical interference. Weapons you to communicate simple ideas telepathically to any creatures
form with your gear array gain the fatigue critical hit effect within the area of your cloud array, even if you don’t share a
CLASS
(Starfinder Armory 31). Once per day, after you damage a common language. This doesn’t enable you to comprehend OPTIONS
creature with a weapon formed from your gear array, you languages spoken within the area of your cloud array that you
DRIFT
can use a nanite surge as a reaction to impose the effects of don’t understand. IN CRI-
SPECIES
slow on the target (Fortitude negates) for a number of rounds SIS

equal to half your Constitution bonus. Creatures immune to


FAC-
PLAYABLE
electricity are immune to exhausting nanites. TIONS
SPECIES

Shock Absorption (Ex) SPECIES


Your nanites can disperse electrical currents throughout BUILDER
their volume. While your sheath array is active, or while
you’re standing within the area of your cloud array, you have SPECIES
PROFILES
electricity resistance 5. When you would take electricity
damage, you can use a nanite surge as a reaction to increase
NPC
this resistance by an amount equal to your nanocyte level plus GALLERY
your Constitution bonus until the end of your next turn.
INDEX
14th Level

You must be at least 14th level to choose these nanocyte knacks.

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Your nanites are luminous beacons that can flash


brightly. The light shed by your nanite cloud
increases in intensity, shedding bright light instead of
dim light. You can use a nanite surge as a swift action to
overcharge your nanites, causing them to flare brightly.
Each creature within your nanite cloud must succeed
at a Fortitude save or be blinded until the end of its
next turn. A creature that succeeds at its Fortitude save
is instead dazzled for a number of rounds equal to your
Constitution bonus. After your nanites flare in this way, they
go dark and can’t shed illumination of any kind until you
spend 1 Resolve Point to regain Stamina Points after a 10
minute rest. You must have the glimmering nanites knack to
select this knack.

Violent Dispersal (Ex)


You can use your nanites to rout your foes directly. While your
sheath array is active, you can use a nanite surge to send your
nanites rocketing off your body with powerful force. Attempt
a single bull rush combat maneuver that targets each creature
within 15 feet of you; you can use your Constitution modifier
for this attack roll instead of your Strength modifier. Regardless
of the result of the bull rush, each creature targeted in this
way takes force damage equal to your Constitution modifier.
After using violent dispersal, your nanites disperse, ending
your sheath array. You can’t use violent dispersal again until
you spend 1 Resolve Point to regain Stamina Points after a 10
minute rest.

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OPERATIVE
Despite their diverse skill sets, operatives traditionally embrace
subtle strategies like stealth, deception, and speed. As dragonkin of
Triaxus aren’t known for their agility, their operatives have instead
mastered ways to leverage overbearing size, immense strength, and
terrifying personal charisma with remarkable finesse. What’s more, these
agents often work with a closely bonded team, using their abilities to
enable their partners—a practice that’s helped this style of operative to
spread across the galaxy.

ALTERNATE CLASS FEATURE OPERATIVE SPECIALIZATIONS


Operatives have access to the following alternate class feature. Operatives have access to the following specializations.

Heavyweight Skirmisher Bully


You dance across battlefields with power and precision. Your You specialize in close combat, leveraging your intimidating
operative key ability score becomes Strength. Operative abilities presence to crush your foes’ defenses and hinder their attacks.
and saving throw DCs calculated using your Dexterity ability Associated Skills: Athletics and Intimidate. You can attempt
score modifier are instead calculated using your Strength ability an Intimidate check with a +4 bonus to make a trick attack
score modifier. You don’t gain proficiency with sniper weapons, by menacing your opponent, making them hesitate to raise a
but you do gain proficiency with advanced melee weapons. defense. This is a fear effect, and if your foe has a bonus to
You can perform trick attacks with a wider array of weapons, saving throws against fear effects, they also apply it to the skill
referred to here as “skirmisher weapons.” A skirmisher weapon check DC of this Intimidate check.
is any weapon you’re wielding and proficient with that doesn’t Specialization Exploit: Fearsome presence.
target multiple creatures, have the unwieldy property, or require Domineering Strike (Ex): Whenever you make a trick attack
a full action to make a single attack. If you succeed at the trick against a creature that’s frightened, panicked, prone, or shaken,
attack skill check, you can reroll one of the attack’s damage dice you treat any trick attack damage dice that roll a 1 or 2 as if they
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and use the higher result. At 7th, 11th, 15th, 17th, and 19th levels, had rolled a 3 instead.
you can reroll one additional damage die (maximum 6 dice) and
use the higher result for each. You don’t deal additional trick Diplomat
attack damage until 5th level, but you can apply that additional You’re an expert negotiator who can slyly maneuver in social
damage to attacks with skirmisher weapons. At 5th level, your circles as readily as you maneuver across a battlefield.
additional trick attack damage is 1d6. This increases to 2d6 Associated Skills: Culture and Diplomacy. You can attempt a
at 9th level, 2d8 at 13th level, and 2d10 at 17th level. For any Diplomacy check with a +5 bonus to make a trick attack against
operative abilities that require you use an operative weapon, a foe by calming or tricking them into thinking you’re not a
you can also use those abilities with melee skirmisher weapons. threat. Each time you use Diplomacy to make a trick attack,
You can gain the Heavy Armor Proficiency feat in place of this bonus decreases by 1d4 (minimum +0) until the end of the
learning an operative exploit. At 3rd level, you reduce the speed encounter.
adjustment of any armor you wear by 5 feet (minimum no speed Specialization Exploit: Infectious charm.
adjustment) and reduce the armor check penalty of any armor Influencer (Ex): At 11th level, when you exceed the DC of a
you wear by 1 (to a minimum of 0). At 9th level, your land speed Diplomacy check to improve the attitude of a creature by 5 or
increases by 5 feet, and you increase the maximum Dexterity more, you can improve their attitude by one additional step.
bonus allowed by your armor by 1. At 15th level, you reduce the
speed adjustment of any armor you wear by 10 feet total and OPERATIVE EXPLOITS
gain DR 5/— against attacks of opportunity. The following operative exploits use the standard rules for
At 8th level, if you make a full attack entirely with skirmisher operative exploits (Core Rulebook 95).
weapons and hit a creature twice, you also apply the effect of
2nd Level
your debilitating trick class feature (or any additional option
you can use in place of debilitating trick) as though you had You must be at least 2nd level to choose these exploits.
hit the creature with your trick attack. At 13th level, when you
make a full attack entirely with skirmisher weapons, you take a Collaborative Specialist (Ex)
–3 penalty to each attack roll instead of the normal –4 penalty. Whenever you successfully aid an ally’s skill check using one of
This modifies the operative’s key ability score, weapon your specialization’s associated skills, you can give that ally a
proficiencies, and trick attack, and it replaces evasion, quick bonus to their skill check equal to your operative’s edge bonus
movement, triple attack, and quad attack. rather than +2.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
Coming Through (Ex) Infectious Charm (Ex)
You can attempt an Athletics check in place of Acrobatics check When you succeed at a Bluff check to lie, a Diplomacy check to OVERVIEW
when attempting to tumble through an opponent’s space. You change a creature’s attitude, or an Intimidate check to bully a
can choose to attempt to tumble through an opponent’s space creature, you can so deeply impact one of the affected creatures
CLASSES
as a full action instead of as a move action, in which case you that it repeats your action against one of its allies as soon as it
can move up to half your speed and reduce the check DC by 5. reasonably can, using your skill check modifier. If you lied, the
creature conveys the lie sincerely. If you changed the creature’s EVOLUTIONIST
Powerful Flier (Ex) attitude, that creature tries to change its ally’s attitude toward you.
You can perform an Athletics check in place of any Acrobatics If you bullied the creature, it bullies its ally into helping perform the
CLASS
check to fly. When ascending, the second square that you move same task. If you spend 1 Resolve Point when using this exploit, the OPTIONS
upward doesn’t cost you an additional 5 feet of movement. You creature instead repeats the action against a number of allies that
must have a fly speed to learn this exploit. doesn’t exceed your key ability score modifier. Affected creatures
SPECIES
want to repeat your action, but aren’t compelled to do so; if they
6th Level
encounter significant obstacles while seeking out allies, it might
PLAYABLE
You must be at least 6th level to choose these exploits. detour or even abandon the task. SPECIES

Setup Strike (Ex) SPECIES


Instead of making an attack as part of a trick attack, you can BUILDER
perform either covering fire or harrying fire. After resolving your
covering fire or harrying fire, attempt the trick attack’s skill check SPECIES
PROFILES
as normal. If you succeed at the check, you provide an additional
benefit. For covering fire, if the selected ally is hit by the
NPC
target’s next attack before the end of your next turn, roll GALLERY
your trick attack damage and reduce the enemy’s damage
dealt to your ally by that amount (minimum 0 damage). INDEX
For harrying fire, if the next ally to attack the target hits,
roll your trick attack damage and add it to the attack’s
damage. Once an ally takes less damage from your
covering fire benefit or a creature takes additional damage
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from your harrying fire benefit, they are immune to


your setup strike’s additional benefit for 24 hours.

Springboard (Ex)
Once per turn when you succeed at a skill check to tumble
through an opponent’s space, you can push off of that creature
to gain additional momentum at the cost of their balance.
Until the beginning of your next turn, the creature takes
a –2 penalty to attack rolls when making attacks of
opportunity, and the skill check DC for other creatures
to tumble around or through the creature’s space is
reduced by 5 (Reflex negates). In addition, you gain a
+10-foot circumstance bonus to all of your movement
speeds until the end of your turn.

10th Level

You must be at least 10th level to choose these exploits.

Fearsome Presence (Ex)


After you finish moving as part of a trick attack (and before
attempting your attack, if you haven’t done so already), you
can perform a quick, intimidating display that makes any
foe adjacent to you shaken until the beginning of your next
turn (Will negates). This shaken condition is suppressed for a
creature whenever it is no longer adjacent to you. Once you use
this exploit, you can’t do so again until you rest for 10 minutes
to regain Stamina Points. This is a fear effect.

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PRECOG
While some precogs may have come to understand the ebb
and flow of time through experiencing a great cosmic event,
others, such as many trox, have gained their knowledge through
an uncanny understanding of the past. Be it through reincarnation,
encounters with ghostly apparitions, or careful study of historical
precedent, precogs have the ability to control the strings of time and
bend them to their needs.

ANCHOR The insight bonus increases by 1 at 6th level and every 4


This anchor uses the rules on page 9 of Starfinder Galactic Magic. levels thereafter.

Memory Echoes See Weaknesses (Su)


Reincarnation may be rare, but you’re convinced you were once You’ve learned to harness the ability for seeing gaps, allowing you
someone from the distant past, perhaps from a planet that has all to prepare for a foe’s weakness. As a move action, you can use a
but fallen out of existence, brought back to help teach something paradox to add extra acid, cold, electricity, fire, or sonic damage
to those in the future. You have flashes of painful memories, to your next attack before the end of your turn. Before choosing,
perhaps of punishments doled out while living under harsh you can attempt an identify creature check of the appropriate
rule or of having those you love taken away from you by force. type; this doesn’t require an additional action. The extra damage
Whatever shape these thoughts may take, the power of it fuels is equal to the paradox result (maximum 4), but if the creature
your passion to bring that knowledge forth to those around you, you hit isn’t vulnerable to the damage type you chose, this ability
working to ensure the past is neither repeated nor forgotten. deals no extra damage.
Focal Paradox: Diplomacy and Intimidate. You gain Intimidate The maximum amount of extra damage increases to 10 at 5th
as a class skill. level and to 20 at 10th level.
Improved Anchor: To better understand what has happened
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in the past, sometimes you need to use unconventional methods. Something’s Not Right Here… (Su)
Once per a day, you can use a paradox as part of a full action to Knowing that others can try to surprise them by lying in
cast speak with dead or tongues without expending a spell slot, wait, trox have developed a way to ensure that part of their
even if these aren’t among your known spells. subconscious mind remains vigilant to scan their surroundings.
Greater Anchor: Even though your perceptions are based You automatically receive a Perception check to notice a trap
on your knowledge of the past, sometimes the best laid plans when you pass within 10 feet of it; the GM rolls this in secret.
aren’t enough. However, due to your past-life experiences, you
5th Level
can come up with a better idea. Once per a week as a full action,
you can cast any spell from the precog list with a spell level at You must be at least 5th level to choose the following
least one lower than the maximum level you can cast. temporal anomalies.

TEMPORAL ANOMALIES Impeccable Timing (Su)


These temporal anomalies follow the rules on page 12 of You can see a split second into the future, giving you an advantage
Galactic Magic. in avoiding the fallout from sudden explosions of energy or matter.
If you succeed at a Reflex save against an effect that normally has
2nd Level
a partial effect on a successful save, you instead suffer no effect.
You must be at least 2nd level to choose the following temporal You gain this benefit only when unencumbered and wearing light
anomalies. armor or no armor, and you lose the benefit when you’re helpless
or otherwise unable to move. However, if you gain proficiency in
Forensic Acumen (Su) heavy armor from the future training temporal anomaly, you gain
You’ve developed a keen sense of awareness about your this benefit in heavy armor.
surroundings. By focusing on trace evidence such as footprints,
scuffs on walls, and subtle scents lingering in the air, you can Recycled Preparation (Su)
reach out with your temporal senses to reconstruct how and By keeping a close eye on the past as well as the future, you
where things were moved in spaces you enter and examine. You know how to reach backward to recover the benefits of things
gain a +1 insight bonus to Perception checks. When making a that have recently been discarded. Once per day, you can use a
Perception check to search, you can spend a Resolve Point to paradox to reuse a single consumable item (such as a grenade,
roll twice and take the better result. serum, or spell gem) that you used within the last 24 hours. The

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
item must have light bulk or less and an item level no greater can use one or more additional paradoxes to add their total value
than your level. You must know the advanced preparation to the damage dealt. A creature that succeeds at a Reflex save OVERVIEW
temporal anomaly to learn this temporal anomaly. takes half damage; you can’t attempt a save against this effect.

8th Level CLASSES


Improved Paradoxical Studies (Su)
You must be at least 8th level to choose the following Once per day, you can use a paradox to regain any spell slot that
temporal anomalies. you have already spent. You must know the paradoxical studies EVOLUTIONIST
temporal anomaly to learn this temporal anomaly.
Desperate Measures (Su)
CLASS
Once per day as a full action, you can call upon all your OPTIONS
past experiences to push out a blast of energy centered on
yourself. You deal 1d4 bludgeoning damage plus 1d4 additional
SPECIES
bludgeoning damage per precog level to all creatures within
5 feet of you, including yourself. This damage has the force
PLAYABLE
FACTIONS
descriptor. A creature that succeeds at a Reflex save takes half SPECIES
damage; you can’t attempt a save against this effect.
SPECIES
Help Another (Su) BUILDER
Using your abilities to see through the threads of time, you intuit
the exact way to steer an ally toward a foreseen outcome. When SPECIES
PROFILES
you successfully aid another on a skill check, you can use a
paradox in place of the ally’s d20 roll for that check.
NPC
GALLERY
11th Level

You must be at least 11th level to choose the following INDEX


temporal anomalies.

Improved Impeccable Timing (Su)


You’ve learned to also be aware of more subtle forms of
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attack. When you fail a Reflex save against any effect


that has a partial effect on a successful save, you take
the partial effect instead of the full effect.
You must know the impeccable
timing temporal anomaly to learn this
temporal anomaly.

Paradoxical Studies (Su)


Occasionally, you can manifest the echoes
of past memories into a boon for a present
situation. Recalling now-overcome terrors of the past,
you regain power. Once per day, you can use a paradox to
regain a spent spell slot; the spell slot must be of a level
equal to or lower than one third of the paradox used.
You must know the spell rewind temporal anomaly
to learn this temporal anomaly.

14th Level

You must be at least 14th level to choose the following


temporal anomalies.

Final Convergence (Su)


Pulling energy from within, you emit a concussive blast,
demolishing all—seen and unseen—within its radius.
As a full action, you can use a paradox to deal 1d6
bludgeoning damage plus 1d6 additional bludgeoning
damage per precog level to all creatures within 10 feet of
you, including yourself. This damage has the force descriptor. You

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SOLDIER
Kobold warfare relies largely on cunning and engaging with enemies
only when the conditions are ideal. Many kobolds opt to strike
first, leveraging their species’ innovations in sniper weapon design
to fight at ranges where retaliation is impossible. Others delight in laying
ambushes and setting traps, only charging in once their explosions have
thrown their adversaries off balance.

FIGHTING STYLES precision ability as a standard action. Once you use this ability, you
Soldiers can learn the following fighting styles, using the rules can’t do so again until you rest for 10 minutes to regain Stamina
on page 111 of the Core Rulebook. Points. You can use this ability additional times without resting,
but you must spend 1 Resolve Point for each additional use.
Farshot
For some, the best combat strategies eliminate the opposition One Shot, One Kill (Ex) 17th Level

before they’re even halfway close enough to pose a credible threat. You gain the increased critical hit damage and increased critical
You’re adept at keeping a low profile while launching consistent, effect save DC of your patient precision ability whenever you
patient, and deadly attacks from afar. This style is especially well perform an aimed shot. If you use patient precision to aim as a
suited to sniper weapons; activating a weapon’s sniper special full action (or as a standard action with instant aim), the next
property to increase a weapon’s range (typically as a move action) aimed shot you attempt before the end of your next turn scores
is referred to below as “aiming a sniper weapon,” and attacks made a critical hit dealing double damage on a natural die result of 18
with that increased range are referred to as “aimed shots.” or 19, and it scores a critical hit dealing the full triple damage on
a natural die result of 20.
Steady Shot (Ex) 1st Level
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you can reroll any damage dice with a result of 1 and use the A fair fight might earn a soldier bragging rights, but it’s just as
second result instead. likely to earn them a shallow grave. To compensate for their
smaller stature, kobolds often employ traps to hinder their foes
Patient Precision (Ex) 5th Level and level the playing field. Most notably, this fighting style
You can aim a sniper weapon as a full action instead of as a relies on deploying inexpensive proximity mines and making
move action, designating a target when you do so. The next cunning strikes while an opponent is rattled by the explosions.
ranged attack you make against the target with that weapon
before the end of your next turn is resolved as an aimed shot. Set Charge (Ex) 1st Level

If the attack is a critical hit, you roll your damage three times You gain Stealth as a class skill. You can create an explosive
(rather than two times) and add the rolls together to calculate mine with light bulk without paying for it; this process takes 10
the critical hit’s damage, and the saving throw DCs of any of the minutes and can be performed when you spend a Resolve Point
attack’s critical hit effects are increased by 1. to rest and regain Stamina Points. You can have only one mine
created by this ability at a time. As a full action that requires a free
Lethal Near and Far (Ex) 9th Level hand, you can draw, arm, and deploy the mine in a 5-foot square
While you’re adept at sniping, you’ve also turned your gun into within 30 feet, after which the mine conceals itself with an active
a deadly improvised weapon. You increase the sniper weapon camouflage field. Only you can use your mines effectively.
special property range increment of any weapon you wield by Any creatures observing you when you deploy the mine
20%. You can also attack with any sniper weapon of at least 1 automatically notices the mine’s location; other creatures must
bulk as though it were a two-handed basic melee weapon with attempt a Perception check (DC 10 + your soldier level + your key
the block weapon special property and the knockdown critical hit ability score modifier) the first time they’re within 30 feet of the
effect that deals bludgeoning damage based on its item level; if mine to spot it; this doesn’t require an action. A creature can disable
the sniper weapon’s item level is 7 or lower, it deals 1d8 damage, a mine it spotted with a successful Engineering check (DC 10 + your
and this damage increases by 1d8 at item level 9 and every 2 item soldier level + your key ability score modifier) as though it were a
levels thereafter (maximum 7d8 at item level 19). trap, and the mine deactivates harmlessly if destroyed (hardness
10, with Hit Points equal to 3 × your soldier level). A mine remains
Instant Aim (Ex) 13th Level armed for 1 hour or until you create a new mine.
You can aim a sniper weapon as a swift action rather than as a The next time a creature enters the square, the mine
move action, or you can aim your sniper weapon using your patient explodes, dealing 1d4 fire and piercing damage to any creature

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 1
in that square and imposing a –5-foot penalty to its speed for modifier, whenever you throw a weapon and add your Dexterity
1d4 rounds. A mine doesn’t explode if a creature begins its turn modifier to the attack roll, you gain a +1 bonus to the attack roll. OVERVIEW
in the same square, but it does explode if the creature leaves If your Strength modifier is at least 3 higher than your Dexterity
and reenters the square. The damage increases to 1d8 at your modifier, you instead gain a +2 bonus to the attack roll.
CLASSES
3rd soldier level, 2d8 at 7th level, 3d8 at 11th level, 5d8 at 15th
level, and 8d8 at 19th level. The speed penalty increases to –10 Draining Finisher (Ex)
feet at 11th level, but it can’t reduce a creature’s speeds below With a practiced swing, you expend all your weapon’s power EVOLUTIONIST
half their normal values. into one strike. When you successfully use a melee weapon with
the powered weapon special property to strike a target, you can
CLASS
Explosive Maneuver (Ex) 5th Level expend all the weapon’s remaining charges to deal additional OPTIONS
You gain a +2 circumstance bonus to attack rolls made to perform damage, after which the weapon deactivates. The amount of
bull rush or reposition combat maneuvers to move a creature into a additional damage is equal to 1d4 for every 3 item levels the
SPECIES
square that contains your deployed mine. This bonus increases to +3 weapon has. If the weapon has at least one-fourth, one half, or
at 9th level, +4 at 13th level, and +5 at 17th level. three quarters of its charges remaining, the additional damage
PLAYABLE
FACTIONS
die size increases to d6s, d8s, or d10s respectively. SPECIES
Cunning Strike (Ex) 9th Level

Choose Intelligence, Wisdom, or Charisma when you gain this Rebounding Bludgeon (Ex) SPECIES
ability. You gain a bonus to weapon damage equal to the chosen Your strikes effortlessly bounce off one target to impact another. BUILDER
ability score’s modifier against creatures that are entangled, When you hit with a melee weapon that deals bludgeoning
helpless, stunned, or have a penalty to their movement speed. damage as part of a full attack, additional attacks made as SPECIES
PROFILES
This damage bonus increases by 1 at 11th level and every 2 part of that full attack against a different creature gain a +2
levels thereafter. circumstance bonus.
NPC
GALLERY
Minefield (Ex) 13th Level

You can now create 1d3 mines with 10 minutes of work, and INDEX
have and deploy up to three armed mines at a time. You can’t
deploy a mine within 10 feet of another mine.

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Once per round when a mine you deployed is triggered you can
increase its area of effect to also affect all squares within 10
feet of the mine. All creatures in that area take damage (Reflex
half), but only the triggering creature gains the speed penalty.
As a reaction when one of your mines explodes, you can
choose a number of squares equal to your key ability score
that aren’t affected.

GEAR BOOSTS
Kobold soldiers favor techniques that dismantle stronger
enemies’ defenses, defy physics, or emulate the explosive
firepower of dragons’ breath weapons. These new gear
boosts follow the rules on page 111 of the
Core Rulebook.

Armor-Piercing Stab (Ex)


Your strikes open brief gaps in your
targets’ armor. When you hit with a
weapon that deals piercing damage
as part of a full attack, any additional
attacks you make against that target
before the beginning of your next turn
target the creature’s EAC rather than its KAC.

Devastating Throw (Ex)


You hurl thrown weapons with frightful strength. You treat the
range increments of thrown weapons as 10 feet greater than
normal. If your Strength modifier is higher than your Dexterity

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SPECIES
2

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INTRODUCTION
This chapter delves into 25 of Starfinder’s most popular species—chosen
in part by our fans in a public survey in 2021. Each article explores the
physiology, home world, society, and innovations in unprecedented detail.
This chapter also presents the long-awaited system for creating your
own playable species in Starfinder, including guidelines for design, sample
abilities, and questions to ask yourself throughout the creative process
to inspire a fun, engaging, and believable new species.

Let’s warm up by looking at Starfinder’s seven core species and Vesk­—An Adversary: Starfinder relies on teamwork yet
considering why they look, behave, and function the way they thrives on conflict. Drift travel introduced the Veskarium, a
do, and how that might inspire your own design. generations-old enemy that has since become an uneasy ally.
Android—Building a Theme: Your playable species should As with shirrens, including vesk as a core species tells more of
support your setting’s themes. In populating Starfinder’s Pact the setting’s story while also facilitating narratives where PCs
Worlds, the team had to ask, “What kinds of creatures will might reckon with old grudges. Likewise, the Veskarium is an
people expect to play?” Technological creatures like robots and unapologetically authoritarian military empire, yet an individual
androids feature in countless sci-fi media, not only highlighting vesk can hold a range of beliefs and serve as a hero doing good
how advanced technology has become, but also allowing the in moral defiance of their homeland’s track record.
actors, writers, and audience to explore questions of artificial Has your species always been at peace with their neighbors,
life and the nature of the soul. Frankly, not including some or is their coexistence a more recent development? How does
technological being as a starting option would feel like a major the typical individual feel about past grievances? Has one side
oversight in developing the setting. forgiven and forgotten while the other harbors a grudge?
What are your campaign’s themes? Might one or more Ysoki—Size Matters: In reviewing the playable species so far,
playable species help your players engage with those stories something seems off: they’re all Medium-sized! Pathfinder has
and communicate the kind conflicts you want to highlight? halflings and gnomes as Small options, but both have strong
Shirren—Something Unfamiliar: Many fantasy RPGs’ species fantasy roots that don’t necessarily add to Starfinder’s sci-fi
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involve mostly human-like creatures, yet in science fiction, themes. Fortunately, the rat-like ysoki featured in Akiton’s early
playing as radically different life-forms has long been the norm, published lore. Not only would they address this size niche, but
not the exception. For Starfinder, the team needed something they also help introduce and represent Akiton to new players.
that felt excitingly alien yet just quirky enough to be relatable. Is at least one of your playable species a size other than
As bipedal bugs, shirrens present a dramatic visual departure Medium? How does their size factor into their culture, behavior,
from humans, and their unique reproductive cycle further and abilities? Do you adhere to the correlation of size and
piques a reader’s interest. However, insect-inspired creatures physical strength in your species design, or does your creation
are often depicted as having limited emotions and empathy, so have unexpected physical ability modifiers for their stature?
making shirrens socially curious subverts that trope in a fun Lashunta—Internal Diversity: Yet ysoki aren’t the only species
way—all while helping introduce the Swarm as a galactic threat! drawn from Pathfinder lore. Castrovel’s lashuntas are physically
What are some species you might create that provide a dimorphic, and their natural charisma and psychic abilities
biological or cultural counterpoint to other societies in your help round out the array of character archetypes available. In
setting? How might you acknowledge yet subvert tropes when addition, including lashuntas provided an ideal opportunity to
designing content? revisit how their dimorphism functions, reframing it less as
Kasatha—A Setting Change: Starfinder’s team knew that sexually deterministic and more as a personal choice.
they were building upon a rich foundation of Pathfinder lore How diverse is your species? Is it an unlikely monolith? Or
that many first-time players might recognize. Yet the team are there different cultures, subcultures, philosophies, and even
also wanted to show how the Pact Worlds had evolved in the subspecies that give the species depth?
intervening ages. Adding the Idari, a giant colony ship orbiting Human—A Baseline: Science-fiction media often centers on
the sun both excited players and promoted the game’s starship human narratives because human characters provide a familiar
themes. What’s more, Pathfinder had introduced several alien perspective for an audience to view the setting’s strangeness.
species in earlier publications, and the kasathas presented an Also, including humans provides an intuitive point of comparison
exciting visual due to their hidden mouths and four arms—arms for understanding how strong, impulsive, or quick other species
that gave them an overwhelming advantage in Pathfinder yet are. Some players might want to play someone like themselves,
provided a very balanced benefit when using Starfinder’s rules. and a human or human-like species provides that outlet.
If your campaign takes place in a familiar setting, how might Does your setting have one or more familiar, humanoid
the arrival of a new species create new opportunities, and species? How do they fit into your setting, and what emotions
provide a fresh perspective on familiar content? does that convey to your players?

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
OVERVIEW

CLASSES

EVOLUTIONIST

CLASS
OPTIONS

SPECIES

PLAYABLE
SPECIES

SPECIES

PLAYABLE SPECIES OF STARFINDER


BUILDER

SPECIES
AASIMAR AMRANTAH ANASSANOI PROFILES
SOURCE: AA2 98 SOURCE: AP21 47 SOURCE: AP17 55
Aasimars are charismatic planar scions Amrantahs are whimsical living Anassanois are three- NPC
descended from celestials who have machines imbued with the soul of a dead eyed telepaths with two GALLERY
numerous resistances; they’re eloquent citizen of Amran, who are naive and mouths known for their
and perceptive, and they can shed light. fun-loving. emotional honesty.
INDEX

ANDROID ASTRAZOAN ASTRIAPI


SOURCE: CR 42 SOURCE: PAGE 48 SOURCE: PAGE 52
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constructs with an integrated soul; although aberrations adept at controlling their body bipedal arthropods with
logical and resilient, they have difficulty shape and coloration, which enables them a natural inclination to regimentation and
understanding and expressing emotion. to impersonate similarly-sized creatures. cooperative obedience.

BANTRID BARATHU BOLIDA


SOURCE: PW 210 SOURCE: AA 20 SOURCE: AA2 20
Bantrids are small, anosmatic Barathus are floating blimp-like Bolidas are plated, burrowing arthropods
aberrations with a column-like body telepathic aberrations, reminiscent of adapted to extreme heat who can curl
mounted on an organic rolling foot-orb jellyfish, who can alter their genetic into a ball and roll around.
who can’t abide remaining stationary. code at will.

BORAI BRAKIM BRENNERI


SOURCE: PW 211 SOURCE: AP8 48 SOURCE: AA3 8
Borais are not-quite dead corpses who Brakims are adaptable, industrious Brenneris are friendly otter-like
retain a sliver of their soul, leaving them humanoids acclimated to radiation who diplomats who can swim and hold their
both living and undead simultaneously. have malleable limbs that can stretch, breath for long periods; they usually
shrink, and regrow. keep a comforting object.

CEPHALUME CONTEMPLATIVE COPAXI


SOURCE: PAGE 56 SOURCE: PAGE 60 SOURCE: AA4 22
Cephalumes are curious bioluminescent Contemplatives are brilliant intellectuals Copaxis are a colony of genetically
aquatic cephalopods who have adapted with tiny vestigial bodies and massive identical polyps with an anthropomorphic
to form symbiotic unions with krikiks brains who interact with the world form and coral-like exoskeleton who can
(bioelectric arthropods). through telekinesis and telepathy. slightly manipulate gravity.

DAMAI The Starfinder Roleplaying Game has a staggering


SOURCE: AA2 32
number of alien species for you to pick from when
Damais are scrappy, gray-skinned
humanoids unified in their fight to creating a character. This section provides a snippet
survive the reawakened colossi that of physical and cultural information for those that
inhabit their planet. exist at the time of printing, to help you choose!

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PLAYABLE SPECIES OF STARFINDER


DESSAMAR DIRINDI DRAELIK
SOURCE: AA3 14 SOURCE: AA3 20 SOURCE: AA 36
Dessamars begin life as larval instars, Dirindis are stout, three-eyed humanoids Draeliks are gaunt, yellow nihilists who
later transforming into butterfly-like with an affinity for languages and embrace entropy and have close ties to
imagos; they’re good-natured, whimsical, electricity; they’re comical and prone to the Negative Energy Plane.
dreamers with minor magical powers. exaggeration.

DRAGONKIN DROMADA DROW


SOURCE: PAGE 64 SOURCE: AA3 28 SOURCE: AA 42
Dragonkin are large humanoid dragons Dromadas are swift, long-necked Drow are (often merciless) elves who are
who fly, breathe fire, and form a near- mammalian bipeds with stubby eyestalks acclimated to darkness, may worship
magical bond with a non-dragonkin and keen vision; they are skittish and demons, and have minor magical powers.
partner, traditionally a ryphorian. live in herds.

DWARF ELEBRIAN ELF


SOURCE: CR 506 SOURCE: AP3 53 SOURCE: CR 507
Dwarves are stocky, slow, and skilled Elebrians are power-hungry, humanoid Elves are long-lived isolationists with
with stone; they’re stubbornly fixated on intellectuals with oversized craniums keen senses; they have an innate
preserving their ancient crafts, culture, who can quickly collate information and understanding of magic and deep bond
laws, and enmities. assess their foes’ weaknesses. with nature.

EMBRI ENDIFFIAN ENTU COLONY


SOURCE: AA2 48 SOURCE: AP7 56 SOURCE: AA4 34
Embri are masked mollusks with a Endiffians are humanoids who can Entu colonies are telepathic mobile
rigid social hierarchy; they hide their rearrange their elastic flesh, enabling fungal colonies that feed on emotion and
emotions and are often unknowing them to impersonate other creatures and can temporarily bond in symbiosis with
thralls of Hell. improve their grip. another willing creature.

ENTU SYMBIOTE ESPRASKA FERRAN


SOURCE: AA4 34 SOURCE: AA3 32 SOURCE: AP2 55
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have permanently bonded with another to cold environments who can fly; they scientists who are resistant to radiation
living animal, such as the bat-like adore exploration, self-discovery, and and adapted to high gravity.
nelentu of Agillae-2. experiencing other cultures.

FORMIAN GHIBRANI GHORAN


SOURCE: PAGE 68 SOURCE: AP5 55 SOURCE: AA2 56
Formians are ant-like telepaths with Ghibranis are affable beetle-like humanoids Ghorans are photosynthetic humanoid-
sharp mandibles, chitinous plates, split by lifestyle into either pampered, shaped plants who taste delicious and
exceptional senses, and a hive-based flying urbanists (membranes) or hardy, inherit skills from the ghoran whose
communal society. climbing desert survivalists (husks). seed they sprouted from.

GNOLL GNOME GOBLIN


SOURCE: ALIEN CHARACTER DECK SOURCE: CR 508 SOURCE: AA 54
Gnolls are opportunistic hyena-like Small and spindly fey exiles, gnomes Goblins are fast-paced, manic little
survivalists with predatory senses and are curious and crave new experiences; tinkers with beady red eyes and bulbous
bone-crunching jaws; they value power, drastic coloration and personality heads; they’re adept at working with
strength, and cunning. differences exist between subspecies. scrounged junk.

GOSCLAW GRAY GRIPPLI


SOURCE: AP8 49 SOURCE: AA 56 SOURCE: ALIEN CHARACTER DECK
Gosclaws are opportunistic, flexible, Grays are enigmatic, secretive telepaths Gripplis are small frog-like humanoids
catlike burrowers with short tails, long with glassy eyes and emotionless adapted to swamplands; they are
necks, night vision, and mechanical skill. expressions who probe minds and can exceptional leapers and climbers who were
partially phase from reality. recently exposed to advanced technology.

HAAN HADROGAAN HALF-ELF


SOURCE: AA 58 SOURCE: PAGE 72 SOURCE: CR 509
Haans are large arthropod isolationists Hadrogaans are dimorphic humanoids Possessed of elven and human
who float on gas-filled web balloons, who live in symbiosis with kallestrine, a heritage, half-elves are adaptable social
spit flammable gas, value tradition, and crystalline nervous system that resides chameleons with slightly pointed ears.
forbid technology. within their bodies.

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HALFLING HALF-ORC HANAKAN


SOURCE: CR 511 SOURCE: CR 510 SOURCE: PAGE 76
Halflings are lucky, small-statured Descended from humans and orcs, half-orcs Hanakans are small, bipedal oviraptors
optimists who possess quick reflexes, are intimidating, green-skinned survivors adapted to numerous atmospheres; they
exceptional body control, boundless who remain tenacious despite generations embrace magic, eschew electricity, and
confidence, and a love of community. of adversity, prejudice, and oppression. have a feathered crest and tail.

HOBGOBLIN HORTUS HUITZ’PLINA


SOURCE: AA2 76 SOURCE: AA3 50 SOURCE: AA4 46
Hobgoblins are battle-hardened, Hortuses are slightly poisonous spongy Huitz’plinas are arboreal bipeds with
warmongering goblinoids with a rigid fungi with a laid-back attitude; they can prehensile tails and spined flesh who
militaristic society; they’re cunning, release spores to alter their surrounding glimpse the future through hazy visions
fearsome, and merciless. atmosphere. and gut feelings.

HUMAN IFRIT IJTIKRI


SOURCE: CR 44 SOURCE: AP13 60 SOURCE: AA3 54
Humans are driven by ambition and Descended from efreet and other fire Ijtikris are air-breathing, squid-like
curiosity to create, discover, excel, creatures, ifrits are fiercely independent aberrations with an oblong hardened
explore, and possess. Adaptable and planar scions who possess affinity for head and numerous tentacular arms;
determined, they’re ubiquitous. and resistance to fire. they spend their infancy underwater.

IKESHTI ILTHISARIAN IXTANGI


SOURCE: AA 64 SOURCE: AP5 56 SOURCE: AA4 54
Ikeshtis are small, desert-dwelling Ilthisarians are large, multiheaded Ixtangis are slender, reptilian bipeds
lizardfolk with a violent life cycle; they serpentlike humanoids with snapping with wide-set eyes, retractable tongues,
shed their scales and can squirt blood jaws and forked tails who can swim and and barbed stingers who can climb and
from their eyes. are inured to poison. change their coloration.

IZALGUUN JUBUBNAN KAA-LEKI


SOURCE: AA3 58 SOURCE: AA4 56 SOURCE: AP38 59
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isolationists capable of adopting a bipedal resembling one-legged toads who have humanoids speckled with emotion-
or quadrupedal stance; they eschew extraordinary balance; they can swim, attuned luminescent moss; they hunt
technology for a hunter-gatherer lifestyle. leap, and inhale to increase in size. constructs and can see through crystal.

KALO KANABO KASATHA


SOURCE: PAGE 80 SOURCE: AA2 88 SOURCE: CR 46
Kalos are aquatic bat-like humanoids Kanabo are fearsome, strong, and Kasathas are four-armed traditionalists with
who swim through icy water on wing- independent otherworldly warriors with elongated craniums; they value history,
like fins; they utilize sonar and value art, both hobgoblin and ja noi oni ancestry. stability, and follow complex societal
education, and history. customs, including covering their mouths.

KAYAL KHIZAR KIIRINTA


SOURCE: AP12 57 SOURCE: PW 212 SOURCE: AA4 62
Kayals are practical survivalists Khizars are plantlike, nature-loving Kiirintas are colorful, mothlike fey with
descended from humans; they’ve telepaths who sense light, taste through feathery antennae whose fluttering
adapted to live on the Shadow Plane and touch, and display emotion through the wings emit sparkles; they prize
can blend into shadows. glow of their seedpod. storytelling and individualism.

KISH KITSUNE KOBOLD


SOURCE: AP4 58 SOURCE: ALIEN CHARACTER DECK SOURCE: PAGE 84
Kish are adaptable three-eyed Kitsunes are good-natured tricksters Kobolds are small, scaled draconic
survivalists with powerful frames and with minor magical powers and two humanoids who are as proud as their
sharp-toothed mandibles; they live in the forms: an anthropomorphic fox (their draconic brethren; they’re scrappy,
ruins of their ancestors’ civilization. true form) and a humanoid. tenacious, and ingenious engineers.

LASHUNTA MARAQUOI MEGALONYXA


SOURCE: CR 48 SOURCE: PAGE 88 SOURCE: AP27 57
Lashuntas are dimorphic antennaed Maraquois are tailed simians with seven Megalonyxas are stocky, animalistic
telepaths with minor psychic powers and reproductive sexes; they cherish family, humanoids with tough hides and a
undeniable charisma; they have a love of deeply mourn the dead, and detect plodding gait due to living in a world
learning and strive for excellence. sound through their skin. with crushing gravity.

OVERVIEW

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PLAYABLE SPECIES OF STARFINDER


MORLAMAW MOYISHUU NESKINTI
SOURCE: AA3 72 SOURCE: AP37 59 SOURCE: AP8 50
Morlamaws are colorful, large-tusked Moyishuus are insightful fey with Neskintis are gorilla-like brachiators
walrus-folk who are adapted to cold colorful skin and crystalline hair who can with short legs; they can glide through
water; they’re usually friendly, orderly, sense, emulate, and harness emotions. the air and are knowledgeable about the
and gullible. natural world.

NUAR ORC OREAD


SOURCE: PAGE 92 SOURCE: AA2 90 SOURCE: AA17 60
Nuars are pale, minotaur-like innovators Orcs are gruff, muscular survivalists with Descended from shaitans and other earth
with sharp horns and a natural gift for protruding tusks and a tendency toward creatures, oreads are calm, stoic planar
engineering, navigation, puzzles, and developing extensive scarring. scions who are resistant to acid.
complex patterns.

OSHARU PAHTRA PHENTOMITE


SOURCE: AA2 92 SOURCE: PAGE 96 SOURCE: AA2 96
Osharus are sluglike scholar-priests that Pahtras are nimble and cautious catfolk Phentomites are survivalists with both
can swim and excrete sticky slime; they who are typically asexual and fiercely dark and thermographic vision; they’re
spend their lives amassing knowledge. individualistic; they value battle, dance, powerful leapers acclimated to high
music, and community. altitudes and thin atmospheres.

PSACYNOID QUORLU RAMIYEL


SOURCE: PAGE 100 SOURCE: PAGE 104 SOURCE: AP21 51
Psacynoids are four-armed skittering Quorlus are three-armed, silicon-based Ramiyels are a single-sex species
quadrupeds with over-large heads; they quadrupedal tunnellers adapted to heat with a feminine humanoid torso and a
cultivate mystical crystals and eschew personal and susceptible to cold; they are peaceful serpentine lower body who revere life
wealth to reinvest in their communities. and ponderous and love music. and nature.

RAXILITE REPTOID REPTOID HYBRID


SOURCE: PAGE 108 SOURCE: AA 92 SOURCE: AP27 59
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are gentle and gregarious; they can shapeshifters, skilled at disguise of a reptoid and the form and traits of a
switch between flowering or seeding and and deception, with a reputation for non-reptoid.
utilize LFAN augmentations. espionage.

RYPHORIAN SAMSARAN SARCESIAN


SOURCE: PAGE 112 SOURCE: ALIEN CHARACTER DECK SOURCE: AA 98
Ryphorians are trimorphic elf-like humanoids Samsarans seek enlightenment and draw Sarcesians are tall, gaunt humanoids
with exceptional hearing whose appearance wisdom from their dimly remembered who can temporarily survive in a vacuum
changes with Triaxus’s seasons: either furry past lives to continue their cycle of by suspending their respiration and
winterborn, hairless summerborn, or transitional. reincarnation. growing energy wings.

SAZARON SCREEDREEP SCYPHOZOAN


SOURCE: AA3 90 SOURCE: AP8 51 SOURCE: PAGE 116
Sazarons are large, club-tailed Screedreeps are small, furred sycophants Scyphozoans are amphibious jellyfish
quadrupeds with a humanoid torso and with big eyes, drooping ears, and with a squishy, translucent body, acidic
saurian lower body; they’re scholarly and stooped stances; they are cosmopolitan, tentacles, and a heightened ability to
resistant to electricity. perceptive and value predictability. sense vibrations.

SELAMID SEPREVOI SHAKALTA


SOURCE: AP5 60 SOURCE: AP5 61 SOURCE: AA3 92
Selamids are sapient protoplasmic oozes Seprevois are four-legged simians Shakaltas are colorful psychic souls
with malleable forms; they can sense accustomed to living in zero-gravity who merge with another shakalta upon
vibrations and move even in zero gravity. environments; they’re susceptible to adulthood, forming a new body shared
disease and resistant to radiation. between two souls.

SHATORI SHIMREEN SHIRREN


SOURCE: AA3 94 SOURCE: PAGE 120 SOURCE: CR 50
Shatoris are tranquil immortals Shimreens are radiant, crystalline Shirrens are insectile telepaths whose species
transformed by proximity to the humanoids who are resistant to diverged from a predatory hive mind; they’re
Boneyard; they have translucent flesh electricity and who can shift their limbs addicted to individualism and dedicated to
and luminescent bones. into weapons. spreading freedom, peace, and community.

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SHOBHAD SKITTERMANDER SPATHINAE


SOURCE: AA 104 SOURCE: AA 106 SOURCE: AA3 100
Shobhads are tenacious four-armed giants Skittermanders are small, excitable, six- Spathinae are tiny insects who organize
from nomadic clans; they’re ferocious armed humanoids with colorful fur; they’re into a humanoid-shaped biological and
combatants whose lives revolve around incredibly friendly and cooperative, and neural network, becoming a distributed
honor, hunting, and survival. adore helping others. sapience with unified purpose.

SRO STELLIFERA STRIX


SOURCE: PAGE 124 SOURCE: AP8 52 SOURCE: PW 214
SROs are sentient robotic organisms so Stelliferas are diminutive cuttlefish-like Strix are generous technophiles adapted
complex they attract a soul, develop true creatures who psychokinetically maintain to darkness and wary of outsiders; they
artificial intelligence, and gain free will. a watery body around themselves; they fly on black-feathered wings and live
communicate through color and telepathy. communally.

SULI SVARTALFAR SYLPH


SOURCE: AP14 58 SOURCE: AP11 60 SOURCE: AP14 59
Descended from janni, sulis are planar Svartalfars are fey exiles who settled on Descended from djinn and other air
scions who are resistant to elemental the Shadow Plane; they’re calculating, creatures, sylphs are planar scions who
energy and who can harness that energy graceful, and patient. are resistant to electricity and who can
in battle. occasionally fly.

TELIA TIEFLING TRINIR


SOURCE: AA3 112 SOURCE: AA2 98 SOURCE: AP22 61
Telias are genial, tortoise-like storytellers Descended from fiends, tieflings are planar Trinirs are small, biotechnological,
who can swim and erase their own scions who possess numerous resistances; beaked humanoids who recently
memories; their shells record their life they’re nimble and stealthy, and they can dim awakened from hibernation on an ice
experiences. surrounding light. world with no memory of their origins.

TROX TRYZIARKA UNDINE


SOURCE: PAGE 128 SOURCE: AA4 126 SOURCE: AA18 58
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burrowers with a fearsome appearance hairless bipeds who bond with creatures, undines are planar scions
and multiple vestigial arms; they tend karakande, tattoo-like symbiotic oozes who are resistant to cold and excellent
toward peace and spirituality. that bestow magical powers. swimmers.

UPLIFTED BEAR UROG VARCULAK


SOURCE: PAGE 132 SOURCE: PAGE 136 SOURCE: AA3 126
Uplifted bears are sapient, bipedal bears Urogs are exacting, semiconductive, silicon- Varculaks are undead who remember
created through genetic modification; based telepaths who are logical and patient; little of their previous life and are
they’re strong, swift, excellent climbers, they enjoy mathematics, scientific inquiry, susceptible to silver; they often unnerve
and they can speak telepathically. and precision problem solving. their living counterparts.

VERTHANI VESK VILDERARO


SOURCE: AA 118 SOURCE: CR 52 SOURCE: AP8 53
Verthani are tall humanoids with bulging Vesk are muscular reptilians from a Vilderaros are amphibious, three-legged
black eyes; they can alter their skin’s militaristic empire; they are fearless, creatures with a column-like body and
pigmentation, and they embrace cutting- honorable, and proud and value might a crown of tactile tentacles; they have
edge technology and cybernetics. and combat prowess. excellent spatial awareness.

VLAKA WITCHWYRD WOIOKO


SOURCE: PAGE 140 SOURCE: AA 122 SOURCE: AP2 60
Vlakas are wolflike bipeds adapted to the Witchwyrds are secretive, four-armed, Woiokos are charismatic humanoids
cold who are empathic, supportive, and intergalactic traders who absorb with eel-like flesh who can swim;
community-oriented; they’re often born and shoot magic missiles; they’re the they’re either air-breathing floatborn or
deaf or blind. progenitors of kasathas and shobhads. amphibious, underwater deepborn.

WORLANISI WRIKREECHEE YSOKI


SOURCE: PAGE 144 SOURCE: AA 124 SOURCE: CR 54
Worlanisis are small, incredibly lucky, Wrikreechees are amphibious, mollusk- Ysoki are scrappy ratlike survivors with
four-armed telepaths with bright blue like filter feeders with grasping forelimbs; expandable cheek pouches who are tech-
skin; they can climb well, and their horn- they live in tight-knit colonies and value savvy, street-smart, and fiercely loyal to
cones amplify mental signals. history, mathematics, and philosophy. friends and family.

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CUSTOM SPECIES BUILDER


The Starfinder Roleplaying Game provides more than 100 playable species
to choose from, but it’s missing a particularly fascinating species: the
one you’ve yet to create! This article gives you tools and tips for making
your own contribution to the galaxy’s panoply of species (while ensuring
it’s of an appropriate power level for most games). Of course, you’ll still
want to collaborate with your GM and other players to make sure it’s a
good fit for your game.

Ability Score Adjustments


Most playable species have one of two adjustments. First, they
might grant a +2 bonus to a single ability score of the character’s
choice (like humans). Second, they might grant a +2 bonus to
two specific ability scores and a –2 penalty to a third (like vesk).
The first option is simplest and recommended.

Hit Points
Typically, a species grants 4 Hit Points at 1st level. In some
cases, you might instead have the species grant 2 (for smaller or
frailer creatures) or 6 Hit Points (for especially tough species).

Size, Speed, and Senses


Most creatures are Medium size, though your species can
also be Small or Large. Making a species smaller than Small
requires further considerations about how they might interact
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with a galaxy built for larger creatures, and mechanically Tiny


characters usually have 0-foot reach that makes combat difficult.
A NONLINEAR APPROACH On the other hand, Huge and larger playable species become
You’ll see there are numbered steps in the species creation difficult to incorporate with most parties and adventures; many
process because there’s no correct order. Sometimes you’ll areas just aren’t big enough to accommodate them! If you create
be first inspired by an idea for an alien culture (page 45) and a Large species, their default reach is 5 feet (like that of most
home world (page 46), then follow with its physiology (page Medium creatures), but you might give them a 10-foot reach.
44), both of which then inform its mechanical traits (page The default land speed is 30 feet. A species can have a single
42). Or you might come at it from the other direction, finding additional movement speed, but consider the physiological
a fun combination of mechanics that you then justify with an source of that speed and the environmental pressures that
interesting culture and bizarre physiology. Feel free to skip would’ve shaped its evolution. Choose from the following list:
around the process and adjust as you learn more about your burrow 20 feet, climb 20 feet, fly 20 feet (average or clumsy
species, using what inspires you and ignoring what doesn’t. maneuverability), or swim 30 feet. You might also reduce
Inspiration: You might want to recreate a species you’ve the species’ land speed by 10 feet to increase the additional
seen in a movie, novel, or elsewhere—go for it! By the end of the movement speed by 10 feet.
process, your choices will make your re-creation unique. Default vision is explained on page 260 of the Core Rulebook. A
Questions: Several sections include questions meant to species can also have low-light vision as well as either blindsense
inspire you; consider as many or few as you find helpful. (emotion, life, scent, sound, thought, or vibration) with a range
of 30 feet or darkvision with a range of 60 feet. Again, consider
MECHANICS its physiological source and evolutionary reason for existing.
When you’re creating a new species, the game mechanics You can instead give your species both the sightless universal
might be at the forefront of your mind, yet many of the creature rule and blindsight (emotion, life, scent, sound, thought,
most compelling species have mechanics deeply intertwined or vibration) with a range of 60 feet.
with their physiology and culture, evoking rich visuals and Finally, consider how many abilities above you granted your
narratives. If you have specific mechanics you want to use, it’s species. If your species has powerful extra senses, an additional
okay to start there! Don’t be afraid to look at other sections first, movement type, and other perks so far, it might be best to pick
such as physiology (page 44) or home world (page 46), and let one less regular combat or noncombat ability (pages 44–45) to
the decisions you make there inform those mechanics. keep the power level roughly in line with other playable species.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
OVERVIEW

CLASSES

EVOLUTIONIST

CLASS
OPTIONS

SPECIES

PLAYABLE
SPECIES

SPECIES
BUILDER

SPECIES
PROFILES

NPC
GALLERY

INDEX

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Creature Type
Choosing a creature type is largely thematic, rather than
mechanical. Many creature types include additional abilities like
SPECIES VERSUS INDIVIDUAL
darkvision, specific immunities, or other abilities appropriate for
It’s important to keep in mind that you’re creating a species, not an
NPCs designed using Alien Archive, yet you shouldn’t apply these
individual character (though, of course, the hope is that you and
abilities to your species automatically. Instead, consider them as
others will create characters of your new species). As such, paint in
inspiration. The creature type might inform your species’ abilities,
broad strokes; among individual members of a culture, there will be
physiology, and culture, or you might choose a creature type that
plenty of exceptions to the overarching trends. Also keep in mind
best fits traits you’ve already chosen. You can also roll on Table
that individual members of the species whose life experience is of an
2-5: Creature Type on page 46 if you want to select randomly.
entirely different culture (or cultures) won’t necessarily have strong
If your creature is aquatic, you can give it the water
links to that of their species’ home world.
breathing universal creature rule. If you do, you can also give it
The most interesting part comes when creating a character of
the amphibious universal creature rule.
your species; you can decide how exposed they were to their home
world’s culture and what pieces they strongly identify with and
Special Abilities and Weaknesses which they might resist.
Your species should gain several special abilities, which are
broadly divided into combat and noncombat abilities. Your
species should receive some of each to remain balanced in play
against other species. Both categories have stronger abilities (the
first 8 options listed on the corresponding table) and numerous OTHER ABILITIES
regular abilities. Choose either one stronger combat ability or It’s often appropriate for a species to have a very specific ability
two regular ones, then do the same for noncombat abilities. tied to its culture or physiology. While such abilities are beyond the
Don’t choose the same ability more than once. As with all steps, scope of this species builder, which is meant to provide an easy and
consider the physiological or cultural sources of the ability and balanced way to create new species, you can work with your GM to
feel free to adjust the flavor of it to match your species concept. create them, using the abilities presented here as rough guidelines
You can also determine your abilities randomly. If you want to roll for what’s appropriate.
on a table for one stronger ability, roll a d8. If you want to roll for two
abilities, reroll any results of 8 or less, as well as any duplicate results.

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TABLE 2–1: COMBAT OPTIONS


D100 NAME DESCRIPTION
1 Breath weapon As a standard action, this species can breathe a 30-foot cone that deals 1d6 energy damage, of an energy type chosen when
you choose this ability. At 3rd level, add 1-1/2 × character level to the damage. A creature in the cone can attempt a Reflex save
for half damage (DC = 10 + half the species’ character level + their Constitution modifier). This species can’t use this ability again
until they’ve spent a Resolve Point to recover Stamina Points after a 10-minute rest.
2 Evasive This species gains a +1 bonus to AC.
3 Exceptional fortitude This species gains a +1 bonus to Fortitude saving throws.
4 Exceptional will This species gains a +1 bonus to Will saving throws.
5 Exceptional reflexes This species gains a +1 bonus to Reflex saving throws.
6 Extendable limbs This species’ reach increases by 5 feet.
7 Extra feat This species gains an extra combat feat at first level.
8 Projectile This species can generate and launch a projectile from its body as a ranged attack that targets KAC and deals 1d6 damage;
choose whether this is bludgeoning, piercing, or slashing damage when you choose the ability. At 3rd level, add the character
level to the damage. Increase the damage by 1d6 at 6th level and every 3 levels thereafter. This species can’t use this ability
again until they’ve spent a Resolve Point to recover Stamina Points after a 10-minute rest.
9–16 Alerting presence Once per day at the beginning of a combat in which it isn’t surprised, this species can grant allies within 50 feet who can hear it
a +4 morale bonus to their initiative checks for that combat.
17–20 Amorphous This species has the amorphous universal creature rule.
21–24 Climbing Master This species isn’t flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger.
25–28 Damage reduction This species gains damage reduction equal to their base attack bonus. Choose two of the following: bludgeoning, piercing, or
slashing. The DR can be overcome by the two chosen damage types.
29–32 Defensive aspect When this species takes the total defense action, they gain a +6 bonus to their Armor Class instead of the normal +4 bonus, and
they also gain the unflankable universal creature rule until the start of their next turn.
33–36 Dexterous movement Each time they move their speed, this species can ignore the first square of difficult terrain.
37–40 Distracting noise As a standard action, this species can use its physiology to create a noise. All creatures within 15 feet that can hear must
attempt a Will saving throw (DC = 10 + half the species’ character level + their Wisdom modifier) or gain the off-target condition
for 1 round. This is a mind-affecting, sense-dependent ability.
41–44 Elemental affinity When this species makes a melee attack, it can change half the damage of that attack to an energy type (acid, cold, electricity,
fire, or sonic) chosen when you choose this ability.
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form of energy resistance. You can gain this ability multiple times, choosing a different energy type each time.
57–60 Exceptional resilience This species gains a +2 bonus to saving throws against either mind-affecting effects or up to three of the following types of effects,
chosen when you choose this ability: bleed, charm, death, enchantment, fear, illusion, paralysis, poison, polymorph, sleep, and stunning.
61–64 Ferocious charge This species has the ferocious charge universal creature rule.
65–68 Ferocity This species has the ferocity universal creature rule.
69–72 Flexible This species can move through an area as small as one-half their space without squeezing or one quarter their space when squeezing.
73–76 Mighty grip This species gains a +2 species bonus to grapple combat maneuvers and Athletics checks to climb.
77–80 Multiarmed This species gains the multiarmed (4) universal creature rule.
81–84 Natural weapons This species has the natural weapons universal creature rule, with a kinetic damage type chosen when you choose this option.
85–88 Sheltering This species increases the bonuses to AC and Reflex saves granted by partial cover, cover, and improved cover by 1.
89–92 Speedy One of this species’ speeds increases by 10 feet, chosen when you choose this option.
93–96 Sturdy This species gains a +4 bonus to AC against bull rush, disarm, reposition, and trip combat maneuvers.
97–100 Warding spines This species bristles with thorns, quills, or spikes. A creature attacking the species with a natural weapon or unarmed strike
takes 1d4 piercing damage; as a reaction, the species can thrash and add its character level to the damage dealt.

Weaknesses are optional, and they don’t grant additional or otherwise, that share similar physiological traits? Do these
abilities. Example weaknesses appear in Table 2–6: Weaknesses, other creatures have traits that counter or complement your
and you can invent your own, though you should avoid species’ traits? What advantages or challenges might your
sweeping penalties to AC or d20 rolls. Some weaknesses allow species face in an environment built for humans?
a saving throw (DC equals 13 + 1/2 the level, item level, or CR of You might have already chosen a creature type in a different step.
the source that triggered the weakness ) to negate their effect. If not, you can roll a random one on Table 2–5: Creature Type. You
might want your creature type to inform your species’ general body
PHYSIOLOGY shape and exterior, but you can roll on Table 2–3: Body Shape and
In determining the species’s appearance, you can use the tables Exterior for random choices to get some interesting combinations!
above, inspirations from other media, or a mashup of both. Likewise, you might know what limbs your species has, but you
Regardless, consider how a home world and evolutionary (or other) can also randomly determine those limbs and how many there are
pressures might have shaped, or continue to shape, its physiology. by rolling 4d6 and using Table 2–4. The first d6 roll determines the
Consider how members of your species differ in appearance number of upper limbs your species has. The second roll tells you
and physiology. What does your species eat? What eats your what type of limbs those are. Similarly, the third roll tells you the
species? Are there other creatures on their home world, sapient number of limbs your species uses for locomotion, and the fourth

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
TABLE 2–2: NONCOMBAT OPTIONS
D100 NAME DESCRIPTION OVERVIEW
1 Change shape As a standard action, a member of this species can assume the appearance of a specific creature of their size. They gain a +10 bonus
to Disguise checks to appear as that creature. This ability otherwise functions as disguise self, except the creature can remain in this
CLASSES
form indefinitely. The individual chooses their shape change identity at character creation, and a species might be limited to only
specific creature categories (such as a Medium humanoid).
2 Easily Augmented This species can install an additional augmentation into one system that already has an augmentation.
EVOLUTIONIST
3 Second chance Choose a saving throw or two skills. Once per day when this species fails a save or skill check of the chosen type, they can reroll it
and use the second result.
4 Sense through This species has the sense through (vision) universal creature rule; this can sense through only one of the following materials, CLASS
chosen when you choose this ability: smoke, stone, metal, or wood. OPTIONS
5 Skill specialization This species gains a +2 bonus to checks with one or two skills, chosen when you choose this ability.
6 Skilled This species gains an addition skill rank at 1st level and each level thereafter. DRIFT IN
SPECIES
CRISIS
7 Spellcasting Choose one 1st-level spell and two 0-level spells from a class’s spell list. This species can cast the 1st-level spell once per day as a spell-like
ability and can cast the 0-level spells as at will spell-like abilities. These spells’ caster level is equal to character level.
8 Telepathy This species has telepathy with a range of 30 feet. PLAYABLE
SPECIES
9–15 Aerobatic This species gains a +2 bonus to Acrobatics checks and, if able to fly, improves its maneuverability by one step.
16–23 Camouflaged This species gains a +3 bonus to Stealth checks when in a specific biome, chosen when you choose this ability: aquatic, arctic, desert,
SPECIES
forest, marsh, mountain, plains, subterranean, urban.
BUILDER
24–31 Carrier This species increases its carrying capacity by 50%.
32–39 Collective This species gains a +2 bonus to skill checks for the aid another action. A creature using the aid another action to assist this species’
SPECIES
skill check gains a +2 bonus to their check. PROFILES
40–47 Communicator Choose one of the following: comprehend languages, mindlink, or share language. This species can cast the chosen spell as a spell-
like ability once per day, using character level as the caster level.
NPC
48–55 Eclectic Knowledge This species chooses two skills at character creation and adds those to their list of class skills. GALLERY
56–63 Jumper This species halves the DC of Athletics checks to jump.
64–71 Limited telepathy This species has limited telepathy with a range of 60 feet.
INDEX
72–79 Multicultural This species learns an additional language for every even-numbered rank gained in the Culture skill.
80–86 No breath This species has the no breath universal creature rule.
87–93 Photosynthesis This species can undergo photosynthesis to gain nutrition instead of eating. The species can go without light for 3 days, after which
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94–100 Rapid recovery Once per day, when this species takes a 10-minute rest to regain Stamina Points, they can additionally recover Hit Points as though
they’d taken a full night’s rest.

roll tells you what kind they are (though you can just reuse your CULTURE
second result if you want your species’ limbs to be consistent). A species’ culture provides social context in which individuals
exist. Any given character of your species might fully embrace
TABLE 2–3: BODY SHAPE AND EXTERIOR each cultural value of that overall species, might reject all of
them, or—most likely—fall somewhere in between. Of course,
D4 SHAPE EXTERIOR
any given character might also have grown up disconnected
1 Tall Skin
2 Wide Scales from the traditional culture of their species, adopting another
3 Round Feathers (which you can also create using this system, or you can choose
4 Asymmetrical Slime from the many featured in other Starfinder products).
Asking yourself questions can prompt exciting ideas
that make the culture more engaging and believable. How
TABLE 2–4: LIMBS widespread is your species’ culture? How does your species’
D6 NUMBER TYPE culture look upon those who set off to adventure throughout
1 1 Arm/Leg the galaxy? What traditions are important for those who leave
2 2 Wing the home world behind to carry on? What holidays does your
3 3 Fin species’ culture celebrate? How are extraplanar outsiders
4 4 Tentacle
treated? Are there any idioms or customs that those unfamiliar
5 5+ Insectile
with the culture would nevertheless immediately understand?
6 6 Unusual

Note that even a species with 0 or 1 manipulation limbs is still Cultural Attributes
considered to be able to wield two hands’ worth of equipment. One way to think about your species’ culture is through
If your species has 3 or more limbs, consider giving it the the presence and interaction of certain cultural attributes—
multiarmed universal creature rule as one of its special abilities, accord, alignment, magic, religion, and technology—as defined
though you might decide that one or more limbs are extraneous, (and explored in depth) in other Starfinder products, such as
vestigial, or otherwise unable to hold and wield objects. Either the Starfinder Deck of Many Worlds and Starfinder Galaxy
way, limit the multiarmed ability to 6 or fewer limbs. Exploration Manual. Each should be considered the average or

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TABLE 2–5: CREATURE TYPE


D12 TYPE DESCRIPTION
1 Aberration A creature with biology that defies reason.
2 Animal or vermin A creature with relatively straightforward (Earth-like) biology.
3 Construct A magically animated object or artificially constructed creature that attracts a soul.
4 Dragon A reptilian creature, usually winged, often with magical or otherwise unusual abilities.
5 Fey A creature with supernatural abilities and connections to nature or to some other force or place.
6 Humanoid A creature that generally has a humanlike torso, two (or sometimes more) arms, two legs, and one head.
7 Magical beast An animallike creature with supernatural or magical abilities.
8 Monstrous humanoid A creature similar to a humanoid but with monstrous or animalistic features.
9 Ooze An amorphous or otherwise mutable creature.
10 Outsider A creature at least partially composed of the essence (but not necessarily the material) of a plane other than the Material Plane.
11 Plant A creature that’s a plant with a magical, supernatural, or technological source of sentience.
12 Undead A once-living creature (likely formerly one of the above creature types) animated by magic or advanced technological forces.

TABLE 2–6: WEAKNESSES


D10 NAME DESCRIPTION
1 Dual nature Choose a creature type. For effects targeting creatures by type, this species counts as its creature type and as the chosen
creature type (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is
worse for abilities that affect both types).
2 Light blindness This species has the light blindness universal creature rule.
3 Limited augmentation One of this species’ normal systems for augmentations, chosen when you choose this weakness, can’t hold an augmentation.
4 Psychic sensitivity This species takes a –1 penalty to saving throws against mind-affecting effects and takes +1 damage per damage die from
mind-affecting spells, weapons, and other effects.
5 Susceptible to acid When this species takes acid damage, it takes ongoing acid damage equal to its level as if affected by a weapon with the
corrode critical hit effect (Fortitude negates).
6 Susceptible to cold When this species takes cold damage, it becomes fatigued for 1 round (Fortitude negates); this doesn’t cause an already
fatigued character to become exhausted.
7 Susceptible to electricity When this species takes electricity damage, it becomes staggered for 1 round (Fortitude negates).
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9 Susceptible to sonic When this species takes sonic damage, it is deafened for 1d4 rounds and has a 10% chance of also being stunned for 1
round (Fortitude negates both effects).
10 Uncommon allergy Choose a material like silver or saltwater. Contact with at least a handful of the material deals 1d6 damage per round to
this species. This effect is negated by the environmental protections built into most armor.

tendency of the culture, rather than a set of hard and fast rules Tradition/Progress: Is the culture steeped in history and
that every member of that culture observes. tradition, constantly looking ahead to the next development or
Accord in this context is a measure of a culture’s cooperation, using one to inform the other?
both among individuals and with the galaxy at large. The Community/Individual: Does the culture promote the needs
culture’s predominant alignment shapes many approaches to of the many over those of the few, encourage and empower
justice, altruism, and rules. You can use the relative presence individuals to enrich themselves regardless of the impact on
or absence of magic, technology, or both to think about how others, or fall somewhere in between?
these features have shaped your species’ culture and their Liberty/Law: How tightly does society regulate individual or group
interactions with the galaxy. Finally, religion can shape a behavior, and where does one’s rights end and another’s begin?
culture, whether monotheistic, diverse, or purposefully Exceptionalism/Universalism: Does the culture embrace and
defiant despite a setting where the gods are very real. For an learn from the galaxy’s diversity, hold itself up as the shining
overview of deities and other faiths, see pages 482–493 of example to the rest of the galaxy, or do a little bit of both?
the Core Rulebook, and you can find even greater depth and
more options on pages 100–123 of Starfinder Galactic Magic. HOME WORLD
Which faiths are especially prevalent, adored, or detested by Most—but not all—species evolve on a single world, shaped by
your species? its environmental pressures and events both mundane and
magical. As with any other step, you can start here or simply
Values use this framing to consider your species’ past, present, or
Beyond the attributes above, you can explore culture through future. Starfinder offers several ways to create your species’
various spectrums, like the examples below. Each presents home world. You can use the Deck of Many Worlds to get a
two ends of that spectrum and a middle ground. Yet these randomly generated world (one of millions of possibilities) with
dichotomies can become more engaging if you include major just a few of that accessory’s 100 world cards. You can also use
exceptions. For example, a society could believe in unhindered Galaxy Exploration Manual to create a world (or expand on one
progress… except regarding some sacred, ancient institution. conceived with the Deck of Many Worlds). Or you can repurpose

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
an existing Starfinder world (or even mash up several), pulling
from any number of sources, including Starfinder Pact Worlds, OVERVIEW
Starfinder Near Space, or the backmatter of Adventure Path
volumes. Regardless of the method, it’s helpful to explore the
CLASSES
interplay between a species and its home world’s physical and
cultural characteristics, as the influence is often bidirectional.
While your species’ home world likely has numerous biomes, EVOLUTIONIST
your species likely evolved in and adapted to primarily one or
two, which you can pick or roll for on Table 2–7: Biomes.
CLASS
OPTIONS

TABLE 2–7: BIOMES DRIFT IN


SPECIES
CRISIS
D10 BIOME
1 Airborne
2 Aquatic PLAYABLE
SPECIES
3 Arctic
4 Desert
5 Forest SPECIES
with magical volcanoes. We don’t need much more than that to BUILDER
6 Marsh
get started! Looking at the questions in the home world section,
7 Mountain
we decide our species treats the environment with care and SPECIES
8 Plains PROFILES
9 Subterranean harvests a unique magical obsidian formed by the volcanoes,
10 Urban available only on this world.
NPC
Now let’s get a sense of what our species looks like using GALLERY
Ask some thought-provoking questions as you go. How the physiology step (page 44). Time to let the dice decide! First,
did the environment of your species’ home world shape its we roll on the creature type table and get a 5, so our creature INDEX
physiology and culture? How does your species treat the type is fey. Fey can look like almost anything, but it tells us
environment: with stewardship and care, fear, or disregard for we have a strong connection to some aspect of nature—let’s
finite resources? Is there a resource harvested or skill cultivated say those magical volcanoes! Perhaps our species was born of
here that’s of particular value to the greater galaxy? the volcanoes themselves. Now let’s roll on Table 2–3 for our
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body shape and exterior. We get a 1 and a 3, so our species has


FINAL DETAILS a tall body shape and is covered in feathers—perhaps they’re
Here are a few final touches to consider for your species. birdlike and glide on the hot air generated by the volcanoes.
Name: Names can be difficult! Mashing up roots of words We’ll roll for our number of locomotion limbs (getting a 2, for
related to features of your species can lead to interesting, 2 limbs), but let’s just pick wings as the limb type to match our
evocative names. To help weed out any unintended correlations concept. For our manipulation limbs, we’ll choose two limbs for
for your species’ name, be sure to say the name out loud, have a symmetry and then roll a 5, giving us insectile limbs.
friend do the same, and search for it on the internet. Let’s move on to our species’ culture (page 45). We might
Language: It can be fun to think about the unique features envision them as relatively solitary, at least in adulthood, each
of your species’ language based on their physiology and charged with the cultivation, protection, and harvesting of a
culture; most species have a language with the same name as single volcano. Their culture might value tradition, individualism,
the species’ (or a similar name), but yours might speak only and liberty. It seems like we have a focus on magic and possibly
Common, or widely speak several languages, especially if from religion, though there’s probably the presence of at least some
a home world with several other common sapient species. See technology, in that we want them to harvest magical obsidian.
page 40 of the Core Rulebook for example languages. Alright, let’s explore mechanics (page 42)! First, let’s select
Relative Commonness: Consider how populous and well- fire resistance for our volcano-centric species. That’s one
traveled your species is. How recently did your species contact combat ability, so let’s roll for the other one. We get a 13 for
other worlds? How likely are people in the galaxy to know alerting presence. Let’s say this ability comes from our species’
about your species and its home world? How does that inform innate sense of when a volcanic eruption is imminent, upon
their interactions? which they issue a warning call to creatures in the area. For our
noncombat ability, let’s pick spellcasting and give our species
AN EXAMPLE SPECIES the ability to cast life bubble once per day and detect magic and
As an example, let’s build a species together. We’ll let the psychokinetic hand at will—all handy for a species adapted to a
randomness of the dice determine many attributes, but even so, dangerous magical environment.
we’ll have plenty of interesting choices to make. Let’s finish with some details. We’ll call our species olca (who
Let’s start with a home world (page 46). While we could speak the Olca language, but not Common) and decide they’re
repurpose a world from the Starfinder setting, for now let’s just relatively uncommon in the galaxy, mostly content to remain on
look at Table 2–7: Biomes and say we want a forest world dotted their home world and trade with visitors.

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ASTRAZOAN
Home World: None (significant populations on Absalom Station, Castrovel, and Verces)
Astrazoans resemble seven-limbed starfish whose bodies readily compress and heal, though they rarely take this form. Instead,
these shapeshifters eagerly disguise themselves and blend in among other societies, driven by curiosity and a desire to belong.

With unclear origins and no home world to call their own, This transformation is rapid, accompanied by audible pops
astrazoans have dispersed throughout the Pact Worlds and and cracks as body parts internally detach and reconfigure
beyond to join the galaxy’s cosmopolitan tapestry. However, themselves. Like an invigorating stretch, the process causes
astrazoans only rarely show their true forms to non-astrazoans. mild discomfort, often followed by a rush of adrenaline or
Instead, most live their lives as humans, lashuntas, vesk, and endorphins—a side effect that develops into a psychological
other creatures of the Pact Worlds, preferring a semblance coping mechanism or mild addiction for some. The sensation
of anonymity and not wanting to shock their neighbors’ is most pronounced when an astrazoan has held a form for a
humanoid sensibilities with astrazoans’ peculiar appearances. long time, and they often feel the need to briefly reconfigure
After centuries of Drift travel and trade, most humanoids are themselves at least a few times a year.
accustomed to extremely varied life-forms, yet the astrazoan However, astrazoan transformation has limits. Unfamiliar
tradition of polite secrecy persists. limbs usually aren’t fully functional. Thus, an astrazoan taking
a kasatha shape has limited control of their extra arms, just as
PHYSICAL DESCRIPTION taking a strix shape results in flappable wings that aren’t strong
When an astrazoan lies flat on their belly, they resemble a enough for actual flight. Shapeshifting also doesn’t change the
radially symmetrical starfish with seven limbs, weighing up astrazoan’s interior organs, which resemble blue-gray sacks.
to 180 pounds and having a diameter of 9 feet from the tip Organs merely relocate and are contorted as the new shape
of one limb to the tip of an opposing limb. In practice, an requires, but they otherwise retain their forms. As a result,
astrazoan usually walks upright on five limbs, standing about medical scans can reveal an astrazoan’s unique anatomy. Finally,
6 feet tall, with the remaining two limbs reserved to hold and upon death, an astrazoan’s muscles relax, causing the body to
manipulate objects. slowly shift back into its natural, seven-armed form.
Natural skin color varies, typically being some variant of
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dun, orange, or umber. To the touch, an astrazoan’s skin is Life Cycle


rough like sandpaper due to its thousands of dermal papillae Astrazoan reproduction exhibits extreme flexibility. Each
that the astrazoan can control to replicate a wide range of creature is able to grow male or female reproductive organs as
surface textures and colors. Each arm has a large eye embedded needed. When in their natural form, an astrazoan parent lays an
about halfway down its length along the astrazoan’s backside. egg that hatches after about five months. However, the process
Individually, an eye provides limited visual data, and an reflexively adjusts to the astrazoan’s assumed form, allowing
astrazoan must orient at least four eyes in the same direction to them to lay an egg or carry the developing embryo internally, all
form a clear image. while as much as halving or doubling the gestation or incubation
The only other distinct feature on an astrazoan’s natural body time to better help the parent conform to their assumed form’s
is its mouth, located at the center of their underside. The mouth reproductive physiology.
has a small, retractable beak able to tear apart tougher foods; Young astrazoans are precocious shapeshifters who
however, much digestion occurs externally, with an astrazoan transform often as a form of play. Although youths master the
expelling their stomach to envelop their food and secrete basics quickly, each astrazoan has one or more features that
powerful enzymes into the partly chewed meal. Afterward, they they struggle to replicate for the first decade of life, such as
retract the stomach along with the softened food. Like their being unable to form convincing noses or feet. However, each
stomach, an astrazoan’s other organs are also quite mobile, able newborn reflexively knows how to take on a birth shape based
to be shunted around the body as needed. on their parent’s assumed shape while the egg formed, helping
In fact, nearly all of an astrazoan’s body can shift, contort, infants instinctively blend into a society. Astrazoans reach
and invert as needed. The skeleton is cartilaginous and able physical maturity around 16 years old.
to disarticulate temporarily, providing some structure and
considerable flexibility. Their jellylike flesh is comprised of long HOME WORLD
muscle fibers that can dislocate, flow, and realign into new Astrazoans either don’t know or refuse to divulge where
configurations as needed, allowing them to squeeze through they evolved, leaving the matter in the realms of science
narrow openings and close wounds with ease. Along with their and speculation. They likely originated on the barren world
dermal papillae and countless chromatophores, an astrazoan can Apostae, evidenced by genetic similarities between astrazoans
transform into a variety of functional shapes with extraordinary and an extinct species known as the ilee, which once lived in
precision. Once locked into a new form, involuntary muscles help Apostae’s tunnels. According to pre-Gap records, each ilee had
maintain the shape, even if an astrazoan become unconscious. a completely unique physique and appearance—variation that

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
might mean astrazoans’ shapeshifting abilities are an extreme has made most societies quite accommodating of unfamiliar
mutation of this natural diversity, allowing them to change aliens with strange powers. Nonetheless, this philosophy of OVERVIEW
shapes at will rather than just at birth. It’s possible that ilee concealing identities stubbornly persists among astrazoans,
even created astrazoans as a living time capsule, sequestering perhaps because secrecy saved them from some forgotten
CLASSES
ilee biology to survive some forgotten threat. peril in the past.
Actually proving this theory is difficult. In modern times, the As a result, astrazoans primarily adopt and adapt their host
ilee appear to be extinct, so few samples remain for rigorous societies’ behaviors, customs, languages, and norms. This EVOLUTIONIST
comparison. What’s more, Apostae fell into drow hands during mimicry often drives astrazoans to develop parallel talents to
the Gap, and they restrict access to much of the planet, better blend in, much as how those living among shirrens and
CLASS
inhibiting further study and leaving astrazoans with no home lashuntas often master basic psychic abilities of their own. OPTIONS
world of their own. Instead, astrazoans live scattered across the Likewise, astrazoans often delight in biotech augmentations
Pact Worlds, existing on every habitable world in the system that let them replicate their neighbors’ innate capabilities. DRIFT IN
SPECIES
CRISIS
but strongly favoring places where it’s easier to blend in. That said, not all astrazoans fit into their host cultures
The greatest density of astrazoans lives on Absalom Station, seamlessly or even want to do so. Some of them simply
PLAYABLE
where they easily disappear amid the diverse populace and struggle to maintain their forms and assumed identities, SPECIES
thrive in the cosmopolitan, open-minded society. There, some bouncing from community to community to avoid extended
astrazoans proudly display their native seven-limbed form, scrutiny. A small number become cynical about staying SPECIES
though most prefer to live as humans, androids, lashuntas, and hidden, seeing their host cultures as adversaries rather than as BUILDER
myriad other species. Thanks to the station’s miles of twisting neighbors and therefore using their shapeshifting for personal
corridors and maintenance shafts, astrazoans often work as gain as con artists, spies, or assassins. Others embrace their SPECIES
PROFILES
engineers and tunnel runners by squeezing through tight natural forms and live openly, often with fulfilling results. As
spaces. Other astrazoans thrive as negotiators, information this last group experiences more
NPC
brokers, and sleuths using their shape changing ability to evade GALLERY
notice or set clients at ease. There are also rumors of sinister
astrazoans who have infiltrated Absalom Station’s upper INDEX
echelons, killing wealthy people and stealing their fortunes and
identities in a slow, calculated takeover.
Many astrazoans have made their home on Castrovel,
particularly in the spaceport city Qabarat. Because the majority
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of the planet’s inhabitants are telepathic, many astrazoans


living there purposefully develop psychic techniques
to better blend in among their host cultures. Rumors
tell of astrazoans recruited by elven extremists in
Sovyrian, training the former to spy on Apostae’s
drow. Meanwhile, several astrazoans live on
Verces, where the skin-shifting verthanis often
welcome them as honored guests.
Astrazoans tend to avoid airless or otherwise
hostile environments, where they would have to
rely on magic or technology just to stay alive.
Although airless and toxic worlds—such as the
radioactive Eox or the water world Kalo-Mahoi—
feature spaces for air-breathing visitors, the idea of
being corralled into areas specifically designed for outsiders
discomforts most astrazoans.

SOCIETY
Due to their scattered communities, astrazoans have
little shared culture, and that which exists is often
passed from parent to child for lack of other teachers.
The most common lesson is caution, taught through a
plethora of fables that each have a hundred variations.
These tales convey that many beings associate
shapeshifting with duplicity, that they would
be shocked by astrazoans’ natural forms, and
that it’s best to share one’s true nature only
with close confidantes. In reality, space travel

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ASTRAZOAN IDENTITY
SPECIES TRAITS Changing shape comes easily to an astrazoan, and their
psychology seems adapted to switching and learning from
Ability Adjustments: +2 Dex, +2 Cha, –2 Con
their assumed guises to create a complex patchwork of
Hit Points: 4
identities. Understanding how an astrazoan defines their
Size and Type: Astrazoans are Medium aberrations with the
true self requires exploring how they view their transformed
shapechanger subtype.
bodies and personas.
Change Form: As a standard action, an astrazoan can physically
Astrazoans refer to a borrowed shape as a “skin” when it
alter their form to look like any Medium creature, as long as they
serves only a superficial purpose, such as for a short-term
have seen a similar creature before. They can attempt to either mimic
disguise. Assuming a skin has little lasting effect on an
a specific creature or look like a general creature of the chosen type.
astrazoan’s physiology and psychology. However, the more
The astrazoan gains a +10 bonus to Disguise checks to appear as a
time an astrazoan spends in a skin, the more they develop an
creature of the type and subtype of the new form. The DC of the
accompanying identity, name, set of mannerisms, and values.
astrazoan’s Disguise check isn't modified as a result of altering major
Especially familiar guises are instead considered “selves,”
features or if they disguise themself as an aberration or humanoid
and most astrazoans can compartmentalize up to seven
(though the DC is still modified if the astrazoan attempts to disguise
selves (one stored in each arm’s neural network) they trade
themself as a different creature type). The astrazoan can remain in an
between with little issue. Astrazoans who develop and retain
alternate form indefinitely (or until they take another form).
even more selves—or who become especially dependent upon
Compression: An astrazoan can move through an area as small as
a self—can experience identity blending, where the various
one quarter their space without squeezing or one eighth their space
selves begin blurring together, some of the selves manifest
when squeezing.
simultaneously, or a favored self suppresses all others. In most
Darkvision: Astrazoans can see up to 60 feet in the dark.
cases, astrazoans consider this blending disruptive, yet some
Many Forms: For effects targeting creatures by type, astrazoans
delight in the dramatic transformations.
count as both aberrations and humanoids.
The same kind of plurality that defines astrazoans’
Rapid Revival: Once per day, when an astrazoan takes a 10-minute
personalities and sense of selves also extends to gender
rest to regain Stamina Points, they can additionally recover Hit Points
identity and gender expression. Astrazoans are split between
as though they had taken a full night’s rest.
those who favor a specific gender identity from their host
culture, often assuming skins of that gender, and those who
are more gender fluid.
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and more success in cosmopolitan societies, they’ve inspired NAMES


other astrazoans to shed their disguises in a cultural shift that Just like their identities, astrazoan naming patterns are complex.
might dramatically change the species’ role in the galaxy in Most astrazoans choose a true name for themselves, which they
coming generations. use in their native form, and a different name for each of their
In the meantime, sharing one’s natural form is usually various identities. However, it isn’t unheard of for an astrazoan
a gesture indicating trust or grim determination. Among to go by the same name in each of their identities. Some
friends, assuming their seven-limbed body conveys that an astrazoans reserve their true name for internal monologue or
astrazoan feels truly safe among their companions or that when talking to trusted friends or others of their kind. Those
they’re utterly resolved to overcome whatever challenge lies who embrace their astrazoan identity more openly might reveal
ahead. To enemies, though, dropping their disguise conveys their true name to everyone they meet.
that an astrazoan is done playing games or, worse, that An astrazoan’s true name usually includes three or four
they’re confident nobody witnessing the act will survive the syllables, with the first syllable or two often functioning as a
encounter to spread the word. nickname. Since astrazoans don’t have a language of their own,
Although widespread, astrazoans aren’t especially the origin of these names is unclear, but linguists have noticed
numerous. As a result, they exercise considerable caution in some similarities between them and the ancient names of the ilee
protecting one another to preserve their species. Except in recovered from pre-Gap records. Names chosen for their other
extreme circumstances, astrazoans avoid killing each other, identities, on the other hand, follow the naming patterns of the
even when on opposing sides of a conflict. Astrazoans are host culture.
expected to assist one another, providing resources or aid on
request so long as it won’t seriously compromise the donor’s Sample Names
cover. In communities with numerous astrazoans at risk of Aavadesai, Ailurizai, Ciribaan, Eileewan, Farahan, Kishlinem,
being uncovered and endangered, individuals sometimes Leileeka, Lumivalo, Miyleean, Sunikai, Tsilakar, Xenelei, and Zanilee.
practice ritual exile known as the Eighth Arm Break. Like a
lizard amputating its tail to distract a predator, one astrazoan FEATS
lures investigators away from the community, allows their Although astrazoans are iconic practitioners of these feats,
cover to be blown, and then flees, ideally convincing the these are popular with shapechangers, actors, and spies across
community that the perceived threat is no more. the galaxy.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Flashmorph to further uses of your Morphing Feint for 1 hour unless you also
You can change your appearance in an instant even while moving. spend 1 Resolve Point when using Morphing Feint against it. OVERVIEW
Prerequisites: Change form species trait, change shape Special: If you also have the Improved Feint and Flashmorph
universal monster rule, quick disguise operative exploit, or feats, you can combine the effects of Morphing Feint with any
CLASSES
similar ability at the GM’s discretion. effect that allows you to disguise yourself as part of a move
Benefit: You can use change form, change shape, or the quick or full action (such as from the Flashmorph feat). If you do so
disguise operative exploit as a move action, instead of as a while performing a trick attack, you attempt a Disguise check EVOLUTIONIST
standard action. with a +4 bonus to resolve the trick attack instead of using any
In addition, you can also use one of these abilities as part of a other skill. If you have these two feats as well as the clever feint
CLASS
move action to move up to your speed, or as part of the full action to or clever attack envoy improvisations, once per minute when OPTIONS
use the trick attack class feature. Once you do so, you can’t change you use either improvisation, you can also disguise yourself as
your shape in this way while moving or performing a trick attack part of that action with an item, spell, or ability you could use
SPECIES
until you rest for 10 minutes to regain Stamina Points. as a standard action.
Normal: Using the change form species trait, change shape
universal monster rule, or quick disguise operative exploit is a Shifter’s Eye PLAYABLE
SPECIES
standard action. Your mastery of disguises has made you adept at spotting impostors.
Prerequisites: Change form species trait or Disguise 5 ranks. SPECIES
Masterful Imitation Benefit: When you attempt a Perception check to pierce a BUILDER
Your mastery of disguises allows you to pass for creatures creature’s disguise, you reduce any bonus it gains from any
wildly different from your own species. special ability it used to disguise itself (such as the +10 bonus SPECIES
PROFILES
Prerequisites: Change form species trait or Disguise 7 ranks. to Disguise checks granted by disguise self or the change shape
Benefit: Choose a creature type other than your own (such ability) by 5 or by an amount equal to your ranks in Disguise,
NPC
as undead if you’re a humanoid). You can disguise your species whichever is greater. This can’t reduce the bonus granted by GALLERY
and creature type without increasing the DC of your Disguise any of these abilities to less than 0.
check, provided that your assumed form’s creature type is INDEX
either your own or the type you selected with this feat. Any
other limitations to your assumed form still apply: for example,
you can’t change your apparent creature type with disguise self,
and an astrazoan must change into a Medium creature with
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their change form species trait.


Normal: The DC for Disguise checks is adjusted by +2 to
+5 if you alter major features, by +2 to +8 if you disguise
yourself as a different species of the same creature type,
and by +10 if you disguise yourself as a different creature
type.
Special: An astrazoan can use this feat to assume forms of
the chosen creature type in addition to taking aberration and
humanoid forms when using the change form species trait. You
can take this feat multiple times. Each time you take the feat, it
applies to another creature type you choose.

Morphing Feint (Combat)


Your sudden change of appearance creates an opening for an attack.
Prerequisites: Bluff 1 rank, Disguise 1 rank
Benefit: Whenever you use an item, spell, or ability that
allows you to disguise yourself as a standard action (such
as disguise self, holoskin, the change form species trait, or
the quick disguise operative exploit), you can feint as part of
the action. When you do so, you attempt a Disguise check in
place of a Bluff check to determine the
results of your feint; this doesn’t
include any additional bonuses the
disguise ability grants, such as the
+10 bonus to Disguise checks when
casting disguise self.
Once a creature observes you using Morphing Feint
(whether or not your feint is successful), that creature is immune

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ASTRIAPI
Home World: Colveare (Near Space)
Astriapis are insectile engineers with an innate grasp of systems both magical and mechanical. They have powerful jaws,
waspish wings capable of flight, and the ability to secrete restorative honey.

Astriapis are an arthropodan species who awoke from the Gap to HOME WORLD
find themselves the inheritors of a planet-spanning megalopolis, Colveare is the name of the astriapi home world, referring both to
full of amazing feats of technomancy and bioengineering. Led the planet’s singular encircling land mass and its all-encompassing
by the descendants of warrior-priest revolutionaries, astriapi megalopolis. Many astriapis don’t distinguish these areas from
society is heavily regimented with each astriapi assigned a one another, perceiving them as a conceptual whole. Complex
role in the study and maintenance of an immensely complex technological engineering and infrastructure supports Colveare’s
planet-spanning system whose surface of understanding the natural cycles, seamlessly incorporated into the world by the
species has only scratched. As space travel carried astriapis far forgotten skills of generations past. Geomagnetic bullet trains curve
beyond the bustle of Colveare, some individuals find themselves around the planet’s core; decentralized atmosphere-harvesting
subverting the roles they’ve been assigned and more broadly operations glide throughout the mega-forests of planetary
questioning the wisdom of their Hierarch leaders. arboretums; city-sized solar-powered speedliners skim Colveare’s
artificial oceans, carrying passengers and goods to other districts.
PHYSICAL DESCRIPTION Beneath the soil, a vast network of computer banks infused with
Astriapis are bipedal arthropods with tough, chitinous powerful magic harvest and redirect geothermal energy through
exoskeletons, wide-spanning insectile wings, and large mandibles. colossal vents made according to specified designs researched
Their natural coloration varies between individuals, and vanity from the Plane of Fire. These ever-churning engines generate heat
re-coloration is a popular trend among those with the resources and power for the impressive engineering works of Colveare.
for custom gene editing. Some astriapis carve intricate patterns, Since before the Gap, nature, technology, and astriapis have
pictures, or phrases into their exoskeletons as a method of worked together to sustain Colveare as though part of an
conveying their individual passions and interests; the astriapis of inexhaustible machine. Rooftop groves provide canopy shelter for
Colveare prefer religious and spiritual poetic prose and geometric migratory birds and arboreal fauna, automated stations carefully
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patterns, but astriapis living away from Colveare display carvings monitor artificial reefs for the benefit of their piscine inhabitants,
as varied as any spacer’s tattoos. Astriapi exoskeleton scrimshaw and immense public zoos house the biodiversity that would
is displayed as a wearable work of art as well as a symbol of an be too dangerous or chaotic to exist unmonitored. Sprawling
astriapi’s identity, societal role, and personal goals. arboretums are managed by small armies of rangers, researchers,
Astriapis produce honey as a natural waste byproduct that and foragers who gather fruits and seeds while carefully checking
they excrete out of their mouths in a process that other species the trees for signs of sickness or malnutrition. Deep beneath the
might find off-putting. In astriapi culture, this honey is shared ground, large pest control systems use sonic barriers and other
during religious rituals or sampled to express affection between nonlethal methods of discouraging vermin from intruding into
friends. Other species sometimes covet astriapi honey for its the tunnels and boiler rooms of the city-planet’s inner workings,
restorative properties, but consumable safety laws render the while professional delvers introduce trained predators into the
sale of the honey commercially unviable in most food markets planet’s bowels to eradicate unwanted infestations.
outside Colveare, regardless of any potential health benefits. Colveare’s engineering marvels are both its greatest strength
While the healing compounds within astriapi honey remain and most profound weakness. Sadly, the decades of technological
poorly understood by other species, the substance has played development and striving that created these marvels largely
a role in astriapi evolution and society since before recorded occurred during the Gap. Without their people’s lost knowledge,
history. While omnivorous by nature, many astriapis prefer to astriapis are now locked in a race against time to rediscover and
consume fresh fruits and vegetables to improve the flavor and reverse-engineer their planet’s intricate workings before those
potency of the honey they produce. ultra-complex systems begin to catastrophically degrade and
Though they have larger frames, often standing nearly fail. Astriapis and offworld adventurers often work together to
6 feet tall, the average astriapi weighs between 120 and explore, decipher, and document the ancient technologies that
150 pounds. Their biology prioritizes efficient, lightweight have maintained Colveare’s careful ecological balance for centuries.
structure over muscular mass, allowing the species to fly and Despite their efforts, it’s only a matter of time before a spell
granting them greater mobility. Their notable mandibles are unravels or a machine fails in a way that plunges part, or even all,
particularly dexterous due to twin hinged joints, granting a of Colveare’s districts into a disaster from which it can’t recover.
broad range of movement and gross motor precision. An
astriapi picking something up typically grips the object SOCIETY
between their mandibles to examine it with the powerful Astriapi society is a carefully regimented theological bureaucracy
olfactory antennae around their mouth. devoted to the ideals of the planet’s preservation, led by the

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
reclusive Hierarchs. The Hierarchs historically derive their power For the average astriapi, life is an urban idyll. Energy,
from the magical honey created from the pollen of the zhufera sustenance, and lodging are all plentiful thanks to the titanic OVERVIEW
flower, an endangered species with the final extant specimens infrastructure that dominates the planet, leaving those who
preserved in an undisclosed location by the Hierarchs and work in service to Colveare with plenty of additional income to
CLASSES
their security forces. According to Colveare legend, the original pursue their own projects and interests. Arts and entertainment
Hierarchs were pre-industrial astriapi explorers who discovered are typically produced within Unworking communities. Many
that honey made from zhufera pollen granted its imbibers astriapis travel around their planet as part of their official EVOLUTIONIST
prophetic powers, showing all the astriapi who ate the honey the duties in service to the Hierarchs, the better to comprehend
same vision of ecological disaster and societal collapse—then a their individual tasks by seeing a variety of solutions to similar
CLASS
second vision of cooperation and mutual aid. The first Hierarchs problems and observing the planet as an interconnected whole. OPTIONS
founded a society of warrior-priests dedicated to spreading the While urbane visitors to Colveare might be surprised by the
visions of the zhufera flower and unifying the planet under uniformity of astriapi architecture, local gardens of indigenous
SPECIES
the banner of survival. Thus, the ancient Hierarchs organized plants and carefully tracked populations of native animals
all astriapis across Colveare in creating the planet-spanning provide each region distinctive characteristics to naturalists.
PLAYABLE
megalopolis and its engineering marvels. Astriapis often give local directions based on scents, to the SPECIES
When the Gap ended, astriapi society went through chagrin of species that lack their own powerful olfactory senses.
surprisingly little upheaval for such a densely populated planet. The Hierarchs reside in the Central Beacon, an immense SPECIES
While the initial days of panic were tense, the Hierarchs moved cathedral-like structure on the planet’s equator that extends BUILDER
swiftly to establish order using the immense communications deep into Colveare. The Central Beacon is a labyrinthine tangle
infrastructure they found at their disposal, reestablishing SPECIES
PROFILES
contact over the planet in just a matter of days. As quickly as
the general populace began supporting the Hierarchs’ mission,
NPC
reacquiring the complete knowledge of Colveare has been more GALLERY
difficult and a much slower process. Reports from the planet’s
furthest reaches describe newly rediscovered facilities in INDEX
various stages of degradation, sometimes even containing the
remains of astriapis who were stranded there at some point
during the Gap. Not all these forgotten souls rest easily.
Astriapis on Colveare are raised from the moment of their
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hatching in huge broods with hundreds of siblings, cousins,


and neighbors. They spend their larval years being carefully
monitored for proficiencies and tendencies by an army of
educational instructors and medical professionals. In the final
days before their pupation, each larval astriapi is presented with
the evaluation of their development and the recommendations
for advised career paths on Colveare, split between Dedication
to the City (encompassing engineering, agriculture, and the
natural sciences) and Dedication to the People (including civil
service, education, and medicine). After the year-long pupation,
tradition dictates a new adult astriapi announces their intentions
to serve Colveare, receiving complimentary lodging, food, and
a commensurate salary based on market analysis for as
long as they serve in a role dedicated to the city-planet’s
functions. Much more rarely, an astriapi instead
declares they’ll be a member of the Unworking, the
caste of all those who don’t choose a traditional
occupation. Unworking communities are
largely ignored by the Hierarch’s security
forces as long as they don’t damage
the city or cause disruption, leaving
plenty of space for artists and
innovators to try to earn their living
on their merits; however, those
with a surplus of money and power also offer immoral
or illegal opportunities for profit to those who are unable
to successfully make an independent living outside of the
requirements of the Hierarch’s rules.

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leadership, collectively bargaining on behalf of their members


SPECIES TRAITS and funding the continued independence of the Redoubt. Jitik,
Chief Executive Officer Of The Creative Host (astriapi envoy 9)
Ability Adjustments: +2 Dex, +2 Wis, –2 Str
recently called for a ban on members of the Rising (see Other
Hit Points: 4
Religions On Colveare, below) from proselytizing within the
Size and Type: Astriapis are Medium monstrous humanoids.
Dreamer’s Redoubt. Many of the community’s other residents
Astriapi Movement: Astriapis have a land speed of 30 feet and
have criticized Jitik for bowing to the will of the Hierarchs, but
an extraordinary fly speed of 30 feet with average maneuverability.
Jitik sees the increasing violence between the Hierarchs and
Astriapi Senses: Astriapis have blindsense (scent) with a range of
the Rising as an existential threat to the Dreamer’s Redoubt
30 feet and darkvision with a range of 60 feet.
that can only be avoided by staying out of the middle of the
Honey Production: Once per day, an astriapi can spend 10
inevitable conflict.
minutes to produce a vial of magical honey. This honey functions
Astriapis are physically capable of moving quickly, but
as a mk 1 serum of healing. At 5th level, the honey functions as
their species’ mainstream culture values deliberation as a
a mk 2 serum of healing, and at 9th level, it functions as a mk 3
virtue. They take reverent pride in accomplishing even simple
serum of healing. Regardless of its level, the honey can’t be sold,
tasks, particularly when they serve a greater good or purpose,
and its magical properties expire after 24 hours, when it turns into
and often have strong feelings about using specific tools or
mundane foodstuff.
specialized processes to accomplish tasks rather than choosing
Natural Weapons (P): Astriapis have the natural weapons
the most expedient or efficient method. Astriapis who serve
universal creature rule.
Colveare are polite and industrious, and expressing anything
Scholars of Colveare: Astriapis gain a +2 species bonus to
other than courtesy when working in a professional capacity
Engineering and Mysticism checks.
is considered extremely rude. These astriapis are highly social
and gravitate toward a communal understanding of the world
and society, which is reflected in their lifestyles, laws, and
mainstream culture. They maintain rigid familial hierarchies
of labs, workshops, meeting halls, and meditation chambers. and politely observe occupational caste systems at work.
Here, the massive bureaucracy of Colveare busily interprets Astriapis who don’t serve Colveare, whether living in the ranks
the dreams of the Hierarchs, converting the recounted zhufera of the Unworking or traveling the stars elsewhere, are as
visions into the blueprints, work orders, and dictums from individualistic as any other species, though many of them share
which the rest of the planet take their direction. The Tetulatai, a desire to find a purpose greater than themselves to stand in
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a secretive order of inquisitors, serve as security and law for the meaning and structure they abandoned by rejecting the
enforcement for the Hierarchs, often assigned to tasks of a will of the Hierarchs.
more political nature; many astriapis who are brought to the
Central Beacon by the Tetulatai under suspicion of crimes OTHER RELIGIONS ON COLVEARE
return drastically changed in their thoughts and demeanor, While the Hierarchs’ doctrine of duty to the planet’s ecosystem
if they return at all. Rumors of psychological conditioning, and collective society dominates religious thought on Colveare,
brainwashing, and zhufera-based drugs follow the Tetulatai traces of other religions still linger among individual astriapi
like a shadow, but the order keeps their secrets well hidden. beliefs. Though the Hierarchs have never formally supported the
All entrances into the Central Beacon are heavily fortified, idea, a popular belief among some astriapis is that the zhufera
though persistent rumors of unwatched tunnels deep below visions are a gift from Yarasea, providing divine knowledge that
the planets’ surface circulate, luring those interested in access helps them preserve the planet. Others see the visions as a gift
to the resources and mysteries of the Hierarchs. from multiple gods working together to preserve Colveare for
The largest Unworking community, the Dreamer’s Redoubt, some sort of divine purpose, but no consensus has been reached
exists entirely outside the Hierarch’s plans and goals. This as to which gods or what purpose that might be. Others practice
artists’ community is built into a massive living tree rooted animistic religions that don’t venerate any specific deities but see
into the walls of a sinkhole, with tents dangling from branches the processes of living as sacred communion.
above and the exposed roots below. All domiciles within Counter to these philosophies, a small minority church of
Dreamer’s Redoubt are magically shaped into the still-living Oras has long worried about the attempts by the Hierarchs
heartwood of the tree’s trunk. A robust mutual aid system, to create a system that curtails change. Fueled by this line
where residents share gardens and a rotating schedule of of thinking, a secretive group calling themselves the Rising
tasks, maintains the independence of the inhabitants from have begun to organize among the Unworking, spreading a
the demands of the Hierarchs. The Redoubt’s tree-borough is message that the Hierarch’s overreach is setting the planet up
the most popular spot on the planet for astriapis seeking to for another ecological catastrophe, but this time it will be an
unwind by taking in a live show, gambling on illegal tunnel event of astriapis’ own making. The Rising claim to have access
races, or discussing fashionably controversial politics in to their own dream visions without the use of zhufera pollen,
underground nectar speakeasies that migrate through the a heretical claim that has led the Hierarchs to ban the group
caves below the sinkhole. The Creative Host is a union of poets, from meeting or proselytizing about their teachings. Despite
musicians, actors, and artists that serves as the community’s the religious crackdown, rumors of the group’s apocalyptic

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INTERSTELLAR SPECIES
SPECIES 2
warnings continue to spread, as do
whispers of astriapi pilgrims journeying OVERVIEW
to an undisclosed location within the
Temperate Forest Biome Sanctuary
CLASSES
District 3 to meet with a hidden
Oracle of Oras. Those caught in the blast
radius of a panic grenade must EVOLUTIONIST
NAMES succeed at a Will save or gain the confused
Astriapis’ traditional names consist of condition for a duration according to the
CLASS
their broodname, given to them as larva, followed grenade’s type. OPTIONS
by the designation of their function, like Primary Mk 1 (level 6): 1 round
Bioengineer of the Eighth Maritime District Mk 2 (level 10): 2 rounds
SPECIES
or Apprentice Vehicle Technician Seeking Mk 3 (level 14): 3 rounds
Employment. Astriapis thus place great Mk 4 (level 18): 4 rounds
PLAYABLE
importance on accumulating more precise SPECIES
and descriptive job titles as they grow more Vivara Rifle
experienced, trusted, and valued within their Named for the astriapi engineer who developed SPECIES
fields of expertise. Astriapis living off Colveare the first prototype, these modular railguns BUILDER
might or might not retain these naming conventions, are designed to be quickly disassembled and
depending on their relationship with traditional concealed. Vivara components are subtle yet SPECIES
PROFILES
astriapi values. versatile in design, making them a hit with collectors and
mercenaries. The most popular method of disguising
Sample Names Vivara rifle components among astriapi dissidents is
NPC
GALLERY
Some sample astriapi broodnames include Ainkli, Dewik, to pack the parts into an engineer’s or electrician’s tool
Eenti, Hrikli, Litchki, Nectaca, Oobreet, Pruneep, Qini, Slysstro, kit, camouflaged as spare hardware or esoteric tools. INDEX
Undrigi, Vitvi, Wixeek, Xritrik, and Zrangki. These weapons have been used by violent cells of the
Rising in guerrilla attacks and covert operations, so
WEAPONS being caught in possession of a Vivara rifle is a serious
Astriapis developed the following widely available weapons. offense on many parts of Colveare, punishable by exile or
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even death.
Panic Grenade
When an early attempt at creating synthetic zhufera honey Singing Stinger
went awry, the resulting hallucinogen was aerosolized and These weapons look and function like ordinary musical
weaponized by the Rising as a method of causing mass chaos in a instruments when broken down, with a clip holding varying
short period of time. These hybrid grenades assault those in the lengths of piping into the shape of an oboe. However,
blast radius with terrifying illusions of disastrous cataclysms, surreptitious rifling and threading in the pipes allows the
ravenous beasts, and other nightmarish hallucinations, causing instrument to function as a blowgun that fires darts when
those who succumb to the visions to fight, flee, or freeze. fully assembled.

TABLE 2–8: VIVARA RIFLES


TWO-HANDED WEAPONS LEVEL PRICE DAMAGE RANGE CRITICAL CAPACITY USAGE BULK SPECIAL
PROJECTILE WEAPONS
Vivara rifle, low-flux 4 2,100 1d8 P 50 ft. — 6 1 1 BreakdownAR
Vivara rifle, mid-flux 8 7,500 2d8 P 60 ft. — 6 1 1 BreakdownAR
Vivara rifle, high-flux 12 27,600 4d8 P 70 ft. — 6 1 1 BreakdownAR

TABLE 2–9: SINGING STINGER


ONE-HANDED WEAPONS LEVEL PRICE DAMAGE RANGE CRITICAL CAPACITY USAGE BULK SPECIAL
UNCATEGORIZED
Singing stinger 1 200 — 20 ft. Injection +2 1 dart 1 L Analog, breakdownAR, injection,
professional (musician)AR, subtleAR

TABLE 2–10: PANIC GRENADES


NAME LEVEL PRICE RANGE CAPACITY BULK SPECIAL
Panic grenade, mk 1 6 1,400 20 ft. Drawn L Explode (5 ft.; see text)
Panic grenade, mk 2 10 5,600 20 ft. Drawn L Explode (10 ft.; see text)
Panic grenade, mk 3 14 22,400 20 ft. Drawn L Explode (15 ft.; see text)
Panic grenade, mk 4 18 89,600 20 ft. Drawn L Explode (20 ft.; see text)

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CEPHALUME
Home World: Luminar (Near Space)
Cephalumes swim in the methane seas of their gas giant home world, where they bond with barnacle-like symbiotes called
krikiks and cultivate exploration and curiosity.

In 1 AG, Pact Worlds scientists emerging from the Gap in fact, from another world altogether but were stranded or
discovered a data file detailing a bizarre species that swam somehow introduced to Luminar and cephalume society in
in methane but had a plantlike physiology, which kept living prehistory. The quest to find the original home of the krikik
symbiotes but built homes out of the bodies of their own dead, species contributed to cephalume exploration of the stars and
and communicated solely through bioluminescence. Scholars remains a priority for cephalume explorers even now, three
assumed cephalumes were a thought experiment, the result of centuries after the Signal.
a brainstorming session by creative xenobiologists imagining The typical krikik is 2–3 feet in diameter, though the species
what might be possible. Then came the Signal, and soon after, displays remarkable physical variation, sometimes including
the first cephalume explorers arrived at Absalom Station in one air bladders, heat-sensitive eyes, or a prehensile tentacle. They
of their own starships, modified to travel through the Drift. live for several centuries, reproduce very rarely, and are passed
Cephalumes were real after all. down through cephalume families. The most common method
of symbiosis is for a krikik to surround the cephalume’s upper
PHYSICAL DESCRIPTION body, but it isn’t unheard of for cephalumes of great age and
From the outside, cephalume biology doesn’t seem particularly social status to bond with more than one krikik and have the
unusual. A cephalume’s body is cylindrical, thick, and muscular, symbiote’s hard shell protecting their head, foot, or tentacular
with a head decorated by a fan-like frill, two flexible tentacles, arms. They communicate with their hosts through bioelectric
and a powerful foot that ends in 6–12 short tentacular toes. pulses that mimic the semaphoric code of Lumos, but their
Cephalumes are covered in elaborate bioluminescent patterns intelligence isn’t well understood, even by cephalumes. Krikiks
unique to each individual; by the age of 5, a cephalume has can experience pleasure and pain, and they have preferences
mastered control of the light given off by these patterns, which and desires, but they have no culture of their own and seem
is key to communicating in Lumos, their native language. content to cooperate with cephalumes who befriend them and
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The cephalume’s surface resemblance to squids is misleading; treat them well. It’s rare for a krikik to refuse to bond with a
in fact, cephalumes have an internal physiology more like that of cephalume host, but it can happen, and cephalumes consider
plants, and their tentacles are more akin to vines than the limbs good care of their krikik symbiotes to be a sign of positive
of a cephalopod. Similarly, a cephalume’s brain and other vital health, akin to good personal hygiene.
organs take the shape of long fibrous stems that run the length
of their body. Cephalumes, like most plants, are monoecious— HOME WORLD
each individual has both male and female structures—and any Luminar is an unusual gas giant orbiting a red dwarf in Near
cephalume can fertilize any other cephalume. Traditionally, Space. None of the other worlds in the Luminar system—mostly
they’ve relied on the methane current of their home world cold and rocky planets—have intelligent life of any kind, though
for this fertilization, but for as long as cephalume history has they do provide valuable minerals that cephalumes have mined
recorded, there have been romantic examples of cephalumes since inventing space travel at some point during the Gap.
who chose to fertilize each other in defiance of random chance. Luminar has three layers. The outermost layer, what cephalumes
Cephalumes reach physical maturity by the age of 12 and refer to as the planet’s sky, is a vast region of glowing-hot
typically live to their 80s. hydrogen and helium gas colored by trace elements. The middle
Cephalumes metabolize energy through their skin. Deep layer, dominated by methane kept in a liquid state by intense
in the methane layer of Luminar, there’s no sunlight for pressure, is where cephalumes evolved and where their society
photosynthesis, and despite the incredible pressure at the is based. Finally, Luminar’s core is an inhospitable ball of frozen
center, the planet is cold; remarkably, cephalumes have evolved methane and other chemicals, with a temperature below –300
to live off low-level background radiation, though they remain degrees. Contrary to all expectations of physics, Luminar grows
just as vulnerable to high doses of radiation as other species. colder the more intense its internal pressure becomes. Scientists
have never explained it, but the so-called Luminar Phenomenon
Krikiks has been detected in a small number of gas giants elsewhere in
For as long as cephalume history records, the species has the galaxy.
enjoyed a symbiotic relationship with krikiks, a hard-shelled The methane layer of Luminar isn’t entirely uniform; rocks
species of arthropods. It isn’t clear how krikiks—who have of iron, lead, and other minerals float in this sea, providing
no method of propulsion in Luminar’s methane layer and valuable resources that cephalumes began to mine early in
depend almost exclusively on cephalumes to survive—could’ve their history. However, the lack of oxygen in the environment—
evolved on Luminar. The most-held theory is that krikiks are, and methane’s flammable nature—meant that cephalume

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
society evolved without the use of fire. Indeed, cephalume A visual language does have its challenges. Most notably, it’s
society remained at a stable pre-industrial level for hundreds dependent on light and visibility. Cephalumes can see clearly OVERVIEW
of thousands of years. Many of the things simple technology in darkness out to about 60 feet, but in the methane seas
would normally be used for—such as the creation of light or of Luminar, they can’t see the color of another cephalume’s
CLASSES
cooking of food—were simply unnecessary to cephalume bioluminescence beyond about 20 feet. Lumos reserves
biology. When cephalumes encountered an engineering color for private conversations that others aren’t expected
obstacle they couldn’t solve, they either went without or to overhear or to add a color inference visible only to those EVOLUTIONIST
found a way around the problem with magic. nearby. For example, a cephalume safety officer might loudly
There are now dozens of large cities inside Luminar, but broadcast a warning that everyone should evacuate the area
CLASS
the planet’s hot hydrogen and helium layer poses a challenge while simultaneously using color to tell those standing near OPTIONS
to visiting starships. At some point during the Gap, cephalume the officer that they’re safe and should remain at their current
interplanetary explorers reached one of Luminar’s moons, location. Lumos is practically unintelligible beyond 60 feet—
SPECIES
where they mined industrial resources and constructed Metal it’s impossible to shout in Lumos. In large public gatherings
City. Metal City remains the primary starport for Luminar; featuring a single speaker, members of the audience relay the
PLAYABLE
merchants, tourists, and diplomatic visitors land here in safety, primary speaker’s message with their own bioluminescence. SPECIES
leaving penetration of the gas giant’s hot outermost layer to Written Lumos uses short, multicolored arcs of varying length,
those starships designed for such environments. SPECIES
BUILDER
SOCIETY
Cephalume culture is rich and complex, filled with references SPECIES
PROFILES
to their long pre-industrial history and placing an emphasis
on honoring one’s ancestors and traditions. Before the Gap,
NPC
cephalumes developed a culture that prized curiosity, visual art, GALLERY
physical aptitude, rhetoric, and etiquette. A cultured cephalume
was a poet-athlete and warrior-artist capable of posing INDEX
philosophical questions on the nature of life or entertaining
friends with the deeds of a dozen distinguished ancestors.
With little in the way of material resources, cephalume culture
placed an emphasis on a few possessions of great value—
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typically handed down through generations. Until they arrived


at Absalom Station, they’d never used money, though the idea
did exist as a theoretical concept. Instead, cephalume society
was a complicated web of patronage, political alliances, and
familial ties.
Sometime during the Gap, cephalumes advanced to an
industrial state and developed space travel. Their first starships
were made of the same construction material used for their
architecture, but to survive the trip to space, cephalume corpses
had to be magically petrified and preserved. Most cephalume
starships are still made in this manner, for although cephalumes
have brought many technological advances from other species
back to Luminar, the idea of traveling so far without the
company of ancestors unsettles most cephalumes.

LUMOS
Sound travels poorly through liquid methane, and cephalumes
have no sound-producing organ. Instead, they developed
language based on their bioluminescence. This language,
known as Lumos, begins with a single dot of light somewhere
on a cephalume’s skin, representing a single sound. Each
cephalume boasts hundreds of lights on their body, has
remarkable control of each light’s intensity and color, and can
flash each light on or off many times in a single second. As a
result, cephalumes communicating solely among themselves
can transmit and understand an astonishing amount of
information in a very short time, flashing pages worth of
words at each other in moments.

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but it isn’t held in high regard in cephalume culture; cephalume


SPECIES TRAITS society is overwhelmingly “oral,” in the sense that it’s
Ability Adjustments: +2 Str, +2 Wis, –2 Con transmitted from person to person rather than written down.
Hit Points: 4 Since the development of Drift technology and the creation of
Size and Type: Cephalumes are Medium aberrations with the an interstellar culture, cephalumes have started to learn Common,
plantlike subtype. a language they find laboriously slow—albeit better understood
Beguiling Glow: As a standard action (as long as their at long distance. Pact Worlds researchers who have learned
bioluminescence isn’t suppressed), a cephalume can create flickering Lumos typically speak it with a handheld sign that flashes light
patterns in the light emanating from their skin. Each sighted creature and color, but those who dwell inside Luminar on a long-term
within 20 feet must succeed at a Will saving throw (10 + half the basis often acquire a bioluminescent skin augmentation (page
cephalume’s character level + the cephalume’s Wisdom modifier) or be 59), allowing them to, after often lengthy study and practice,
fascinated for as long as the cephalume continues this presentation perfectly replicate Lumos as cephalumes speak it.
(a standard action each round). Creatures who understand Lumos
are unaffected. This is a sense-dependent effect. A cephalume can’t NAMES
use this ability again until they’ve taken a 10-minute rest to recover Cephalume names are best communicated by light and
Stamina Points. sometimes have a color that only those physically close can
Bioluminescence: A cephalume increases the light level by see. They’re often filled with alternating glyphs that visually
one step out to a radius of 20 feet. A cephalume can suppress or appear as a kind of strobe effect. Because cephalumes can flash
reactivate this light as a move action, and they receive a +4 species an extraordinary amount of information to each other in a very
bonus to Stealth checks when their light is suppressed. A cephalume short time, a name can be exceptionally long. All this makes
also uses this light to communicate with others. cephalume names very difficult to translate. Many cephalumes
Cephalume Movement: Cephalumes have a land speed of 10 adopt a Common nickname that simulates some small aspect of
feet and a swim speed of 30 feet. their name, typically a repeating series of glyphs.
Cold Resistance: Cephalumes have resistance 5 to cold.
Darkvision: Cephalumes have darkvision with a range of 60 feet. Sample Names
Depth Inured: A cephalume is immune to the dangers of extreme Atatat, Boribori, Eenu-Eenu, Geechee, Iyo-Iyo, Kekemomo,
depths (Core Rulebook 366). Meenee, Oxox, Ronto-Ronta, So-Ro-Sa, Tunu-Sunu, Umi-Umi.
Plantlike: A cephalume has the plantlike Universal Creature Rule.
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krikiks, a living biological augmentation unique to their species. Most No krikik has ever successfully bonded with a non-cephalume,
cephalumes have one of the following krikik symbiotes. and, indeed, most seem unwilling to even try. This hasn’t
Airjet Krikik: An air bladder in the krikik increases the stopped bioscientists from duplicating the benefits of
cephalume’s land and swim speeds by 10 feet. Once per day as a krikik symbiosis using other means. Other augmentations
swift action, the cephalume can double their movement speed for provided here allow non-aquatic species to participate in
that round. aquatic societies without the need for armor or other gear,
Electrostatic Krikik: The krikik is covered in thin, electrically or are otherwise designed to take advantage of aquatic
charged spines that allow the cephalume to cause any weapon they environments. These augmentations use the rules presented
wield to deal half its damage as electricity damage, becoming lethal on page 208 of the Core Rulebook.
and non-archaic if it isn’t already. If the weapon already deals two SYSTEM
damage types, this effect replaces one with electricity. In addition, AIRJET Lungs

this allows the cephalume to grant any weapon they wield the PRICE 4,000 LEVEL 6
staggered critical hit effect. This organ takes in atmospheric gases, concentrates them,
Sharprock Krikik: The krikik’s hard crust grants the cephalume a and expels them behind you as a kind of jet, granting a 10-foot
+1 species bonus to AC. enhancement bonus to your land and swim speeds. Once per
Siltsight Krikik: The krikik has heat-sensitive eyes that allow the day as a swift action, you can double your land or swim speed
cephalume to double the range of their darkvision and see through for one round. This augmentation doesn’t function in a vacuum.
non-magical fog, mist, and clouds without penalty, ignoring any SYSTEM
cover or concealment bonuses from those effects. AQUA-EMPATHIC LOBE  Brain

Tentacle Krikik: The krikik has a prehensile tentacle that increases PRICE 2,000 LEVEL 4
the cephalume’s natural reach by 5 feet. Your brain has been modified with an additional lobe that
grants you a limited form of telepathic communication with
aquatic creatures. You can communicate with animals, magical
beasts, plants, and vermin that don’t have a language and are
native to aquatic biomes; this includes such creatures with
the aquatic subtype and might also include other creatures at
the GM’s discretion. This ability doesn’t make these creatures
friendly. The range of this ability is 30 feet or the range of your

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INTERSTELLAR SPECIES
SPECIES 2
telepathy or limited telepathy, whichever is larger. You can underwater weapon special property. Your sonic vocalizer is
use language-dependent effects on these creatures, attempt powered by your body and doesn’t need ammunition. OVERVIEW
Intimidate checks to bully them, and attempt Diplomacy MODEL LEVEL PRICE
checks to change their attitude. Harmonic 2 750
CLASSES
SYSTEM Resonant 7 6,250
BIOLUMINESCENT SKIN  Skin Anharmonic 11 24,500
PRICE 250 LEVEL 1 Parametric 16 162,000 EVOLUTIONIST
Your skin is covered with elaborate bioluminescent patterns. Radial 20 810,000
You have precise control over your bioluminescence, including SYSTEM
CLASS
its color and brightness. You increase the light level by one THERMAL-SENSITIVE EYES  Eyes
OPTIONS
step out to a radius of 20 feet (to a maximum of normal PRICE 6,500 LEVEL 7
light). You can suppress or reactivate your bioluminescence Your eyes become especially sensitive to relatively slight
SPECIES
by taking a move action. If you know Lumos, the cephalume fluctuations in temperature. You can see through non-magical
language, you can use your bioluminescence to communicate fog, mist, and clouds without penalty, ignoring any cover or
PLAYABLE
in it. concealment bonuses those effects would provide to other SPECIES
SYSTEM
creatures. In addition, if you have darkvision, the range of
ELECTROSTATIC SPINES Skin your darkvision is doubled. SPECIES
PRICE 18,000 LEVEL 10 BUILDER
These long, thin spines store and channel electrical
energy generated by your own body, directing that SPECIES
PROFILES
electricity into objects in your hands. Any melee
weapon you wield deals half its damage as
NPC
electricity damage. This doesn’t change the GALLERY
Armor Class the weapon targets. In addition,
any melee weapon you wield gains the INDEX
staggered critical hit effect.
SYSTEM
INK GLAND Throat

PRICE 2,000 LEVEL 4


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You produce and store organic ink


in your throat that you can deploy as
a defensive measure. When you’re in an
aquatic environment, you can take a standard
action to vomit ink, creating darkness in
a 20-foot radius. Darkvision can’t see
through this darkness, but effects capable
of seeing through fog, mist, or clouds—such
as thermal-sensitive eyes (below)—can.
After you use this ability, you can’t use
it again until you take a 10-minute rest
to recover Stamina.
SYSTEM
PRESSURE FILTER Lungs

PRICE 150 LEVEL 1


Your body has been redesigned to function at
any depth, allowing you to ignore differences in
pressure that lead to decompression sickness. You gain
the depth inured species trait (page 58).
SYSTEM
SONIC VOCALIZER  Throat

PRICE VARIES LEVEL VARIES


Your throat has been modified, allowing you to create
powerful sonic waves by screaming. This augmentation is
especially popular among aquatic adventurers because sound
waves travel well in water. Your sonic vocalizer functions like
a dirge pistol (Armory 16, 50) of the same type, but you don’t
need a hand to wield it, it can’t be disarmed, and it has the

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CONTEMPLATIVE
Home World: Akiton (Pact Worlds)
Resembling immense floating brains, contemplatives are mysterious psychics, scholars, and philosophers whose powerful
minds grant them telepathic and telekinetic powers of communication, flight, and supernatural insight.

Famously intelligent, contemplatives resemble an immense Contemplative brains are supernaturally sophisticated. With
brain with a tiny, four-armed body dangling below. For millennia, a staggering brain-to-body ratio, a contemplative can retain a
contemplatives have methodically unraveled esoteric secrets wealth of information and learn sophisticated skills quickly.
from the safety of isolated, insulated homes on Akiton. Since the Their brains are segmented into distinct quadrants rather than
advent of Drift travel, more and more contemplatives witness hemispheres, with redundant lobes enabling intense mental
the galaxy’s wonders firsthand, serving as exemplary doctors, multitasking. What’s more, the intense cerebral activity creates
scientists, investigators, mystical consultants, and supernatural a constant aura of telekinetic and telepathic force, much in the
warriors. Yet, contemplatives rarely act alone. Even loners often way a mammal emits body heat. On its own, this force tends
refer to themselves as “we,” not “I,” either reinforcing their to sweep up lightweight objects to orbit the contemplative’s
collective mindset or referencing some otherworldly presence body and pester nearby minds with mental static. Fortunately,
unknown to even close contacts. contemplatives have an extensive adolescence of play, and
meditation helps optimize their thoughts and control these
PHYSICAL DESCRIPTION energies, redirecting them into sustained telekinetic flight,
Countless generations of evolution have developed the precise communication, and more.
superspecialized contemplatives’ bodies, each one designed These skills aren’t just a matter of convenience. Without
to prioritize thought over all but the most essential biological mastering personal telekinesis, an adult contemplative’s brain
functions. A typical contemplative weighs about 100 pounds, is too heavy to move unaided. When truly unconscious, a
with their massive brains representing roughly 70 of those contemplative is at a low risk of suffocation or organ damage as
pounds. The rest consists of a spindly humanoid body hanging their unsupported mass compresses delicate innards and restricts
from the brain by a thick “neck” of tough ligaments, neural airways. True sleep is a rare treat enjoyed using specialized
pathways, and blood vessels. hammocks or unique fluid baths that support the upper body.
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These lower features are diminutive nearly to the point Instead, most contemplatives rest by logging, much as many
of uselessness. A host of flexible shoulder spines indicate aquatic mammals do, allowing part of their brain to sleep while
areas once dedicated to heavy muscle attachment, now the other part maintains buoyancy and some awareness.
wholly vestigial. Two legs, with any semblance of feet having
disappeared ages ago, can barely support the creature’s weight HOME WORLD
for more than a few seconds. Contemplatives occasionally sway Contemplatives evolved on Akiton (Pact Worlds 48) over countless
their legs reflexively as if walking in mid-air, reliving distant generations, thriving on the fourth planet from the sun. Periodically,
ancestors’ motor memory. More often, though, the legs serve ruins surface from staggeringly ancient eras, the walls scoured by
to stabilize a disoriented contemplative, helping them brace or the elements such that only rare glimpses of the contemplatives’
push off from walls when flying in stressful conditions. Only distant past survive. These art fragments suggest Akiton once
two of the upper limbs serve as traditional hands, typically boasted verdant savannas and hardy woodlands where the
terminating in a few fragile fingers that are as dexterous as contemplatives’ ancestors thrived. However, Akiton today is a
a human’s. However, with such a gracile build contemplatives dusty desert world. Its cooling core and dimming geomagnetic
struggle with physical labor, relying on telekinetic powers to sphere have caused the planet to slowly lose atmosphere, becoming
manipulate larger tools—made all the more awkward by their colder, drier, and more hostile to life.
arms’ meager length, which requires a contemplative to incline Those species that survived adapted. For contemplatives,
their brain or pitch upward just to get close enough to reach adaptation relied less on physiological changes and more on
larger surfaces. habitat manipulation, with most settlements burrowing into
The other two limbs aren’t arms at all but antennae, serving mountains or digging deep underground in telekinetically
as a contemplative’s primary sense organs for smell and touch. excavated enclaves. There, contemplatives shielded themselves
Like the rest of the lower body, these arms are a shadow of their from the increasingly frequent dust storms and frigid nights,
former capabilities, and xenoanthropologists speculate that emerging periodically to psychically herd and incapacitate prey,
ancient contemplatives boasted extremely precise scent abilities or trade for food. From ikeshtis and Hylki humans to shobhad
before evolving to favor psychic senses. A contemplative often giants and ysoki, many of Akiton’s residents became tough,
orients themself above any object of interest, softly tapping resourceful opportunists. Even so, few since the historical
the surface while they examine it with a wide range of sensory periods dared tangle with contemplatives, who developed a
input, including from their eyes, which project a short distance reputation for eerie neutrality in peace and devastating psychic
from the bottom of their brain. retaliation when attacked.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
In the modern era, contemplatives control two major
Akitonian sites: the Ashok crater and the Halls of OVERVIEW
Reason. Ashok itself is nearly uninhabited, for the
crater functions as a psychic amplifier that allows
CLASSES
the communities around its perimeter to broadcast
their communiques over immense distances and
listen for replies even from other, impossibly EVOLUTIONIST
distant galaxies. This research creates mental
radiation that seems inaudible or even comforting
CLASS
to the contemplatives, but other creatures OPTIONS
avoid the region as this energy inspires terrifying
dreams, cerebral hemorrhaging, or even spontaneous
SPECIES
transformation for anyone traversing the area without
proper protection.
PLAYABLE
The Halls of Reason are less intrinsically hazardous but SPECIES
more remote. A vast network of windowless towers and
miles-long tunnels host numerous telepathically connected SPECIES
contemplative communities that thrive in the calm, cool BUILDER
subterranean rooms. The greater the silence and distance from
the surface, the greater the contemplatives’ concentration, SPECIES
PROFILES
and they regularly commission laborers to dig ever-deeper
chambers. What young contemplatives gain in mental focus
NPC
by growing up here is challenged by their relative naivete GALLERY
should they later explore Akiton, and many young adults are
drawn to travel or the adventuring life when first confronted INDEX
by the overwhelming bustle.
Thanks to spaceflight, contemplative cohorts have spread to
far parts of the galaxy, forming small, tight-knit communities
within existing settlements. Laboratories, universities,
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hospitals, research stations, and similar institutions eagerly


recruit contemplatives to live and work nearby, yet with slow group consciousnesses without becoming true hive minds.
reproduction, the contemplative population outside the Pact Nonetheless, contemplatives’ speech reflects generations of
Worlds remains small. external isolation and internal communion, as even individuals
refer to themselves with the first-person plural “we” rather
SOCIETY than with the singular “I” around other creatures—sometimes
A contemplative’s existence often revolves around isolation. even when the closest other contemplative is light-years
Quiet halls enable deep thoughts, and remote outposts deter away. In the absence of kin, contemplatives find comfort
casual visitors who might interrupt complex calculations. in establishing new communities with loose hierarchies,
Silent vistas eliminate distractions, allowing for the reception enabling them to be part of something greater, like a starship
of distant psychic signatures. In solitude, a contemplative can crew or adventuring party. When such close associations
achieve great things that are objectively their own triumphs, aren’t possible, contemplatives sometimes invent fictitious
validating their existence to the cosmos. personalities, each expressed and controlled by different brain
Yet contemplative culture also includes a strong sense quadrants to emulate a functional community.
of community. Other species provide security and strength, Extended psychic networks connected communities on the
enabling contemplatives to accomplish together what would home world of Akiton for untold generations, so despite having
be impossible alone. Peers offer intellectual engagement to existed for millennia and lived across the planet, contemplatives
challenge theories, build upon discoveries, and encourage and their culture evolved as one, remaining relatively
progress. For millennia before ubiquitous space travel, homogeneous into the post-Gap era. Even over the past few
contemplatives established tight-knit telepathic neighborhoods centuries, contemplatives’ long lifespans, lengthy adolescence,
awash with half-conscious chatter and mental intimacy. Even and communal parenting have sustained shared cultural values
as contemplatives travel to other worlds in the modern era, that survive when individuals emigrate elsewhere and integrate
they physiologically crave the feeling of others’ thoughts, and into dramatically different societies.
extensive periods of true solitude often trigger anxiety.
Contemplative society steadily juggles these competing Newer Divisions
extremes of separation and unity. Into the modern age, Pervasive personal augmentation technology has challenged
contemplatives maintained this balance by living in enclaves age-old traditions in contemplatives’ evolution, training, and
apart from other species, creating communities that manifested upbringing. Of Akiton’s contemplatives, two fringe philosophies

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diverging from some unknowable stem species. No doubt this


SPECIES TRAITS hypothetical Ashok attained only a fraction of the physical and
mental transformation now embodied by their descendants.
Ability Adjustments: +4 Int, +2 Cha, –2 Str, –2 Con
Nonetheless, the mythical figure commands a saint-like
Hit Points: 2
reverence among those who even believe Ashok ever lived.
Size and Type: Contemplatives are Medium monstrous humanoids.
Some contemplatives scoff at Ashok as a past or present
Applied Knowledge: See page 28.
concept, instead insisting it’s a distant objective yet to
Atrophied: See page 28.
be obtained. This target might be psychic transcendence,
Limited Telepathy: Contemplatives have limited telepathy with
abandoning physical bodies to exist as immortal thought—
a range of 30 feet.
potentially interwoven into the multiverse alongside powerful
Psychic Flight: Contemplatives fly supernaturally at a speed of 30
monitors like aeons. Others scoff at this definition, instead
feet with average maneuverability, but their land speed is only 5 feet.
insisting that attaining a state of Ashok relies on retaining a
Psychic Senses: Contemplatives have blindsense (thought) out
physical body that exists in defiance of the aligned quintessence
to 30 feet and darkvision to a range of 60 feet.
that comprises the Outer Planes, in turn becoming a living being
who transcends morality and immortal pollution. Yet another
school believes the Ashok endpoint is perfect unification of
thought, attaining a state of mental communion so perfect
have emerged. To the traditionalists known as the Pristine that mere hive minds would seem clumsy by comparison. The
Muse, personal augmentations are tools that beget mental Unified Ashok Hypothesis might be the truest expression,
laziness, threatening the species’ ongoing evolution into though: Ashok is all of the above, and were it not one of the
increasingly intellectual powerhouses. A movement called the above, it would be none of the above. Only by acceptance
Transcendent Cortex pushes back, insisting that contemplatives and understanding of all of Ashok’s facets does one stand to
have neared the limits of what flesh alone can achieve and that experience Ashok.
cybernetic enhancement or even complete digitization would Whatever the case, defining Ashok is a matter of personal
enable their society to achieve unimaginable success. Most devotion for a contemplative—a definition by which they
contemplatives embrace neither philosophy fully, instead understand their place in the multiverse and affirm their identity
dabbling in augmentations as they see fit. within a collective. Only a few honored non-contemplatives are
ever invited to explore the nature of Ashok with a contemplative
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No matter their philosophies and idiosyncrasies, it merely outs themselves as a presumptuous fool.
contemplatives are intelligent, and they know it. However,
mainstream contemplative society doesn’t encourage NAMES
exploiting or lording their education and wit over others; Young contemplatives receive a simple childhood name of a
instead, their self-awareness carries a sense of self-restraint. By few syllables shortly after birth, reflecting the adolescent’s
a contemplative’s estimation, their staggering psychic prowess limited maturity and worldliness. Those exceptional youths who
and intelligence are like a deafening roar to vulnerable minds, display uncharacteristic insights or accomplish some other feat
thus it’s only polite to “whisper.” Savvy onlookers recognize sometimes earn additional syllables to honor their progress.
this perspective for the accidental paternalism it is. The more However, contemplatives eagerly discard their childhood names
it’s exposed to other cultures, the more contemplative society upon reaching adulthood in favor of an appellation they choose for
has gradually acknowledged other species’ mental resilience themselves. Traditionally, these names reference or incorporate
and adopted less benignly demeaning behavior. favorite quotes, intellectual heroes, or scientific theorems that
helped shape the young contemplative’s growth and perspective,
ASHOK often incorporating an additional component to the name to
Central to Pact Worlds contemplatives’ identity and thought distinguish themselves from the original source. These names
is Ashok, an esoteric term with unclear origins that references (which frequently include abridged reference numbers like a
a place, a philosophy, a founder, a state of being, or more crucial text’s publication year) communicate the adult’s values to
depending on who’s asked. No matter the definition, the term well-read colleagues who catch the references.
commands respect and conveys reverence. While some contemplatives are sticklers for always being
Most intuitively, Ashok refers to a massive crater on the addressed by their full name, most adopt shortened versions
contemplatives’ home world of Akiton. This feature might have as nicknames.
once been the region where contemplatives evolved into their
famously cerebral forms. The crater amplifies local telepathy Sample Adult Names
and other psychic energies, allowing the contemplatives who Some sample contemplative names include 47 Solkrasti,
inhabit the area to communicate with impossibly distant and Autochthonous 6:17, Ebek All-Itinerant-Souls, Eistor’s Third
otherwise unknown beings. Constant, Jatembe-Jekeb, Kallion in Theory of Relativity,
Others insist Ashok was an ancient trailblazer and Pharasman Paradox 13, Saal Radial-Procession, Xarstonax’s
iconoclast who guided the contemplatives’ ancestors ages ago, Fifth Sonata.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
SPELLS of the creatures you can sense with the spell’s blindsense effect
Contemplatives often learn the following spells, which are now (and doesn’t include that creature in the spell’s area). You’re OVERVIEW
known by spellcasters across the galaxy. immune to your own psychic sonar, and this spell has no effect
on creatures without an Intelligence score.
CLASSES
MENTAL MUSCLE MYSTIC 2 PRECOG 2 1st: When you cast psychic sonar as a 1st-level spell, it deals
TECHNOMANCER 2 WITCHWARPER 2 1d8 damage in a 15-foot cone.
School transmutation 2nd: When you cast psychic sonar as a 2nd-level spell, it EVOLUTIONIST
Casting Time 1 swift action deals 2d8 damage in a 15-foot cone.
Range personal 3rd: When you cast psychic sonar as a 3rd-level spell, it deals
CLASS
Duration 1 round 3d8 damage in a 20-foot cone. OPTIONS
You channel your mental mastery as magic that directly 4th: When you cast psychic sonar as a 4th-level spell, it deals
reinforces your body, allowing you to perform brief physical 5d8 damage in a 30-foot cone.
SPECIES
feats as acts of willpower. You gain one of the following three 5th: When you cast psychic sonar as a 5th-level spell, it deals
benefits of your choice. 5d10 damage in a 30-foot cone.
PLAYABLE
Smart Strength: You apply your Intelligence modifier in place 6th: When you cast psychic sonar as a 6th-level spell, it deals SPECIES
of your Strength modifier for melee or thrown weapon attack 7d10 damage in a 60-foot cone.
rolls, melee damage rolls, ability checks, and skill checks. SPECIES
Insightful Agility: You apply your Wisdom modifier in BUILDER
place of your Dexterity modifier for attack rolls, Reflex saving
throws, initiative checks, and calculating your Armor Class. SPECIES
PROFILES
Your armor’s maximum Dex bonus instead limits how much
of your Wisdom modifier you can apply to AC.
NPC
Confident Endurance: You apply your Charisma modifier GALLERY
in place of your Constitution modifier for Fortitude saving
throws. You gain temporary Hit Points equal to your INDEX
Charisma modifier × half your caster level.
When you perform a full action, you can cast this spell
as part of that action (and apply the spell’s effects to that
action) rather than casting it as a swift action.
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MENTAL MUSCLE, GREATER


MYSTIC 4 PRECOG 4
TECHNOMANCER 4 WITCHWARPER 4
School transmutation
Casting Time 1 standard action
Range personal
Duration 1 round/2 levels
This spell functions as mental muscle, except as noted
above. Casting this spell takes intense focus and
requires you to spend 1 Resolve Point.

PSYCHIC SONAR MYSTIC 1-6

School divination (mind-affecting)


Casting Time 1 standard action
Range varies by spell level
Area cone-shaped burst
Duration instantaneous, plus 1 round
Saving Throw Will partial; Spell Resistance yes
You project a sonar-like blast of psychic energy that rebounds
a moment later. Creatures in the spell’s area each attempt
a Will save. Those who fail take the full damage, and until
the end of your next turn, you can sense those creatures as
though you had blindsense (thought) with a range equal to the
spell’s range. Those who succeed take half damage and can’t
be detected with the spell’s blindsense effect. During your next
turn, you can repeat this spell’s effect once without spending
an action; however, the cone instead must originate from one

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DRAGONKIN
Home World: Triaxus (Pact Worlds)
Dragonkin are humanoid dragons who form lifelong bonds with a single partner, granting them deep mutual empathy and shared
telepathy. Their striking draconic features, such as their wings, colorful scales, and deadly breath, set them apart from other species.

Dragonkin are native to the sixth planet in the Pact World system, Dragonkin live everywhere on Triaxus, from the frozen reaches
Triaxus, a tumultuous world of grueling seasons and dangerous of the Encroach Glacier to the southwestern merchant‑empire of
environs. Most live bonded to a non-dragonkin partner, using a Ning. The largest population can be found in the Allied Territories
traditional ritual that creates nigh-unbreakable personal ties that living alongside partners and neighbors of many species, though
last a lifetime. This connection manifests as reciprocal telepathy, a significant population also exists in the Drakelands, where
complimentary movements, and other tactical advantages. With the many dragonkin still work for true dragons inside their complex
ability to fly and breathe a cone of energy, dragonkin can be quite corporate structures.
intimidating to their enemies. Allies know them to be fiercely loyal, In the distant past, dragons devised a way to create a different
empathetic, and adaptable. Like their true dragon cousins, they have type of offspring, one that could forge inroads into humanoid
the strength and intelligence to face nearly any task, and dragonkin societies or serve as proxies and pawns. Using strange magic and
enjoy a variety of occupations throughout the Pact Worlds. enduring willpower, they created dragonkin to fulfill this purpose.
The original dragonkin were sometimes a product of intense love
PHYSICAL DESCRIPTION for an individual humanoid or their community, though sadly,
While dragonkin are smaller than true dragons, they tower over many were born to act as vectors for an evil dragon’s short‑term
most humanoids. When standing on two legs, their heights range plans. Generations of dragonkin reproduced, both with one
from 8 to 20 feet. Some dragonkin tinker with their own genetics another and with other humanoids, and today the species is
to achieve a compact size, while others take pride in their entirely disconnected from any living dragons.
formidable statures. Terrestrial dragonkin tend to be larger and As part of their magical heritage, dragonkin always have
have wings, while spacefaring dragonkin often prefer to modify had the ability to form a bond with a single creature, granting
their bodies to be smaller, leaner, and sometimes wingless. shared senses and telepathy. The bond itself isn’t truly magical
Though dragonkin have four muscular limbs, they’re bipedal, in nature but is a sacred connection with both physical and
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with their strong tails providing stabilization. Dragonkin metaphysical components. The first generation of dragonkin
can learn to maintain their posture if they lose or have almost exclusively bonded with their dragon creators, but
underdeveloped tails, and some choose to utilize prosthetics quickly they realized their ability to share their gift with
or wheelchairs as mobility aids or to embrace quadrupedal friends and lovers of other species. They found that ryphorians,
mobility with or without the assistance of such devices. who were also native to Triaxus and commonly enslaved and
It’s considered stylish for dragonkin to paint their claws and exploited by the ruling dragons, were very receptive to their
horns with various colors and patterns. Holographic polish is bond. Together, dragonkins and ryphorians forged connections
quite common among fans of Ning’s battleflowers, who proclaim and fought to free their peoples from the iron claws of tyrants.
their allegiance to favorite fighters by choosing flashy colors to The first bonded pairs founded the Skyfire Mandate,
match the gladiators’ costume choices. based on the land bridge spanning the Drakelands and Allied
The hues of a dragonkin’s scales naturally occur in a spectrum of Territories. The force that protected this new nation then and
colors. Scale color has nothing to do with a dragonkin’s alignment now is the Skyfire Legion. Once fighters for independence,
or ancestry, though some unusual colors tend to appear in certain today the Legion is a mercenary group who generally prefer to
families without a known explanation. While most dragonkin are fight tyranny, bolster political underdogs, save refugees, and
monochromatic, it isn’t uncommon for their scales to display two or take on missions that fit with their organization’s code. Many
three tones, most often in a gradient or speckled pattern. generations ago, the pairs went into battle with the ryphorian
Spanning the spectrum of genders, dragonkin are best identified partner as dragonrider, but today most prefer to swap out this
by asking them. Dragonkin don’t have sexual morphism, and their archaic practice for a co-pilot dynamic.
personal gender identity most impacts their physical presentation.
In all things, the majority of dragonkin eagerly embrace magic and SOCIETY
science to modify their bodies to suit individual preferences. The core of dragonkin society revolves around the partner
bond they form with humanoids, most commonly ryphorians.
HOME WORLD Everything from architecture and infrastructure to media
Hailing from the Pact Worlds system, dragonkin can be found reflects the importance of the bond. While a majority of
in the highest concentration on Triaxus, where they’ve lived dragonkin bond to a partner in their lifetime, not all do. As a
alongside ryphorians and dragons for eons. Triaxus has an conscious choice made by both parties to form this bond is
exaggerated elliptical orbit that causes very long winters and necessary, those who decide to remain bondless face scrutiny
summers as well as a volcanically active surface. from more conservative community members; however, a

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
majority of dragonkin are supportive of this choice. Bondless apartment complexes or suites with their extended family, or in
dragonkin live fully integrated into their local society, with networks with multiple families. Bondless dragonkin and other OVERVIEW
traditionalist Aylok dragonkin being the largest exception to outlying community members are often invited to live in neighboring
tolerance. Outside of Aylok, bondless dragonkin are just as flats, allowing them easy access to community. Courtyards and
CLASSES
likely to be supported as a similar bonded candidate. rooftop spaces are built to accommodate group meals, games, and
Dragonkin who don’t bond during their lifetime might still recreational activities that can be enjoyed together.
find mates and create families, or not, and work in vocational Large families make for rowdy gatherings, and whole EVOLUTIONIST
fields with just as much success. Whether or not these neighborhoods sometimes come together to celebrate occasions
dragonkin form romantic relationships, they still typically such as birthdays, bondings, and weddings. Traveling to the
CLASS
prefer communal homes with roommates, as complete solitude neighboring mountains to enjoy outdoor activities, especially OPTIONS
is atypical for dragonkin. For those who haven’t yet formed a winter sports, is common. Along the coast, beachside bonfires
partner bond but one day wish to do so, bondless meet‑ups beneath the full moon range from intimate affairs (with less
SPECIES
on the infosphere and in most communities can help. A than 10 individuals in attendance) to raucous carnivals where
yet‑unbonded dragonkin who enlists in the Skyfire Legion has hundreds gather for games, rides, fried foods, and fortune telling.
PLAYABLE
plentiful chances to meet potential partners in training, recruit Dragonkin know that moonlight causes luminescent SPECIES
mixers, and assigned partner trials. reflections in their scales that are considered quite attractive,
Bonds are unique to individual pairs and often deeply personal. and many find new romantic partners or flings at these SPECIES
Though most bonded partnerships aren’t romantic, the bond is gatherings. For young dragonkin approaching the age of BUILDER
roughly equivalent to marriage in many cultures, granting legal maturity, invitations to full moon parties are highly coveted.
rights and responsibilities and insuring a mutual living situation. Dressed to impress with scales polished to a sheen, youthful SPECIES
PROFILES
Some bonds result from adolescent friendships, with a duo
choosing to formalize their bond soon after reaching maturity. A
NPC
few communities practice arranged bonds, meaning a dragonkin GALLERY
might not meet a potential partner until shortly before they bond.
The Skyfire Legion facilitates such arrangements for cadets who INDEX
desire it. Even in such cases, both parties must wholeheartedly
agree to form a bond, and attempts to force two individuals to
enter an arrangement always fails. Bonding with blood relatives
is rare but does sometimes occur, usually between cousins
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or siblings of similar ages.


Most dragonkin only have one bonded partner
during their lifetimes, but thanks to their longer
lifespans, more than half of their lives can be spent
bondless. If their partner dies, a dragonkin might
decide to form a relationship with another
partner, but a substantial number choose not
to. From grief to family structures grown
larger and more intricate with age, there are
many reasons to abstain from subsequent
partner bonds. As partner bonds are largely
aromantic, dragonkin and their humanoid
partners forming romantic relationships
outside of the pair impacts day-to-day living.
While a dragonkin partner bond is
exclusive to two individuals, the partners
can choose to have as many romantic partners
as they would like, if any, but all of them must
respect the connection between the bonded
pair, as the mystical effects of the bond
make both partners each half of one whole, moving
in synchronicity and often needing one another’s
presence to remain healthy and happy. Effective
communication is a necessity within dragonkins’
created communities. Majoritarian systems are common
in the daily life of many dragonkin.
The blend of relationships, and the size of dragonkin, have led
to larger-scale housing requirements. Most dragonkin live in small

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Removing the scale leaves a small vulnerable spot on the


dragonkin’s hide, which their bonded partner will be trusted to
SPECIES TRAITS protect. If a dragonkin has already chosen a bonded partner, this
Ability Adjustments: +4 Str, –2 Dex
scale is used in the ritual to bind them together for a lifetime. If
Hit Points: 6
not, the dragonkin places their scale in a box for safekeeping,
Size and Type: Dragonkin are Large dragons with a space and
perfectly preserved until they find the right partner. The empty
reach of 10 feet.
space on the dragonkin’s hide appears dull, and is a subtle
Breath Weapon: As a standard action, a dragonkin can breathe
reminder to all that they’re yet incomplete. Today, younger
a 30-foot cone of flame that deals 1d6 fire damage. At 3rd level, a
generations of dragonkin sometimes forego this practice,
dragonkin adds 1-1/2 × their character level to the damage. A creature
preferring to remain intact until they’re ready to think about
in the cone can attempt a Reflex save for half damage (DC = 10 +
choosing a partner. Since some dragonkin never bond, they
half the dragonkin’s character level + their Constitution modified). A
might never remove the scale, or they might keep it preserved
dragonkin can’t use this ability again until they’ve taken a 10-minute
forever, a monument to their self-possession and solitude.
rest to recover Stamina Points.
Before any binding ritual can take place, dragonkin treat their
Draconic Immunities: Dragonkin are immune to sleep effects and gain
removed scale with a mixture of herbs and mountain spring
a +2 species bonus to saving throws against effects that cause paralysis.
water. The process petrifies the scale, turning it opalescent and
Draconic Vision: Dragonkin gain darkvision with a range of 60
hard as a gemstone. This new scale is called dolek (pronounced
feet and low-light vision, meaning they can see in dim light as if it
doe-wek). Once an individual finds a suitable partner, and both
were normal light.
parties agree to form the bond, the dragonkin chooses or crafts
Flight: A dragonkin gains an extraordinary flight speed of 30 feet
a piece of jewelry to set their dolek into. Partners sometimes
with average maneuverability. Until a dragonkin is 5th level, they must
discuss the jewelry beforehand, while others enjoy the element
end their movement on the ground at the end of each turn or fall.
of surprise. Most commonly doleks are set into necklaces, rings,
Partner Bond: A dragonkin can form a permanent bond with one
bracelets, and brooches, but can be made into earrings or various
willing non-dragonkin creature. Once this bond is made, a dragonkin
other body jewelry dependent upon the humanoid partner’s culture
can’t form another partner bond unless their current partner dies. A
and preference. A few partners choose a more extreme display of
dragonkin and their partner can communicate with each other as if
devotion by having the dolek surgically embedded into their own
they both had telepathy with a range of 100 feet. In combat, when
skin in a place of high visibility, such as a hand or forehead.
a dragonkin is within 30 feet of their partner, both creatures roll
Bonding rituals are another chance to celebrate family and
initiative checks separately and treat the higher result as the result
community in a dragonkin’s life. Always held outside, with
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for both of them.


whichever family and friends the partners wish to include, bonding
rituals are one of the most sacred ceremonies in their culture.
Weapons can’t be carried into the sacred space of a bonding ritual,
though historically armed guards form a wide perimeter around
dragonkin flit from one party to the next, seeking new friends the festivities. Talk of business and politics are strictly forbidden,
and love connections. A dragonkin in love might take their and any unbonded dragonkin in attendance who has already
date to the thermal springs or to enjoy holographic movies. It’s created a dolek but hasn’t yet given it to their partner must cover
normal for romantic partners to meet one another’s family very the indentation left by the missing scale with clothing.
early in a relationship. Each individual pair creates their own bonding ritual, often
writing partner vows or performing a dance or musical duet together.
BONDING RITUAL Sometimes the partners’ friends prepare a performance or speeches,
Dragonkin reach maturity at different rates, but the average age but always with the seriousness of the occasion in mind. Practical
is around 25 years old. Traditionally, a party is planned by the jokes and other shenanigans are frowned upon. Sometimes a priest
second-oldest member of the family. In addition to their household’s leads the ritual; this practitioner can be of any faith. A respected
members, extended family and close friends are invited. Some community member might preside over the ceremony, or the new
Quarter Day parties are treated as festivals, shutting down city pair might buck tradition entirely and direct their own bonding. At
blocks to make room for pavilions, live music, refreshments, and the end, the two partners always exchange gifts. Along with their
hundreds of guests. For larger events, the price of entry is free, but dolek, the dragonkin presents a piece of art they created for their
bringing a small gift or good wishes is customary. partner, like poetry, paintings, musical compositions, or any other
Today, it’s considered trendy to opt out of formal parties in favor form of art. The dragonkin’s partner always chooses or crafts jewelry,
of spending time with one’s own social circle. A dragonkin choosing symbolizing the saddle Skyfire Legion dragonriders once used in
a more modern celebration might take a trip to mountain distilleries, battle. This jewelry also varies based on personal taste and finances,
enjoy a spa day at a hot springs-fed sauna, or seek the thrills of but gifting an actual saddle is extremely rare and considered
virtual reality arcade games and holovids. No matter what form outdated by dragonkin culture at large.
these parties take, many Quarter Day parties end the same way. After the presentation, the ritual is all but complete as the
Dragonkin remove the largest scale of their mature hide, which partners seal the strength of their bond. Immediately at the
often comes from a spot near their shoulder blades—historically the conclusion of the ritual, the dragonkin partner initiates the
place a rider might lean into for balance or to fit a saddle. telepathic link, communicating a phrase only uttered at the

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
beginning of this type of companionship and kept secret to all FEATS
individuals that aren’t part of a matched pair. Though their people have a complicated history with their OVERVIEW
For a dragonkin whose partner dies but who later chooses larger cousins, for some dragonkin, their ancient connection to
to form a second bond, the second ritual is nearly the same the fearsome true dragons of Triaxus is a source of personal
CLASSES
as the first. A second scale must be removed from their body pride. These individuals have pioneered new ways to mimic
and transformed into a dolek. Most often, a dragonkin with a or unleash their draconic heritage, whether through natural
deceased partner takes the scale from a symmetrical location talents or clever applications of magic and technology. EVOLUTIONIST
on the other side of their body. Dragonkin and their partners
keep the others’ gifts for life, even if one passes on and they Double Trouble CLASS
form a new bond. Customarily, all dragonkin’s partners are You and an ally become a double threat. OPTIONS
buried with their dolek when they die. Triaxians know the Benefit: Once per day after you and an ally strike the same
importance of burying or burning doleks with the dead. A target using the same type of weapon within the same round,
SPECIES
dolek being lost or separated from the dead is cause for grief. automatically apply the critical hit effect of the second weapon
Expeditions to recover the relics of dead partners are common to hit to the target and increase any associated save DCs by
PLAYABLE
subjects of literary tragedies. 2. If the ally who struck the target is your bonded partner, in SPECIES
addition to being subject to the critical hit effects, the target is
NAMES flat-footed until the end of your next turn. SPECIES
Dragonkin naming conventions are influenced by the humanoid BUILDER
cultures that they bond with, often naming children after bonded Draconic Shot
partners or ancestors. Sometimes these names are modified by You channel your breath weapon into a ranged attack. SPECIES
PROFILES
hardening the consonants. Dragonkin and ryphorians share Prerequisite: breath weapon species trait
some common names. Dragonkin names typically have 2-4 Benefit: Once per day, you can channel your natural breath
NPC
syllables, begin with consonants, and duplicate letters. weapon through a ranged weapon as a swift action. As part of a GALLERY
full round attack, add your breath weapon’s damage and energy
Sample Names type to a weapon you’re wielding. You can energize a willing INDEX
Some sample dragonkin names include Gavvixen, Sozrynn, ally’s ranged weapon using your breath weapon as a standard
Estrikkon, Dragattsuu, Raskkurenn, Kaaviztzel, Xazzyrra, action. The weapon deals this additional damage on its next
Tyykendrin, Dyssydanth, Selrikk, Axiennex, and Jittsuuhnix. attack. A weapon affected by Draconic Shot gains the unwieldy
property until fired, and it must be fired within 1 minute or the
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DRAGONKIN ALTERNATE SPECIES TRAITS breath weapon’s energy dissipates and is lost.
Like any species, dragonkin have traveled far from their native
Triaxus and can be found everywhere across the galaxy. Draconic Senses
Through genetic manipulation, magic, and technology, modern You can detect even very slight movements nearby.
dragonkin often choose to modify their bodies. These changes Prerequisites: darkvision and low-light vision
might be reflected in body type, scale color, or the plumes of Benefit: You’ve enhanced your senses beyond the ability to
energy released by their natural breath weapons. see your surroundings. You gain blindsense (vibration) 15 feet.
Their innate characteristics are just as variable as their If you have the draconic vision species trait, you instead gain
cultures and beliefs. Some dragonkin tower to great heights blindsense (vibration) 30 feet.
while others are small by comparison. Some are completely
wingless, while others display unusual scale colors that match Hurl Ally
their temperaments and the energy unleashed by their breath You use your innate strength to launch a smaller ally into the
weapons. The following options are appropriate for dragonkin PCs thick of battle.
but might be available to other characters at the GM’s discretion. Prerequisites: size Large, Strength 17
Benefit: As a standard action, you can pick up and hurl a
Variant Breath Weapon willing ally who’s one size category smaller than you up to 30
Prerequisite: breath weapon species trait feet, or up to 60 feet if they’re two size categories smaller than
Benefit: At character creation, choose one of the following you. You can hurl the ally an additional 5 feet if the ally is your
damage types: acid, bludgeoning, cold, electricity, fire, piercing, bonded partner.
slashing, or sonic. Your breath weapon always deals that type
of damage. Terrifying Presence
Your use of your breath weapon strikes fear into the hearts of
Compact Form your enemies .
Prerequisite: flight species trait Prerequisites: breath weapon species trait
Benefit: Some dragonkin genetically modify themselves to Benefit: Whenever you deal damage with your breath
have smaller, wingless bodies capable of maneuvering through weapon, all enemies that can perceive you must succeed at a
narrow starship corridors. You gain the Tight Fit feat (Character Will save with a DC equal to 15 + your Charisma modifier or gain
Operations Manual 119). This replaces flight. the frightened condition for 1 round.

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FORMIAN
Home World: Castrovel (Pact Worlds)
Formians are a eusocial species of ant-like humanoids who inhabit a region of Castrovel known as the Colonies. Even during
peacetime, they’re remembered as capable and relentless warriors.

The unification of the formian species and the formation of the patches faintly glow to either side of a formian’s mouth, and
Colonies transformed their society from a collection of warring while these patches don’t meaningfully provide illumination,
hives into an ever-advancing industrial collective with complex they do help formians spot each other in low-light conditions
social hierarchies. Despite a strict caste system that endures to while conveying mood and health. This feature is even more
this day, a great deal of value is placed on the health and well- prominent in subspecies deep below the Nestwall Mountains on
being of individuals. Castrovel, where formians have ultraviolet lines that span their
Other species often have difficulty parsing the nuanced social whole bodies, which can be consciously controlled for basic
behavior of formians due to the prevalence of high-context visual communication.
nonverbal cues, such as the release of pheromones and the Formians hatch from ovoid eggs about the size of a large
display of colors in the ultraviolet spectrum. This confusion is melon. These translucent, legless larvae feed and grow rapidly
compounded by formians’ penchant for telepathic communication. over several months, after which they envelop themselves in
silken cocoons to pupate over several weeks. The form of the
PHYSICAL DESCRIPTION young adult who emerges depends considerably on their diet
Formians superficially resemble giant ants, albeit with distinct and environment early in life, which a typical hive carefully
physiology. Each has a segmented body with six limbs, using controls to create the desired ratio of formians designed to be
the rear four for stability and locomotion. In contrast, their workers, soldiers, myrmarchs, and more. Youths then receive
upper body and front limbs are oriented vertically in a way that’s intensive education and training for most of a year before
reminiscent of other humanoids. These front limbs end in several graduating and participating directly in the community’s
clawlike digits and grant formians fine motor control comparable success. As mature adults, formians molt infrequently and
to that of most humanoids. A heavy, chitinous carapace protects irregularly, most often corresponding to signals that they need
their entire bodies. This natural armor varies significantly in form to grow and acquire new traits to better serve the hive.
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and color, and formians with differing geographic and maternal


ancestries often exhibit unique features. Formian carapaces HOME WORLD
most often occur in shades of black, brown, red, or yellow. Still, Formians evolved on the green planet known as Castrovel,
selective transparency and iridescence in some subspecies create second from the Pact Worlds sun. Their ancestors evaded
complex patterns that most species perceive as green, blue, or the surface jungles’ immense predators by sheltering deep
even purple. Formians also sport spiky, chitinous growths on underground and emerging at night to forage and mate. In
their carapaces, most often along the shoulders, elbows, and their subterranean hives, formians harnessed tools and steadily
other joints to serve as defensive weapons. These protrusions’ developed more advanced technology that allowed them to
arrangements are as individual as fingerprints and can be used defend newly acquired surface territories. Formian hives are
to identify individuals. most concentrated across the southwestern continent known
Although their two compound eyes are the most prominent, simply as “The Colonies,” although in truth, they can be found
formians have five eyes. The three additional eyes are arranged across the planet. Even following their political unification,
in a triangle high on the forehead, functioning primarily to these hives maintain unique cultural identities. Such aspects
sense light and assist formians with navigation. While ancient include the original symbols that represented each of the hives,
formians typically had side-facing compound eyes that granted their traditions, and their ancestral stories.
nearly 360-degree vision, modern formian’s compound eyes A queen rules each major settlement, sometimes in turn
face forward, providing exceptional depth perception and focus reporting to a higher-ranking queen who rules an entire
from hundreds of tiny lenses. Formians can also see specific hive. Cities are vast, extending for miles in all directions and
colors on the ultraviolet spectrum, although this feature is occasionally connecting as their trajectories intersect. The
primarily used in a social context. chambers within these structures tend to be utilitarian,
Like their eyes, formian mouths have also evolved utilizing efficient spaces designed to be quickly closed off or
considerably over time. Their once-powerful insectile mandibles quarantined. This design gives them a tendency toward dense,
have developed into a more gracile form barely stronger than vertical structuring, causing the floor plans of formian hives
human jaws. Ringing the mouth are fine, fingerlike sensory to resemble an unfathomable and ever-growing expanse of
appendages that help filter particles, maneuver food, and inverted skyscrapers connected by tunnels. Most non-formians
taste. Collectively, these features facilitate speech, albeit have never witnessed such places firsthand, as the largest
often with a percussive quality including clicking consonants formian hubs where outside traffic usually occurs are designed
that most species struggle to recreate. Coin-sized ultraviolet to cater to commerce, tourism, and less structured aesthetics.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Despite these architectural tendencies, formian cities are increasingly enjoy creating art as a meditative exploration of
far from uniform. Their specific architecture varies regionally, themselves. OVERVIEW
a testament to their histories. Those cities and boroughs that Given most formians are non-reproductive, their society
grow beneath the jungle floor often include vast underground de-emphasizes sexual identity or reframes it in ways that
CLASSES
gardens, where plants are cultivated hydroponically. Coastal make sense in their specific culture. Matters of gender tend
hives around the continent’s inland gulf often incorporate to be reinterpreted as other questions of identity. A favorite
structures that extend into the water, accessible by formians example involved an offworld visitor asking about a formian’s EVOLUTIONIST
who have evolved to hold their breath and survive for great gender, and the latter replied simply, “I am a historian.” That
distances beneath the waves. There are even rumored to be said, gender disinterest is largely cultural. Formians who spend
CLASS
hives with mind-boggling architecture secured deep within substantial time among other societies periodically develop OPTIONS
the trunks of Castrovel’s oldest trees. a sense of gender and choose one that they enjoy socially,
The majority of formian cities are commonly identified by a pair independent of their physical sex. Others prefer to embrace
SPECIES
of numerals. The first numeral is based on their originating hive— fluidity or nonbinary genders.
assigned in the order in which the hives swore their service to the When it comes to personal expression, little can measure up
PLAYABLE
“Overqueen,” a metaphorical stand-in for the formians as a unified to the time-honored art of carapace engraving. This art form SPECIES
species—while the second numeral serves as the unique identifier seems to have developed ages ago for thoroughly practical
for the city. The systems for assigning these numerals vary, but purposes, as scratching parts of the exoskeleton makes SPECIES
they’re most often based on their distance from their hive’s queen BUILDER
rather than the order in which they were constructed.
There’s one hive in the Colonies that bears no number and is SPECIES
PROFILES
known by many ominous names: the ruined hive, the broken
hive, the fallen hive, and more. The hive’s destruction long ago
NPC
prompted a gathering remembered as the Meeting of Queens GALLERY
that unified formian society, and the site has become a sacred
memorial—a place for reflection and a monument to their failures. INDEX
It’s remote, reachable on foot only via a days-long journey
from the nearest port, cutting through the desert. The
hive is a ruin of broken architecture surrounding a vast,
quiet sinkhole. In many parts of the Colonies, it’s a rite of
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passage to make the pilgrimage and see it firsthand.

SOCIETY
Formian society revolves around a hierarchy of castes: queens,
myrmarchs, taskmasters, warriors, and workers. This structure
has led many other species across the Pact Worlds to describe
them as authoritarian, but these descriptions are overly simplistic
in the modern era. In practice, most formians enjoy a high level of
self‑determination in their pursuit of contributing meaningfully
to their society. While queens, and to a lesser extent myrmarchs
and taskmasters, possess abilities that can control or coerce
warriors and workers, doing so is considered appropriate only in
emergency situations. In addition, an overall focus on the quality
of life in the colonies has led to a thriving collective.
As a species, formians tend to follow results, and it’s widely
acknowledged that individual contributions are more significant
and efficient when workers are afforded autonomy and respect.
Should a young formian intended for one role demonstrate
unexpected aptitude for a different one, the hive often redirects
them into a position where they’ll best thrive and contribute.
As workers age out of the labor force, they’re often functionally
reemployed as taskmasters due to their expertise in the most
detailed aspects of production.
In general, formians tend not to enjoy idle entertainment
on its own. Instead, a formian instinctively relaxes through
productive hobbies and personal projects like building
models or learning new skills. Especially over the past
30 years, since achieving peace on Castrovel, formians

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it better at absorbing, retaining, and wafting pheromone


signatures, enhancing formians’ ability to identify each other
SPECIES TRAITS and communicate. Over time, the practice evolved into a
Ability Adjustments: +2 Str, +2 Con, –2 Wis tattoo-like tradition for warriors to denote their ranks and
Hit Points: 4 accomplishments, and it has since expanded into dozens
Size and Type: Formians are Medium monstrous humanoids. of largely aesthetic military and civilian styles. Originally
Formian Senses: Formians have darkvision with a range of 60 performed using the engraver’s own claws, it’s now more
feet, and they have blindsense (scent) with a range of 30 feet. common for a professional engraver to employ a ritual chisel to
Limited Telepathy: Formians can communicate telepathically incise the shallow grooves. These grooves are usually left open,
with any creatures within 30 feet with whom they share a language. and some formians increasingly experiment with special inlays
Natural Weapons (P): Formians have the natural weapons like metals or ultraviolet lacquers. A few have even begun
universal creature rule. piercing their exoskeletons and filling the holes with clear resin
Sonic Resistance: Thanks to the chitinous plates that cover to create even more dramatic designs.
them, formians have sonic resistance 5. The actual shapes depicted tend to be traditional and
complexly geometric, varying widely by hive and personal taste.
Those versed in this heraldry can glean information about a
formian from their designs, such as their ancestry, where they’ve
lived, or their personal aspirations. Formians who live in other
cultures often adopt local designs into their carapaces. An adult
formian’s infrequent molting provides a blank slate, and many
take it as an opportunity to explore and reinvent their visual
identity with all-new designs. Rarely, proven friends of a hive
who aren’t formians themselves receive special dispensation to
tattoo their bodies with that hive’s special patterns, marking the
recipient as someone the hive treats as one of their own.
Formians don’t have a structured language of their own,
as their ancestors shifted directly from a pheromone-based
language to a telepathic one. That said, spoken languages
are quite widespread to the point that many formians rely
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on syntax and symbolic logic from languages like Common or


Castrovelian to frame their telepathic missives.
Pheromones remain a commonplace secondary form
of communication, used to signal one’s mood, health, and
nearby dangers. These scents often convey little additional
information beyond an instinctual aversion or attraction and
tend to be utilized for broad warnings. Nonetheless, formians
occasionally develop the ability to manipulate the composition
of their pheromone trails to such a fine degree that they
can effectively write olfactory sentences. Such
skills are highly valued for covert
operations, especially amongst
non-formians who are unable to
decipher their nuanced meanings.
Formians also convey information
to each other using the ultraviolet spots at the corners of their
mouths. The hue and intensity vary based on the formian’s
emotional state, though with considerable practice, a formian
can consciously control these spots. It’s uncouth to comment
directly on these spots and their messages, yet their cues
are an important component of formians’ expectation of clear
communication. Other species’ lack of similar spots often
disorients formians socially, encouraging the latter to overshare
or act more bluntly to compensate.

THE CALL
Some formians experience an unmistakable psychic
phenomenon known as “the call that demands an answer”

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
or simply “the Call.” This phenomenon comes in many forms Chemical Trail
but is characterized by an intense and inexorable longing You can imprint and interpret scent-related messages. OVERVIEW
to travel beyond their hive. The feeling usually doesn’t Prerequisites: Blindsense (scent), blindsight (scent), or
communicate what the formian should do after departing, Survival 5 ranks
CLASSES
so some travel to form new colonies, while others feel called Benefit: As a full action, you can mark a 5-foot square with
to conduct further research or serve as emissaries among specialized pheromones that encode a message you devise
other species. and, at your option, a direction. The message has a maximum EVOLUTIONIST
Experiencing the Call is an auspicious and respected event. number of words equal to your Charisma modifier or half your
No individual has the right to deny another’s call, no matter level, whichever is higher, and it can’t contain proper nouns. For
CLASS
their role in the hive. In preparation for upcoming ordeals, the example, you could convey “danger this way” with a direction, OPTIONS
called individual undertakes a series of ritual acts according but not “Ask for Luwazi Elsebo.” To notice your pheromone
to their hive’s traditions. First is an act of cleansing. Second, markings, a creature within 15 feet must succeed at a Perception
SPECIES
they relinquish their birth name, the numeric designation that check with a DC equal to 20 + your level, and a creature
they were first assigned, to then be given a new one—a zero interprets the message only if they exceed the check DC by 10
PLAYABLE
number that identifies their place among the called. In some or more. A creature with blindsense (scent) or blindsight (scent) SPECIES
parts of the Colonies, the carapace of their abdomen is then gains a +10 or +20 circumstance bonus respectively to detect
engraved with elaborate and complex geometric patterns and interpret your pheromone markings and can do so within SPECIES
denoting the long-form history of their hive. These patterns the range of their sense if it’s greater than 15 feet. BUILDER
serve as a historical record; no matter how far they go, in this
way, they’ll always take their people with them and remember Efficient Engineering SPECIES
PROFILES
where they came from. Your experience and industriousness enable you to dramatically
streamline your crafting projects.
NAMES Prerequisites: Int 15, Engineering 5 ranks
NPC
GALLERY
A formian receives a name at birth that’s conveyed through Benefit: When you craft two or more of a specific item at a
pheromonal and telepathic signatures, and which is often translated time, you must expend only 90% the normal number of UPBs INDEX
into a numerical shorthand when written or used by non-formians. when creating all subsequent copies of that item (or 80% if
These names consist of 14 numerals in the format “XX-XXXX-XXXX- your number of ranks in the appropriate skill to craft the item
XXXX,” where the sequence of numbers represents their hive, city, exceeds that item’s level by 5 or more). This discount when
clutch, and individual designation. Often, formians neither need nor crafting subsequent copies of the item persist until you either
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seek any other name. However, formians who interact with other go 24 hours without making another of that item or until you
cultures often create a name. These names are most often adopted make any other type of item.
or adapted from other languages like Castrovelian or Common.
Some formians, however, create their own names, often including a Toxic Strike
mandible click, tsk, or other self-styled punctuation. Your body naturally generates venom that you can deliver with
your natural armaments.
Sample Names Prerequisites: Con 13, natural weapons species trait
Arkichi, Chakik, Gruuk, Kachigig, Krik, Trrikit’t, and Urkai. Benefit: When you deal damage with an unarmed strike that
deals piercing or slashing damage, as a reaction, you can expose
FORMIAN ALTERNATE SPECIES TRAIT the target to your biotoxin. Once you’ve used your venom, you
Some formians develop functional wings that are segmented and can’t do so again until you rest for 10 minutes to regain Stamina
partly fold into grooves in the carapace between the shoulders Points, with a maximum number of daily uses equal to your
when not in use. Known as alates, these winged individuals Constitution modifier.
are often reproductive formians who travel widely to establish When you select this feat, you choose which ability score
new colonies. After mating, these formians typically lose their track your poison uses, using the following progression for
wings and become queens, retiring from their adventures for which the final state is the end state.
the good of their burgeoning hive. For a variety of reasons, Strength: Healthy—Weakened—Impaired—Staggered
though, alates might retain their wings permanently. Although Dexterity: Healthy—Sluggish—Stiffened—Staggered
adept fliers, these formians’ carapaces are notably softer than Constitution: Healthy—Weakened—Impaired—Debilitated
average and lack most of the typical defensive protrusions. Intelligence: Healthy—Weakened—Impaired—Animalistic
Formian alates have an extraordinary fly speed of 30 feet with Wisdom: Healthy—Weakened—Impaired—Confused
average maneuverability. Charisma: Healthy—Weakened—Impaired—Pliable
This replaces natural weapons and sonic resistance.
PERSONAL BIOTOXIN
FEATS Type poison (injury); Save Fortitude DC 10 + half your level +
Formians have mastered numerous chemical and industrial your Constitution modifier
abilities; other cultures and species have also developed similar Track Special; Onset 1 round; Frequency 1/round for 6 rounds
feats independently. Cure 1 save. All effects end 1 hour after cure.

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HADROGAAN
Home World: Hadrogess (The Vast)
With one consciousness born of a brain and another born of crystalline symbiotes set in their bodies, hadrogaans are adaptable
humanoids who survived their home world’s demise and are prepared to explore the stars.

Hadrogaans are renowned for their efficiency with processing Dolumas tend to be slightly shorter with comparably shorter
information, making optimal decisions, and reacting. Their limbs and stouter statures. Dolumas have broader shoulders,
talents are only possible because they’re a symbiotic people: thicker hips, and bulkier legs to support their frame. Their
long ago, hadrogaans began implanting living, telepathic bodies tend to have about half as many kallestrine settings
crystals into their bodies to survive a natural disaster that as do luma bodies, and these settings are often shallow
ruined their home world, Hadrogess. They’ve resided on and protect vital areas, such as the lower back, along the
its moons ever since, but they’re often found lending their underarm, or over the solar plexus. With fewer symbiotes
intellect and muscle to allies among the worlds of the drawing on their energy and displacing musculature, dolumas
Vast. Even a solitary hadrogaan can be a tremendous asset are typically strong and tough by comparison, though they
to a crew, as each hadrogaan carries within them a living have less robust neural networks compared to lumas.
neural network. Kallestrine augments taxes a hadrogaan’s physiology in
numerous ways. This symbiote and its effects are detailed
PHYSICAL DESCRIPTION further on page 74.
Much of hadrogaan history has been lost, but a leading theory
holds that ancient hadrogaans were once a physiologically HOME WORLD
uniform species, many of whose characteristics survive in the Hadrogaans originate from Hadrogess, a planet that’s currently
two types of hadrogaans who now exist. Like their ancestors, uninhabitable. Based off what little of hadrogaan history that
hadrogaans are about 8 feet tall, and they have three-fingered survives, Hadrogess was once a habitable planet, though never
hands and two legs that culminate in elongated cloven hooves. a verdant one. At some point in the planet’s history, a disaster
Their heads are broad and set with four eyes, with one pair stripped it of its atmosphere. Though the details of this
halfway up the face and a second, larger pair of eyes set cataclysm are lost to time, accounts of the years that followed
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higher and further across the brow. Their overall complexion indicate that the disaster was incremental, not sudden.
ranges from bright red to light purple, whereas the skin along Whether the planet’s molten core cooled to the point that its
their palms, throat, chin, inner sides of their limbs, and so on magnetic field faded, industrialization triggered irreversible
typically ranges from forest green to pale cyan. Unlike their ecological damage, warfare devastated the landscape, or some
predecessors, modern hadrogaans are born with numerous other misfortune, hadrogaans banded together in two key
irregular hollows in their body, typically several inches across, ways: symbiosis and evacuation.
but sometimes longer and shallower when located along a Miners on Hadrogess accidentally encountered kallestrine
limb. These hollows are specially adapted to accommodate early in this disaster, and the magically adept hadrogaans
the crystalline symbiotes known as kallestrine. In addition, sensed and contacted these crystalline beings buried deep
hadrogaans are now a dimorphic species—likely a change underground. Both had detected the impending crisis and
catalyzed by the species’ longtime crystalline symbiosis— hoped to survive the fallout, and together they experimented
with each child born as either a luma or doluma. Hadrogaan with merging their minds and bodies to best develop ways to
dimorphism is strictly a physiological difference, not a avoid extinction. The details are largely lost to ancient history
genetic one. Not only are doluma and luma hadrogaans able and the Gap, but what’s apparent isn’t just that the kallestrine
to reproduce together without any issue, but also the parents’ transformed the hadrogaans, with each new generation
identities don’t seem to affect whether their offspring are becoming better adapted to integrate and cooperate with
doluma or luma. kallestrine symbiotes implanted in their bodies shortly after
Lumas average slightly taller than dolumas, with narrow birth, but also that, together, the now-symbiotic species
bodies that are heavy-set with kallestrine. Lumas tend to have traveled to, terraformed, and colonized Hadrogess’s three
about a dozen individual kallestrine settings throughout their moons: Ghanzid, Urorohss, and Hadhi. Modern Hadrogess is
bodies. While most are set along limbs, the chest, and the spine, a nearly lifeless world with a toxic atmosphere, upwellings of
every luma has one cluster of kallestrine in less commonly radioactivity, and a handful of tenacious (and often aggressive)
occurring locations, such as along the throat, between the organisms that narrowly adapted to the dying world.
eyes, on the knuckles, or around the knees. While the increased Ghanzid: As the first of the moons to be colonized, when
amount of kallestrine facilitates rapid thought and action, their hadrogaan terraforming techniques were still limited, Ghanzid’s
quantity often leaves clear vulnerabilities in the hadrogaan’s populated areas are largely subterranean. Underground, they
body as well as causes pain later in life since kallestrine could more easily craft stable microhabitats. As hadrogaans
placements grind against tendon and bone. continued excavating, these microhabitats expanded into

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INTERSTELLAR SPECIES
SPECIES 2
districts and later into a complex network of subway tunnels, emerged emphasized unity: just as kallestrine crystal interlaced
industrial elevators, and settlements. With numerous shops, their bodies, so too was each hadrogaan part of a larger, sacred OVERVIEW
artisans, and syndicates that have histories dating back network like one glorious organism.
centuries, Ghanzid is an anthropological jewel that preserves After a series of conferences attended by each of the
CLASSES
many of hadrogaans’ oldest traditions. major hadrogaan industries and institutions, the First
Ghanzid’s infrastructure and mineral deposits make it the Hadrogaan Federation (FHF) was born. By building a society
most industrial of the three moons, yet a healthy fraction of around workers’ syndicates, the FHF expunged entrenched EVOLUTIONIST
the profits fuels a vibrant arts scene. For each new tunnel or bureaucrats and owners of industry, as both siphoned and
depository that’s built, another gets vacated, leaving space wasted wealth at the expense of workers. In the beginning,
CLASS
for gatherings, celebrations, and spontaneous performances. they easily eliminated most of these hierarchies because OPTIONS
Ghanzid’s food culture, on the other hand, is widely considered with such a small population, few luxuries, and the shared
inferior to that of the other two moons. Its limited biodiversity labor required to transform Ghanzid into a stable home,
SPECIES
shaped a bland diet meant more for survival than pleasure, there were few ways for moguls to hide. Yet, as prosperity
though contemporary chefs have begun both importing returned, interstellar visitors introduced new ideas, and
PLAYABLE
offworld ingredients and innovating exciting ways to spice up hadrogaans colonized the other moons, hadrogaan society SPECIES
old recipes. increasingly diverged from the FHF’s overarching designs.
Urorohss: Only settled after terraforming technology SPECIES
improved, Urorohss was the first moon where hadrogaans BUILDER
produced a fully breathable atmosphere. Urorohss is heavily
forested, and its parks rival its cities in size. With so much SPECIES
PROFILES
space, nature, and biodiversity, universities have mostly
relocated to new facilities on Urorohss. This idyllic world has
NPC
fueled a growing philosophy: that the traditional methods GALLERY
of self-restraint when a young hadrogaan is acclimating
to kallestrine are backward and that only by indulging INDEX
and experiencing strong emotions can the two organisms
form a proper bond. The moon’s inhabitants often poll as
being the happiest of the three and exhibit powerful neural
networks, yet they also suffer the greatest rates of kallestrine
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decoupling, where the two beings’ consciousnesses snap


apart when under extreme stress.
Hadhi: Hadrogaans settled the third moon only after
encountering other spacefaring people. From its inception,
Hadhi was designed as a sprawling military base, artillery
platform, and shipyard to ward off what hadrogaans saw
as a largely hostile galaxy. Although this perspective has
softened considerably over time, Hadhi remains a sparsely
populated and heavily surveilled world of mountains,
river‑carved gorges, and broad valleys carpeted with grass.
Its inhabitants experience high rates of effacement, a
process in which one’s kallestrine gradually subsumes the
hadrogaan’s consciousness, inadvertently suppressing
skills, memories, and idiosyncrasies. The process is
reversible with time and care, yet the moon’s stark social
and natural environment provide little room to heal. The old
syndicates of Ghanzid have begun to raise the alarm about
conditions on Hadhi but have faced resistance from Hadhi’s
recently instated military hierarchy.

SOCIETY
Hadrogaan society changed rapidly after their unification with
kallestrine and egress to Ghanzid. The moon’s limited resources,
their planet’s final gasps of life, and no known interstellar
neighbors to trade with fueled a culture driven by scarcity,
survival, and cooperation. Even as living conditions improved
over generations and revolutionaries challenged the austere
measures their forebears had embraced, the culture that

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accidental ambassadors were happy to explain their plight and


SPECIES TRAITS coordinate the two species’ union.
A kallestrine’s psychology has little sense of self, more or
Ability Adjustments: +2 Int, +2 Wis, –2 Con (Luma) or +2 Str, +2
less treating themself as a single being despite being comprised
Wis, –2 Int (Doluma)
of many fragments with different minds. When merged with
Hit Points: 4
a hadrogaan, the various kallestrine fragments form new
Size and Type: Hadrogaans are Medium humanoids with the
connections throughout the body, allowing the fragments to act
hadrogaan subtype.
with one mind in parallel with the hadrogaan’s. This unification
Dual Nervous Systems: Hadrogaans have both an organic
usually involves fitting smaller kallestrine shards into a
brain and a crystalline nervous system. A hadrogaan can install an
youth’s body and then giving them several weeks in which the
additional brain augmentation.
shards grow to fill their allotted space, during which time the
Hadrogaan Dimorphism: All hadrogaans gain +2 Wisdom
two entities develop and test their lifelong bond. Rarely, this
at character creation. Luma hadrogaans have acute intellects (+2
process ends in rejection as the crystals detach and fall free in
Intelligence at character creation) at the expense of physical health
an emotionally traumatic separation.
(–2 Constitution at character creation). Doluma hadrogaans are
Assuming the process works, the two become literally
muscular (+2 Strength at character creation) and slower to process
inseparable; tearing kallestrine free causes intense psychological
information (–2 Intelligence at character creation).
harm and can even erase some of a hadrogaan’s essential life
Hadrogaan Senses: The crystals in a hadrogaan’s body can sense
functions. Likewise, kallestrine can fracture like a bone and
subtle vibrations in the environment. A hadrogaan has blindsense
can heal in a similar way, though the damage can impede
(vibration) with a range of 30 feet.
concentration or even cause memory loss. As a result, despite
their kallestrine often reinforcing their bodies’ weak points,
hadrogaans usually don’t employ their crystalline components
as defensive tools.
Ghanzid’s communities still uphold a less restrictive version A hadrogaan benefits from the arrangement thanks to their
of the FHF’s vision, whereas the people of Urorohss and kallestrine’s intellectual discourse, providing another perspective
Hadhi have incorporated many different (and in some cases, in analyzing any problem and a degree of neurological
imported) mentalities. Recent generations dissolved the FHF, redundancy. In addition, a kallestrine lacks visual senses but
restructuring and reuniting as the Hadrogaan Moons Coalition does perceive their surroundings through touch, sensing their
(HMC), which focuses on galactic policy, diplomacy, and helping environment without the need for eyes and empathically sharing
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organize its constituents to compete in the interstellar economy. this information with their partner. In return, the hadrogaan
With limited raw materials, the HMC has focused instead on provides a home and nourishment for their crystals, which draw
developing hadrogaan service and manufacturing industries— on some of the body’s heat and require a steady diet of sundry
anything from education, construction, and military consulting minerals. This symbiosis often triggers surprising food cravings
to medicine, arcane services, and thinktank contributions. To for hadrogaans, leading them to chase after some magnesium-
this end, it coordinates large labor contingents contracted for rich vegetable or sprinkle aluminum-fortified salts on their meals.
a period of months or years, ensuring the workers have their Once a hadrogaan has bonded to kallestrine, it’s extremely
passage, housing, and other basic needs covered in addition difficult for new fragments to be transplanted without triggering
to good pay. Nobody is drafted or compelled to participate, rejection, as the various unfamiliar psyches fight with each other.
and hadrogaans instead sign up for the fair compensation and The more closely aligned a donor is with the recipient, the better
opportunity to see (and sometimes stay in) the many worlds the odds of acceptance, though previously unbonded kallestrine
beyond their own. often clash with their previously bonded body. Thus, it’s rare for
Of all the beings they’ve encountered thus far, hadrogaans anyone but family, dear friends, and lovers to share symbiotic
have developed a mutual fondness for dwarves. In addition to material. That said, hadrogaans occasionally chip off a small piece
their shared expertise in mining and appreciation for ordered of their kallestrine to give to a true friend, who’s expected to
societies, hadrogaans especially appreciate the dwarves’ Quest incorporate the offered kallestrine into their body. This quantity
for Sky, which parallels their own ancient call to action and isn’t enough to trigger mental distress and instead is a symbolic
journey into space. gesture of entrusting part of one’s own self to another.

KALLESTRINE NAMES
Kallestrine are crystalline organisms native to Hadrogess’s Hadrogaan names often provide context for an individual’s life.
crust, typically growing several hundred feet below the surface. Full names include a personal name and family name but might
Historically, kallestrine developed vast spindle grids that also include a name related to their syndicate (Tenth-District
interlaced the bedrock like a mycelial network, which they use to Engineering, shortened to “Tenth”), the place they were raised
exchange minerals and ideas as they slowly grew and pondered (Urorohss-blossom, shortened to “Blossom”), rare placement of
their lightless existence. Thanks to this network, the kallestrine kallestrine in their body (Ankle-set, Ear-hollowed), and so on.
community sensed its planet’s gradual demise. Thus, when Hadrogaans savor these unique aspects of someone’s personal
hadrogaan miners unexpectedly unearthed several shards, these history, family history, or background, which all enrich the

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INTERSTELLAR SPECIES
SPECIES 2
greater social organism hadrogaans see themselves as being and negate any additional effects from the burst (below). Once
part of. In general, a hadrogaan’s kallestrine symbiotes don’t you’ve activated the node, you can’t do so again until you’ve OVERVIEW
volunteer or even require a name, though occasionally a rested for 10 minutes to regain Stamina Points, though you can
network develops an acute sense of self, creates a name, and spend 1 Resolve Point to recharge it immediately.
CLASSES
adds that to their hadrogaan host’s own. If you have two psychic strike nodes of the same model
(which requires having the ability to install two augmentations
Sample Names in your brain system), the second node doesn’t grant additional EVOLUTIONIST
Akhig, Caalriu, Fermoul, Khiri, Metenck, Rhouu, Soriuss, uses of the mental burst. Instead, you activate the nodes as a
Sutaadh, Tephys, Umepht, and Yorrit. pair, augmenting the mental burst in one of the following ways,
CLASS
chosen each time you activate the augmentations: you increase OPTIONS
AUGMENTATIONS the damage dice to d10s, the burst affects all creatures within
Hadrogaans developed the following magitech augmentations, 20 feet of you, you can exclude up to three creatures in the
SPECIES
though these technologies have gradually proliferated the burst’s area to not affect, or you cause any creature who fails
galaxy and might be available to other PCs. their Will saving throw to also become sickened for 1d3 rounds.
PLAYABLE
SYSTEM SPECIES
DECEPTION NODE Brain

PRICE 9,500 LEVEL 8 SPECIES


When activated as a swift action, this artificial organ translates BUILDER
your subconscious thoughts into inane chatter that you hardly
notice but that psychic intruders find jarring. While the system is SPECIES
PROFILES
active, you gain a +2 resistance bonus to saving throws against
effects that read your thoughts (such as detect thoughts).
NPC
Also, any creature contacting you with telepathy or reading GALLERY
your thoughts must succeed at a Will save (DC = 10 + 1/2 your
level + your Charisma modifier) or become dazzled and unable INDEX
to communicate with their telepathy for 1d4 rounds; if they’re
concentrating on a spell that reads your thoughts, they lose
concentration, potentially ending the spell. You can deactivate
the node as a swift action. Once a creature successfully saves
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against your deception node, they’re immune to it for 1 hour.


If you have two deception nodes installed, they provide you
greater control over your mental chatter, and you can activate
or deactivate both as a swift action. While both are active,
the resistance bonus to saving throws increases to +3, and
the DC to resist the nodes’ effect increases by 1. If a creature
reading your thoughts fails the saving throw, rather than
dazzling them and interrupting their concentration, you can
instead provide false thoughts to the creature. Doing so
functions as telling a lie using the Bluff skill, though you
reduce any DC modifier from the creature’s attitude by
5 if they’re unfriendly or hostile.
SYSTEM
PSYCHIC STRIKE NODE Brain

MODEL LEVEL PRICE DAMAGE


BASIC 4 2,100 2D8
STANDARD 9 13,500 5D8
ADVANCED 14 73,000 9D8
ELITE 19 557,000 14D8
A psychic strike node gradually accumulates your stray
thoughts and releases them in an offensive burst of mental
energy when activated as a standard action. The burst is a
mind-affecting effect that affects all other creatures within 10
feet of you, dealing an amount of untyped damage based on
the model. Affected creatures who succeed at a Will save (DC
10 + half your level + your choice of your Constitution modifier,
Intelligence modifier, Wisdom modifier, or Charisma modifier,
chosen when you install this augmentation) take half damage

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HANAKAN
Home World: Ssets’Akana (The Vast)
Hanakan are small, feathered saurians with magical abilities. Their clever minds are adept at magic and medicine, and their
claws make them agile climbers and runners.

Hanakans shun technology, instead utilizing magic for their


societal and personal needs. A symbiosis with an adaptive HOME WORLD
bacteria helped these raptor-like beings expand across their Hanakans originate from the volcanically volatile planet of
dangerously volcanic home planet and throughout their star Ssets’Akana, the second planet from the Ash’Akan system’s sun.
system. Their peaceful society places great value on personal The tectonic activity stems partly from a vast connection to the
enrichment, individual accomplishment, and peaceful settlement Plane of Earth deep in the planet’s core. The planet’s extreme
of disagreements through debate, proxy champions, and volcanic activities mean that elaborate magical protections are
subterfuge. They carry mystical stones, called ssenavars, that required for the handful of hanakan cities that dot the ashen
hold symbolic religious significance and are sometimes magical landscape. Buildings of hardened light, flying globes, and other
in their own right. Supported by their innate magical abilities, surreal magical architecture stand in stark contrast to the
their instinctive curiosity and culture of non-violent competition steaming rock and swirling ash of the environs.
make them savvy spacefarers and shrewd sorcerers. These cities define themselves in part by the role a particular
school of magic played there in hanakan history. This quality
PHYSICAL DESCRIPTION drives scholarship as well as a mostly friendly planetwide rivalry.
Hanakans are reptilian bipeds with lithe bodies, flexible necks, Hsst’Hyssasha occupies a collapsed stratovolcano cone, and it
and whiplike tails that speak to their roots as opportunistic was there that hanakan abjurers and evokers defeated ancient
scavengers and hunters of small game. Each hanakan grows enemies made of electricity, likely seeding hanakan dislike for
uniquely colored feathers on their arms, tails, and heads, which electricity and technology later. The twinned cities Hsst’Vaka
serve as both personal identifiers and as the vehicle for the and Hsst’Pliva are built within and atop a mesa respectively,
species’ complex and nuanced somatic language. These feathers serving as the intellectual seat of philosophy and civics.
also have a remarkably high ignition temperature, helping shield Hsst’Vaka’s necromancers call upon ghosts as eyewitnesses
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hanakans from embers on their volcanic home world. and maintain records alongside skeletal archivists, while
Although perhaps once razor sharp, a modern hanakan’s Hsst’Pliva’s vibrant politics exist alongside its colleges of ethics
claws and talons have evolved to better manipulate tools and and enchantments. Illusion thrives in Hsst’Panayka through
scrabble up cliffs, rather than to tear prey. Omnivorous by art and displays of prowess, most famously during the Trials
nature, hanakans magically operate farms where they produce a of Power combat tournament held there every four years. With
wide variety of fruits, vegetables, and nuts, while subterranean its factories fueled by extraplanar fonts and conjured materials,
ranchers rear cattle-sized, herbivorous spiders called vanshas Hsst’Kul provides finished goods across the Ash’Akan system. It
that serve as agile beasts of burden and a source of meat. The also hosts the Starleap Sanctum, a teleportation-focused school
average hanakan stands 30 inches tall at the shoulder, measures whose best disciples can transport travelers between the stars
4 feet from nose to tail, and weighs around 25 pounds. for the right price. Having foreseen its future of being swallowed
The adaptive symbiotic bacteria in hanakan lungs allows by the sea, the diviners of Hsst’Anan magically levitated their
them to breathe in a broade range of environments, an whole island, which now wanders the planet while serving as
advantage that not only allowed them to survive the volcanic part spaceport, part cruise liner, and part taxi.
surface of their home world Ssets’Akana, but also allowed early Smaller settlements survive beyond the magically protected
hanakan to explore their solar system via teleportation magic. zones. Though most shelter in narrow valleys or are built into
Like hanakan and most other species found on Ssets’Akana, lava tube networks, others turn to taboo means of preservation,
the symbiotic bacteria possess latent magical qualities. Though such as infernal pacts, sinister rituals, or even technological
xenobiologists can successfully recreate the bacteria’s adaptive solutions. Some just relocate every few centuries. After all, most
properties, they’ve yet to detect any traces of magic in their of Ssets’Akana’s volcanic hotspots wander slowly, and verdant
lab‑grown specimens, further deepening the unanswered forest might become a pyroclastic wasteland after a few
question of what precisely the bacteria’s magic does. generations. This process has buried countless metropolises in
Hanakans generate magic of their own, independent of ash, sealing away lost magics that await archaeologists.
their microbiome. Hatchlings often flare with harmless sparks Dense jungles spring up in the wake of volcanic eruptions
or uncontrollably change color before learning to control their within days, and hanakan legends speak of immense plant-like
powers, usually by the end of their first year. Even without guardians that accelerate the growth. These verdant pockets
further training, a typical hanakan can smell magical auras and attract technologists using the forest to hide their forbidden
perform minor arcane feats. Those who do develop their magic artifice. Tales of these dangerous outcasts and magical monsters
thrive thanks to their intuitive understanding of eldritch forces. feature heavily in hanakan bedtime stories.

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INTERSTELLAR SPECIES
SPECIES 2
SOCIETY Just as some cultures lionize the moment when two beings
Ancient hanakans traveled in packs for mutual protection and achieve perfect harmony and understanding of one another, OVERVIEW
group hunting strategies, with groups fracturing or uniting hanakan society revels in pyh’huz, the rare moment when
as needed to exploit new opportunities or evade danger. two evenly matched and opposing sides achieve a perfect
CLASSES
That pack mentality still influences modern society despite stalemate—a revelation typically punctuated by both parties
the many changes that followed the discovery of soulstones. incoherently screeching, kicking up dust, and hopping about
Hanakans often form overlapping social circles of about 5 to in a moment of shared emotional release, after which it’s EVOLUTIONIST
40 members—often including some blood relatives—that satiate customary to end the contest as a draw. Despite being a
their instinctive pack mentality. Fewer companions than this departure from hanakans’ usual eloquence, these uncommon,
CLASS
tend to trigger feelings of anxiety and vulnerability that most socially acceptable tantrums represent a mutual frustration OPTIONS
hanakans conceal with bravado. Vast packs, on the other with and respect between the competitors.
hand, start becoming socially cumbersome, and these groups
SPECIES
amicably split into smaller units. Magic
These outlooks don’t discourage hanakans from city living. Magic doesn’t just flow through hanakans’ veins; it also
PLAYABLE
Instead, metropolises just mean thousands of intersecting suffuses their societies. Advanced technologies experienced SPECIES
packs and networks that savvy hanakans can navigate to little development with magic serving as the primary
procure just about any service or favor. One hanakan could problem‑solving tool in the hanakan arsenal—especially SPECIES
easily be part of a family-oriented pack, a guild-like pack of like- because an ancient, barely remembered enemy made of BUILDER
minded professionals, a pack of recreational pilots, and a pack electricity nearly destroyed hanakans ages ago, instilling a
of diehard magical sports fans, each with a complex hierarchy. distrust of electronics. Minor magical SPECIES
PROFILES
Religious hanakans often worship deities of learning, and hybrid devices are ubiquitous,
community, and magic, such as Eloritu, Talavet, or Yaraesa. activated either with a touch or by
NPC
Hylax has a small but passionate following due to hanakans’ coaxing the magic to activate with a GALLERY
general preference for nonviolent conflict resolution. Beyond nudge of token spell, which hanakans
cultural outcasts and curious iconoclasts, Triune’s worship is can cast intuitively. INDEX
practically unknown. Many of the larger settlements on Ssets’Akan
champion a particular type of magic, and
Contests individuals from these regions
Warfare is rare among hanakans, who much prefer resolving
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conflicts through minimally violent means. Most often, this


resolution takes the form of wordplay, usually debate. While
there are formal formats for debate, any form of informed
argument will do. Hanakans are keenly appreciative of minute
details, whether in magical theories, written works, or physical
craftsmanship, and this attention features in Ssets’Akanan
spoken conflicts—as the saying goes, “The distance between a
life and a death is as narrow as a misspoken word.”
Sometimes, debating facts is too subtle. Either as sport
or as a formal means of embarrassing someone in
retaliation for a slight, many hanakans practice
vrukulaa, a contest of ritualized boasting,
insult, and dance. A participant extols their
own virtues in front of a gathered crowd
before twisting their brags into a verbal
attack against their opponent, who
must answer with virtues and attacks
of their own. Truth and debate style
impact the contest somewhat, but it’s
just as important to construct poetically
exciting lines, flare one’s feathers at key
moments, perform complex dance steps
while orating, and deliver everything with
flair—often with one’s pack punctuating wild
claims with supportive cheers and jeers from the
sidelines. A vrukulaa typically lasts only a few rounds
before there’s a clear victor, though the contest can extend
indefinitely, with a few legendary bouts having gone for days.

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commonly adopt that arcane preference like a civilian might


SPECIES TRAITS develop loyalty to a sports team. Schools of spellcasting spark
Ability Adjustments: +2 Con, +2 Cha, –2 Int debates, rivalries, and even formal competitions, but not outright
Hit Points: 2 conflict. In fact, the more that hanakans travel the galaxy and
Size and Type: Hanakans are Small magical beasts. study other societies’ magical traditions, the more these old
Atmospheric Adaptation: Hanakans’ exposure to a variety school lines have blurred. That said, these divisions still debate
of atmospheres has made them immune to inhaled poisons and and espouse key ethical concerns tied to their respective arts:
acclimated to thin and thick atmospheres. whom can a necromancer reanimate, what is the minimum safe
Hanakan Magic: Hanakans gain the following spell-like abilities. The distance for bystanders when conjuring elementals, and so on.
caster level for these effects is equal to the hanakan’s character level. In particular, enchantment magic remains strictly overseen and
1/day—wisp ally taught, treated in many ways like a martial art reserved for self-
At will—detect magic, token spell defense. Magically controlling another being is deeply taboo,
Hanakan Senses: Hanakans have darkvision with a range of 60 and conspiracy theories of enchanted politicians and the like
feet and low-light vision. periodically cause a stir.
Scramble: A hanakan has a land speed of 40 feet and a climb speed
of 20 feet. Language
Studied: Hanakans gain a +2 species bonus to Medicine and The hanakan feather sign language is extremely
Mysticism checks. nuanced, as both their naturally keen predator
eyesight and their highly agile musculature grant
them the ability to subtly convey a precise emotion
or concept with a flick of their feathers. This linguistic
advantage helped the species to become one of the
most well-versed in practical thaumaturgical theory,
and many other magicians use illusion magic to create
a facsimile of the language for themselves, the better to
take advantage of hanakan arcane insight. The range of
emotion that the language can express also makes hanakan
poetry particularly poignant, and hanakan satire especially
effective at cutting an individual down to size.
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SOULSTONES
According to hanakan legend,
their ancestors discovered the
first ssenavars (or soulstones)
deep in a cave, where the
walls sang to them, and these
explorers sang back. Infused
with elemental energies absorbed from deeper
in the planet’s core, these stones augmented hanakan
magic and spurred a whirlwind of cultural
development and urbanization. To
commemorate this discovery, they
constructed Hsst’Zaska, a holy city
that still stands within the magically
expanded and reinforced caverns.
However, there’s an ideological divide
in interpreting this crucial moment: did the
soulstones uplift these proto-hanakans, or
did the ssenavars simply provide a valuable tool
to an already intelligent species? Most hanakans
favor the latter hypothesis for the way it preserves
their agency as a society.
Whatever their ancient origin, naturally infused soulstones
are rarely uncovered on Ssets’Akana. Instead, modern hanakans
typically create their own or attune to an inherited ssenavar,
mingling their spirit with the echoes of previous bearers. Some
hanakan pass their soulstones to promising young family

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
TABLE 2–11: SOLARIAN WEAPON CRYSTALS
OVERVIEW
SOLARIAN WEAPON CRYSTALS LEVEL PRICE DAMAGE CRITICAL BULK SPECIAL
Iceflame crystal, shard 2 780 +1 C frostbite 1 — aurora AR
CLASSES
Pyrespike crystal, shard 3 1,400 +1 F sicken AR
Iceflame crystal, least 5 3,100 +1d3 C frostbite 1d4 — aurora AR
Pyrespike crystal, least 6 4,255 +1d3 F sicken AR EVOLUTIONIST
Iceflame crystal, minor 8 9,600 +1d6 C frostbite 1d6 — aurora AR
Pyrespike crystal, minor 9 13,280 +1d6 F sicken AR
Iceflame crystal, lesser 11 25,200 +2d6 C frostbite 1d6 — aurora AR CLASS
OPTIONS
Pyrespike crystal, lesser 12 35,500 +2d6 F sicken AR
Iceflame crystal, standard 14 75,000 +3d6 C frostbite 2d6 — aurora AR
Pyrespike crystal, standard 15 109,000 +3d6 F sicken AR SPECIES
Iceflame crystal, greater 17 255,000 +4d6 C frostbite 3d6 — aurora AR
Pyrespike crystal, greater 18 369,000 +4d6 F sicken AR PLAYABLE
Iceflame crystal, true 20 825,000 +6d6 C frostbite 4d6 — aurora AR SPECIES
Pyrespike crystal, true 20 856,000 +6d6 F sicken AR
SPECIES
BUILDER
members or mentees on their passing, while others encourage NAMES
their families to sell or donate their ssenavars in hopes of finding Hanakan eggnames can be tricky for other species to properly SPECIES
PROFILES
a potential soulmatch in the world. Bold or adventurous hanakan pronounce, as the sibilant hisses, hard glottal sounds, and
undertake grand quests to rediscover famous lost ssenavars, somatic components are difficult to master. Hanakan eggnames
NPC
though many of these would-be heroes vanish to magical beasts traditionally incorporate elements from multiple family names GALLERY
or worse. However a hanakan receives a soulstone, there’s no and serve as a wish and a prayer for the newborn hanakan to
guarantee of a particular ssenavar responding favorably to that reflect aspects of their ancestors’ spirits. INDEX
hanakan’s bonding attempt. Imperfectly matched ssenavars
simply don’t respond. Rarely, a truly mismatched or arrogantly Sample Names
commandeered stone will lash out with energy to reprimand an Some sample hanakan names include Ant’sswa, Bee’sstric,
unwanted partner. Cra’sstu, Glai’sstri, Hyss’ha, Isst’jaka, Jeess’hrana, Lass’traima,
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Assuming the ssenavar is properly made or, for an inherited Nyss’traya, Plak’ssyni, Qui’sslyka, Sset’rini, Tak’ssainka,
stone, properly matched, it shares its true name with its hanakan Vix’ssyna, Wyss’traika, Xiss’lyma, Yee’ssayna, and Zi’sshaka.
partner. This spiritually unites bearer and ssenavar into one, with
the former contributing the “child soul” and the latter the “high SOLARIAN WEAPON CRYSTALS
soul” to comprise a dualistic being. This connection is faintly Hanakans sometimes enchant their soulstones, which then
perceptible to the hanakan, allowing them to track their stone also function as aeon stones or solarian weapon crystals. The
when within at least a few paces of it. Likewise, this connection following solarian weapon crystals were developed by hanakan
can be detected and even deciphered by talented ssenavar’ishi, artificers and are now found throughout the galaxy.
mystical lineage scholars who specialize in the study of soulstone
energies. Other than to these few observers, a ssenavar typically ICEFLAME CRYSTALS
doesn’t detect as magical while near its hanakan partner, as the Creating an eternal, endothermic flame is a classic test for
stone is an extension of the living being. However, when separated hanakan spellcasters. When applied to a solarian weapon
by a substantial distance, a soulstone develops a faint aura. crystal, this magic creates a relentlessly heat-leeching gem that
Losing one’s ssenavar is culturally disastrous for a hanakan, often causes its imbued weapon to glow with azure flames.
effectively removing any authority or agency that the stoneless Iceflame crystals have the frostbite weapon critical hit effect.
hanakan once had. Soulstone hunters thus receive a high place Frostbite: The weapon rimes the target, draining their heat
in hanakan society, whether helping forgetful hanakan find and causing frostbite damage equal to the amount listed. This
misplaced stones, braving dangerous areas to reclaim stones from functions as the burning condition but deals cold damage
the dead, or hunting soulstone-stealing criminal rings smuggling rather than fire damage.
ssenavars offworld for the magical black market. Some soulstone
hunters have been known to hunt a particular ssenavar for years, PYRESPIKE CRYSTALS
implacable and deadly in their magical pursuit. Often made from multihued obsidian, a pyrespike crystal softly
Even after acquiring a ssenavar and adopting its true name, thrums like a tiny volcano straining to explode. This weapon
a hanakan typically continues using their eggname for most crystal functions normally with most solar weapons, but when
purposes. A true name has power, especially when woven into applied to a solar flare COM, the crystal grants the solar flare the
powerful rituals to affect the named target. Thus, sharing a true automatic weapon special property, affecting up to 6 targets.
name is a matter of vulnerability, intimacy, and ultimate trust Afterward, the solar flare can’t be used in automatic mode again
among hanakans. until you’ve rested for 10 minutes to regain Stamina Points.

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KALO
Home World Kalo-Mahoi (Pact Worlds)
Said to resemble bats because of their innate sonar and ability to glide quickly and gracefully through frigid oceans, the aquatic
kalos of Kalo-Mahoi foster the Pact Worlds’ art scene in their vibrant, underwater bubble cities.

Kalos resemble humans covered in tiny scales with bulbous HOME WORLD
glowing eyes and large fins running down their flanks to Kalos are the only intelligent humanoid species to evolve on
connect their arms and legs. They evolved close to the seafloor Kalo‑Mahoi, one of the planet Bretheda’s many moons. Kalo-
of the icy Brethedan moon Kalo-Mahoi, clustering around the Mahoi lacks any terrestrial landmasses and is instead covered in
moon’s life‑giving geothermal vents. Since the adaptation of a thick ice crust. The seemingly lifeless surface conceals a vibrant
Drift travel, kalos have built their cities into fabulous spectacles ocean teeming with life. The flora and fauna are so diverse, in fact,
as a way of welcoming other species to their home. Those kalos that scholars theorize much of it originated in the First World of
who travel abroad often thrive as artists or as mercenaries the fey and traveled to the Material Plane through one of the
specialized in underwater and zero-g combat. many naturally occurring First World portals—called blooms—that
open and close at random all over Kalo-Mahoi.
PHYSICAL DESCRIPTION The noteworthy number of linnorms (primordial, serpentine
Kalos evolved for life in the deep ocean where sunlight doesn’t dragons) supports this theory, with linnorms living either in
reach. They can’t naturally breathe air, so they require breathing ice caves within the crust or deep within ocean trenches. The
apparatus or body augmentation to explore outside of water. linnorms claim an unbroken lineage to Ragadahn the Water
Only small pockets of water closest to Kalo-Mahoi’s glowing Lord, one the fey Eldest. Worship of the self-proclaimed Father
seafloor vents are warm, so kalos developed a hardy resistance of Dragons has featured in kalo society for all recorded history,
to the prevalent, near-freezing water that comprise most of and ruined cities concealed in the deepest ocean trenches bear
their habitat to travel from geothermal oasis to oasis. Away his spiral iconography and don’t seem to have kalo origins. It’s
from the vents and surface, there’s also no light, forcing kalos possible that kalos migrated to this moon from the First World’s
to rely on their innate sonar to hunt and navigate, which is infinite oceans ages ago, carrying with them some ancient
roughly as sharp as a human’s sight out to several dozen feet. obedience to Ragadahn. As a chaotic evil demigod, Ragadahn
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Kalo scales tend toward shades of blue or green, though pale mostly appeals as a being to be appeased to avert disaster, not
pink coloration can also appear. as a patron with their worshipper’s best interests in mind. His
The long, winglike fins that connect kalos’ arms and legs are worship is considered edgy yet acceptable, usually framing him
thin enough to be translucent, and their undulating movement as an embodiment of primal power and aquatic mastery.
helps kalos glide silently through the water while hunting. Kalo Kalo-Mahoi tends to be divided into three distinct but
eyes are large and able to move and focus independently to interrelated ecosystems: the crust, the photic zone, and the
sense predators and prey alike. Each eye also possesses a faint aphotic zone. While life on the moon began in the water, some
and independently controlled form of bioluminescence that creatures evolved to live partially or wholly on or in the ice
kalos use to visually signal each other. crust to escape marine predators and access light, eventually
The lower half of a kalo’s face is covered by sensory tendrils, establishing an entire ecosystem. Compared to the oceans,
and they have large mouths full of small, needlelike teeth. These though, the crust is nutrient poor. Today, various points in the
tendrils might resemble beards in the eyes of hair-growing crust support starship landing pads and maintain perpetually
species, but having long and healthy tendrils is generally an open holes in the ice to bridge the oceans and galaxy beyond.
attractive quality for kalos of any gender. Each kalo also has a The oceans’ photic zone is where light from the Pact Worlds’ sun
unique array of decorative spines, which are generally viewed extends, shining most brightly near the equator where the crust
as a human might view hair, running from their forehead down is relatively thin. It’s characterized by free-floating kelp forests,
the center ridge of their skull. rolling undersea hills covered in vibrantly blooming seagrasses,
Kalos on average range from five to six feet tall and generally and city-sized coral reefs. While the most plentiful in terms of
weigh less than humans of the same size, averaging around resources, this zone has historically been dominated by massive,
100 pounds. This stems in part from kalos’ mostly cartilaginous sharklike apex predators and lightning-fast, pack-hunting mantas,
skeletons and relatively lean frames. Their physiology makes kalos though the balance of power shifted as kalo society industrialized
slightly frailer than humans, and they tend to tire quickly on land, and developed the technology necessary to settle this zone.
where their fins—developed for gliding on deep ocean currents to Kalo society originated in the ocean’s aphotic zone, where
conserve energy—don’t assist mobility. Water isn’t just important no light from above penetrates, though that isn’t to say
for support and locomotion; their gills can’t breathe air, so kalos there’s no light at all. Almost every creature that lives in this
typically wear fluid-filled helmets, respirators, or environment zone possesses some sort of bioluminescence, from snakelike
suits. What’s more, kalo scales require periodic immersion in water, predators communicating with one another through shifting
and they gradually dry out and flake painfully if not doused. patterns along their backs to fields of predatory grasses glowing

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INTERSTELLAR SPECIES
SPECIES 2
a soft blue to entice prey. For much of their history, kalos lived closer to the water’s surface. Many of these towns are industrial
in the deeps to avoid the larger predators above. The largest installations built to manage a particular factory or trade, not OVERVIEW
light sources in the aphotic zone are geothermal vents, which host visitors, so they usually lack widespread air-breathing
give off pale light as well as heat. Even though the aphotic infrastructure. Kalos that live offworld often find it difficult to
CLASSES
zone doesn’t receive sunlight, it still averages around the same integrate with other species unless that species is also aquatic,
temperature as the photic zone because of the water heated and they most often form their own watery, close-knit enclaves.
by the moon’s core coming from the vents. These vents serve Kalos often view their distant history with a mixture of EVOLUTIONIST
as oases for life in this zone. Aquatic forests of filter‑feeding pain and pride, and they preserve many cultural touchstones
fronds spring up around vents and provide homes for even of their more warlike past. Many contemporary positions take
CLASS
stranger creatures. their titles from archaic roles, such as the sharkhunters and OPTIONS
Over millennia, kalo civilization developed from nomadic mantariders—today names of elite military units. However, actual
hunter-gatherer tribes to an industrialized, unified society. Mahoi mantas have long since been replaced by technological
SPECIES
Many vents now support large cities, many of which have large vehicles, and mantas themselves have been relegated to pets
“bubbles” filled with air for terrestrial creatures to reside in. Even and beloved cultural icons. Deepspeakers, who once served as
PLAYABLE
though the moon is highly industrialized, pollution isn’t a serious fearsome spellcasters and liaisons for their communities’ patron SPECIES
concern. Kalo-Mahoi’s vents serve as a natural energy source and linnorms, now function primarily as historians, advisors, and
kalo infrastructure places a large amount of emphasis on waste curators of cultural artifacts. SPECIES
recycling to keep the oceans clean. Several areas moon-wide are BUILDER
marked off as national parks to maintain the moon’s biodiversity,
but some activists argue that such efforts aren’t enough and SPECIES
PROFILES
petition to scale down some of the moon’s industry. The large
numbers of fey and water elementals who either can’t or won’t
NPC
live by the laws of organized society complicate relations as well. GALLERY
Kalo society does its best to devote certain parts of the moon to
their neighbors, but conflicts still arise. INDEX

SOCIETY
In ancient times, kalos lived in small groups near the ocean floor
and relied on stealth to evade predators, the greatest of which
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were mighty linnorms. Many communities swore allegiance to a


linnorm and offered it tribute in food, art, and other treasures in
exchange for protection. In this way, Ragadahn’s faith spread
amongst the kalos as they prayed jointly for protection and
mercy from him and his fearsome children.
A years-long conflict marked the point that kalos
mounted a war against the linnorms to claim the moon’s
oceans for themselves, pushing the dragons
to deep trenches or the ice crust. What
followed was relative peace and a long
period of invention, growth, and
rapid industrialization. Kalo artists
and innovators could dedicate their
talents for the community rather
than linnorm overlords, and they
used that freedom to create elaborate
architectural testaments to kalo
civilization—full of colorful, shining spires
and winding streets that were bright beacons against
the sunless oceans. This was a message: the kalos
weren’t afraid to make themselves known. Kalo cities
are massive art installations, built with the philosophy
that beauty is always just as important as functionality
in design. A design is a failure if it can’t excel at its
function while being aesthetically pleasing.
Today, most kalos live in large cities built near geothermal
vents dimly illuminated by phosphorescent life. A smaller
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mechanically identical but available in as many designs as one


can imagine. Anyone seeking maximum personal clout sports
SPECIES TRAITS such custom commissions, and the price for these kalo-made
Ability Adjustments: +2 Dex, +2 Wis, –2 Con
products usually reflects the artisanal premium.
Hit Points: 2
Kalo artists often look to other societies to study their artistic
Size and Type: Kalos are Medium monstrous humanoids with the
traditions as well. Many kalo adventurers got their start by
aquatic subtype, meaning they require water to breathe.
leaving Kalo-Mahoi to explore new ways of creating. In antiquity,
Cold Resistance: Kalos are used to swimming in icy water and
the most renowned kalo warriors were known as much for their
have cold resistance 5.
prowess in battle as for their artistic genius, such as Huur-Shaala
Kalo Movement: Kalos have a base speed of 20 feet and a swim
the Spearsinger, whose poems extolling Kalo-Mahoi’s natural
speed of 30 feet.
beauty are still culturally beloved today. A popular practice for
Kalo Vision: Kalos’ innate sonar gives them blindsight (sound) with a
kalo adventurers since the adoption of Drift travel is to learn from
range of 60 feet, while their specialized eyes grant them low-light vision.
other cultures and hybridize their art with kalo art. A currently
Stealthy Swimmers: Kalos gain a +4 bonus to Stealth checks
popular trend with origins on a different planet is the variety of
when in water.
vibrant colors inspired by lashunta traditions, where formerly
Water Breathing: Kalos have the water breathing universal
kalo art was more texture-based, given the species’ reliance on
creature rule.
sonar rather than sight for perception.

NAMES
Kalo names are often derived from history and culture. Parents
While Kalo-Mahoi is generally peaceful and welcoming to are likely to name their child after historical figures, artists,
offworlders, schisms gradually widen concerning where kalo society fictional characters in media they enjoy, among other sources.
is or should be headed. The Deep Resurgence is a fringe political It’s also common for parents to alter existing names in some
faction of neo-traditionalists and led by a radical deepspeaker who way, such as changing the spelling but keeping the sound the
preaches that Ragadahn will return to punish their civilization for same, as an exercise in creativity and to ensure their child has a
bringing “land” into his domain (a poetic reference to retrofitting name that will stand out.
cities to accommodate air-breathing species). The Deep Resurgence Traditional kalo names don’t often have hard consonant
pushes for the removal of air domes, for air breathers to be the ones sounds. They favor soft consonants and long vowel sounds.
to adjust by using personal breathing apparatuses, and that the However, with the amount of exposure to other cultures
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offworlder tourism industry is nothing but a form of colonization. Kalo‑Mahoi has, it isn’t uncommon to encounter kalos with
So far, the conflicts remain in infosphere comments and debate names following the conventions of other Pact Worlds societies.
halls and haven’t yet turned to violence or sabotage.
Sample Names
KALOS AND ART Some sample kalo names include Ashaal-Vash, Vhaalith,
Since antiquity, art has had a place of reverence in kalo society. Gothuul, Huur-Shaala, Suulha, Dhaavan, Zaasha, Insuul, Mahaluu,
Traditionally, clothing, sculpture, carving, and mosaics were Ollonha, Divhuul-Huur, Saamvhi, Ullaamoth, Thuvhaash, Ruugoth,
the most common mediums, but ever since kalo cities began Vhellhu, Elluveth, Yashuul, Falhuur, Luuvhath.
maintaining air-filled spaces, kalos have practiced painting
and other mediums unfit for underwater life. Artists are by far CREATURE COMPANIONS
Kalo‑Mahoi’s most popular celebrities; the infosphere has allowed Kalos have a long history of living alongside Kalo-Mahoi’s
artists far greater reach than before. Vidcasts of prominent wildlife. While mounts and hunting companions are lessas
artists doing their work or reality shows featuring contestants pervasive now, some kalos still opt to keep aquatic companions.
competing to create the best art are popular show genres on the
moon. Creative pursuits are a required part of adolescent kalos’ Linnormling
education, and it’s a well-maintained tradition to give handmade Despite their size, linnormlings claim to be descendants of
gifts to friends and family for special occasions, though with the the Eldest Ragadahn. They’re willful creatures yet offer their
rise in consumerism, it has become more common to purchase expertise with curses to anyone offering them proper tribute.
adequately artful gifts instead. Some traditionalist kalos worry
LEVELS 6-20
that the ease with which goods can be mass-produced and LINNORMLING
purchased pollutes the very concepts of art and creativity. Tiny fey (aquatic)
In pre-industrial times, most kalos owned relatively few Senses darkvision 60 ft.; low-light vision
possessions, so they prioritized objects that expressed their Good Save Will; Poor Saves Fort, Ref
individual identities and tastes. A kalo’s treasured possessions Speed fly 30 ft. (Su, perfect); swim 30 ft.
often incorporated rare materials, displayed artistic flair, and Melee Attack bite (P)
were designed to last for years, if not lifetimes. Post-Gap Ranged Attack zap (E)
Kalo‑Mahoi maintains this adoration of personalized, artful Space 2-1/2 ft.; Reach 0 ft.
goods with a startling variety of kalo-designed equipment that’s Ability Modifiers Dex, Cha

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INTERSTELLAR SPECIES
SPECIES 2
SPECIAL ABILITIES SPECIAL ABILITIES
Spiteful Curse (Su; 10th level) When the linnormling takes Pack Hunter (Ex) At the start of your turn, you can designate OVERVIEW
damage from a creature’s spell or attack, they cast bestow one creature as your prey. You and your mahoi manta are
curse on that creature as a reaction with a range of 30 feet considered to be flanking your prey so long as both you and
CLASSES
without having to touch the target (Will negates). The curse your manta are threatening that creature.
lasts until the end of that creature’s next turn. If the spell Manta Venom (Ex; 5th level) A mahoi manta’s sting stores a single
or attack reduced the linnormling to 0 Hit Points, the curse dose of manta venom that it can choose to inject whenever it EVOLUTIONIST
instead lasts a number of rounds equal to the linnormling’s successfully hits a target with its sting attack. When you rest
Charisma modifier. Once they use this ability, they can’t do for 10 minutes to recover Stamina Points, your mahoi manta
CLASS
so again for 1d4 rounds. regains its dose of venom. OPTIONS
Zap (Ex) A linnormling has a ranged attack that deals
electricity damage and has a range of 60 feet. MANTA VENOM SPECIES
Type poison (injury) Save Fortitude
Localized Water Elemental Track Dexterity (special); Frequency 1/round for 4 rounds
PLAYABLE
Water elementals are common on Kalo-Mahoi, and the longer Effect progression track is Sluggish–Stiffened–Staggered– SPECIES
they remain on the Material Plane, the more they tend to adapt, Immobile; immobile functions as an end state.
taking on a semipermanent shape. While this diminishes some Cure 2 saves SPECIES
of the elemental’s resistances, it also drives them to imprint on BUILDER
and work with other creatures, such as kalos.
SPECIES
LEVELS 1-11 PROFILES
LOCALIZED WATER ELEMENTAL
Small or Medium outsider (elemental, water)
NPC
Senses darkvision 60 ft. GALLERY
Good Save Fort; Poor Saves Ref, Will
Speed 20 ft.; swim 40 ft. INDEX
Melee Attack slam (B)
Ability Modifiers Str, Dex
SPECIAL ABILITIES
Demi-Elemental (Su) A localized water elemental lacks elemental
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immunities. Instead, it gains a +2 bonus to saving throws


against bleed, critical hit, paralysis, poison, sleep effects, and
stunning effects. A localized elemental can be flanked.
Jet (Ex) While in water, a localized water elemental can charge
as a standard action without the normal charge penalties.
When it deals damage at the end of a charge in this way, it
deals additional damage equal to its level.
Water Manipulation (Su; 5th level) A localized water elemental
can attempt grapple or reposition combat maneuvers
with a +2 circumstance bonus at a range of 30 feet so
long as both the elemental and its target are in contact
with the same body of water.

Mahoi Manta
Resembling a five-eyed manta ray, a Mahoi manta is the
traditional kalo mount and beast of burden. Mahoi mantas
forge strong bonds with their favorite riders and range in
color from pale greys and blues to black, with a rare few
being pale pink or purple.

LEVELS 1-20
MAHOI MANTA
Large animal (aquatic)
Senses blindsight (scent) 60 ft, low-light vision
Good Save Ref; Poor Saves Fort, Will
Speed 5 ft.; swim 50 ft.
Melee Attack stinger (P)
Space 10 ft.; Reach 5 ft.
Ability Modifiers Str, Dex

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KOBOLD
Home World: None
Although resembling an ancient species of reptilian humanoid, modern kobolds are variants conjured from another reality. They’re
canny problem-solvers with a predilection for transformational magic and inborn draconic power that’s desperate to manifest.

The kobolds known to the Pact Worlds are a witchwarped Kobold horns crown a head that’s massive compared to the
species. Following the Gap, kobolds seemed notably absent their body, each sporting an armory of tough teeth designed for
from the Pact Worlds and surrounding systems, and many chewing and shredding in support of their omnivorous diet. In
assumed their departure tied to Golarion’s disappearance fact, kobolds can consume an impressive array of foods and other
in some way. However, first-century witchwarping rituals materials, with some priding themselves on consuming precious
designed to access alternate reality technologies didn’t just metals and gems. Due to their head’s size, a kobold would be at
conjure obscure devices (most of which couldn’t function in this risk of tipping over were it not for their slender tail, whose primary
multiverse); they also gated in hundreds of reptilian beings who, role is serving as a counterbalance. For all their fierce armaments—
by all appearances and self-identification, appear to be kobolds. heavy nails, teeth, horns, and tails—none of a kobold’s anatomy is
The creatures confidently dispersed throughout the Pact especially suited for lethal self-defense. Due to their unintimidating
Worlds, taking up residence in empty and previously unknown physiques, kobolds frequently develop and deploy traps and other
apartments, clocking into work with unregistered keycards technological means of evening the odds against larger foes.
that noted the kobolds’ longtime (yet previously unnoticed) Due to kobolds’ otherworldly origins, their anatomy
employment at various agencies, and otherwise just fitting into experiences subtle idiosyncrasies in this reality. A kobold’s flesh
niches that mysteriously manifested seamlessly in response to generates negligible magical background radiation that seems
the kobolds’ need. Although newer generations of kobolds seem to anchor them to this reality’s physics, reflexively intervening
more bound by conventional logic, this first wave’s uncanny to course correct when one multiverse’s math doesn’t quite
integration into this reality has stumped historians, scientists, click with the other’s; this sometimes shorts out pathogens
and magical researchers. like a magical immune system, transforming cells’ receptors to
To this day, kobolds have an innate affinity for witchwarping, evade these invaders. Other times, it’s less to a kobold’s benefit,
calling upon magic and matter that presumably originates from triggering bouts of vertigo, food poisoning, or cramps even
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their alternate home world. This transformative, aspirational when performing familiar tasks or eating favorite foods. When
magic also lends itself to the kobolds’ unabashed self-confidence stressed, a kobold’s magical nature can lash out, triggering bursts
and beliefs that they’re heritors of draconic majesty, with of unpredictable and uncontrolled arcana. Innocuous events
the most powerful witchwarpers sometimes spontaneously might briefly cause lights to flicker, chill a room, or create bursts
transforming into extraplanar wyrms, as if unlocking some of color. Serious incidents, though, can trigger explosions, cause
hidden aspect of their cosmic genealogy. the kobold to become briefly incorporeal, open extraplanar
gateways, or worse. The latter rarely occur more than a few times
PHYSICAL DESCRIPTION in a kobold’s lifetime, and many kobolds use some combination
Resembling an anthropomorphic lizard, a typical kobold stands of meditation and magical pharmaceuticals to manage potential
about 3 feet tall, measuring about 4 feet long from snout to the outbursts. Others embrace their innate magical spark, which with
tip of their tail. Kobolds display a wide range of scale colors training can fuel intense witchwarping spells.
that often reflect draconic palettes, with red, blue, green,
black, white, and various metals being especially common. Reproduction
Most kobolds develop natural countershading with a lighter Kobolds are oviparous, laying a single large egg at a time.
underbelly. However, scale color can change over time. As a Parents alternate between personally incubating the eggs
kobold ages, their scales often accumulate a patina-like outline, (or having close family do so), leaving them uncovered, and
develop a natural gradation in their color, become faintly burying them in specific materials like snow, smoldering
iridescent, or are augmented in some other way that seems charcoal, or acidic peat. If done properly, this exposure doesn’t
roughly analogous to a human’s hair turning gray. Whatever hurt the developing embryo but instead steers its development,
their coloration, a kobold’s scales are thickest along their head making it more likely the child will have a specific scale color or
and upper arms, providing some protection. elemental resistances.
Their draconic features don’t stop at scales. Each kobold has If desired, kobold parents might delay incubating one or more
a set of horns that vary slightly in size, shape, and number. Most eggs so several of their children hatch at once. However, newborn
common is a pair of short, backward-pointing horns, though kobolds exhibit instinctive territoriality and food anxiety for their
kobolds might have as many as eight smaller horns or none at first few weeks, and the young might traumatize, kill, or even
all. However, adult kobolds almost never have nose horns; each eat each other if not carefully monitored. Hatching at different
kobold hatches with the help of an “egg horn” that grows from times also staggers adolescents’ puberty, when their magic is at
their snout, which they shed within a few months of birth. its most unstable. After all, when one youngster’s uncontrolled

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INTERSTELLAR SPECIES
SPECIES 2
eldritch outburst could set off a stress-based chain reaction in The death of the green dragon Eskterphelon a decade ago
their siblings, it pays to have staggered their birthdays. left a power vacuum the Tashal clan of kobolds quickly filled, OVERVIEW
Kobolds reach maturity at about 10 years old. They commonly despite three other dragon upstarts competing for the territory.
live to ages of 80 or older, and a sizable fraction can reach 140 Tashal Zik Akralsk led the clan in executing schemes years in the
CLASSES
years. A rare few, most of whom have achieved some level of making, including financially ruining one dragon, destabilizing
draconic awakening, are older still with a handful of kobolds who the second’s petty fiefdom to the point that rivals absorbed
first appeared a few centuries ago seemingly ageless and immortal. it, and outright assassinating the third. The Tashals have thus EVOLUTIONIST
alarmed and irritated many other dragon powerbrokers, yet
HOME WORLD the clan has so far played their enemies’ fears off one another,
CLASS
Given their sudden appearance in the galaxy, kobolds don’t and no single dragon is willing to quash these kobolds lest that OPTIONS
have a traditional home world. Instead, their residences tend leave them vulnerable elsewhere.
to fall into two main categories: the first places where kobolds
SPECIES
appeared in this reality and the worlds with draconic or magical SOCIETY
significance where kobolds have since congregated. Ambition drives kobolds. Even generations after their arrival in
PLAYABLE
Absalom Station, Verces, and Aucturn all host notable kobold this reality, kobolds’ perception and inner logic don’t entirely SPECIES
populations, each world adapting in to accommodate the mysterious sync with this multiverse, and they often sense not what is but
new arrivals. On Absalom Station, small stretches of infrastructure instead unlikely versions of what could be. This intuition helps SPECIES
apparently transformed in the blink of an eye, stretching streets make kobolds natural innovators who challenge old norms and BUILDER
and creating apartments to include the station’s kobold populace. often make unlikely leaps in engineering, science, and art. One
The kobolds there frequently serve as magical tutors, mechanics, kobold might long to start a business that eventually becomes a SPECIES
PROFILES
and technicians for the station’s Starstone‑fueled energy grid, commercial empire. Another obsesses over some technological
having happily adapted to this new reality. challenge and works tirelessly to develop a solution. Those who
NPC
On Verces, whole kobold enclaves manifested across the awaken their inner magic might even endeavor to transform GALLERY
Ring of Nations. Although many kobolds have since left these their flesh, becoming some other creature entirely.
neighborhoods to explore the galaxy and its opportunities, most INDEX
of these communities remain intact. Most famous is the Rezaz
District, a township on the Fullbright edge of Athalo and built
around a previously unknown spring. Although best known to the
Pact Worlds for its kobold-brewed Rezascale whiskeys that mature
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deep underground, the region is popular with kobolds exploring


their personal draconic transformation. Three different monasteries
train kobold aspirants, purifying their bodies and spirits to
metamorphose into mighty dragons. These students periodically
voyage deep into Fullbright to burn away the impurities of this
reality, and many don’t return. No doubt some perish in the sun,
yet increasingly common sightings of desert wyrms imply that a
few kobolds have succeeded in this esoteric ritual.
Whereas the rest of the Pact Worlds shifted abruptly
to accommodate their new arrivals, Aucturn’s community
developed over several weeks, incubating within rapidly
swelling pustules that then burst to spill out several hundred
traumatized kobolds. They now dwell within a smoky valley
called Ensap’s Shadow, which stretches east of the Gnashing
Range. There, kobolds subsist on chemosynthesizing plants,
have carved out a soft-tunneled subterranean town, and worship
Aucturn itself. To this Cult of the Flesh Dragon, Aucturn is like
the kobolds: an aberrant being brought into a wrong reality, but
fated to hatch and return to its once and future home.
Few kobolds initially appeared on Triaxus. However, that
planet’s powerful draconic associations and inhabitants acted like
a beacon for kobolds everywhere, driving immigration to the Allied
Territories and Drakelands for decades afterward. There they’ve
thrived in the shadows of dragons, dragonkin, and ryphorians.
Especially of the dragonkin, whom kobolds view with conflicting
admiration, envy, and projected kinship—how can another creature
be so magnificently dragon-like yet so clearly fail at being a true
dragon, all while being more visibly draconic than kobolds?

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a kobold companion’s promise of “If you die, I’ll replace you” as


insubordination, when in fact it’s an affirmation that the kobold
SPECIES TRAITS recognizes the other’s authority—at least for the time being.
Ability Adjustments: +2 Dex, +2 Cha,–2 Con
Hit Points: 2
DRACONIC LEGACY
Size and Type: Kobolds are Small humanoids with the kobold
Whether it’s passed down through stories or just a nagging,
subtype.
wordless certainty, kobolds know that they should be dragons—
Armored Scales: Kobolds gain a +1 species bonus to AC.
that they are dragons. In their origin reality, kobolds supposedly
Crafty: Kobolds gain a +2 species bonus to Engineering, Perception,
soared the skies as titanic dragons, and the ritual that brought
and Physical Science checks.
them here crammed them into meager bodies a fraction of their
Darkvision: Kobolds have darkvision with a range of 60 feet.
true size. Witchwarping magic might just be a kobold’s essence
Dragon-Scaled: Kobolds gain energy resistance based on the
straining to pull them back to their home dimension, but if
color of their scales and the dragons they resemble. Black-scaled
so, this reality doesn’t know how to process the instinctive
kobolds, copper-scaled kobolds, and green-scaled kobolds gain acid
arcana. There’s little disagreement that all of this is an injustice.
resistance 5. Blue-scaled kobolds and bronze-scaled kobolds gain
However, kobolds vary widely in what they feel should be done
electricity resistance 5. Red-scaled kobolds, brass-scaled kobolds,
about it. Three primary approaches have emerged.
and gold-scaled kobolds gain fire resistance 5. White-scaled kobolds
Those termed Aspirers believe that it’s possible for a kobold
and silver-scaled kobolds gain cold resistance 5. A kobold can stack
to transform into a dragon (a process called apodrakosis) but
this natural resistance with one other form of energy resistance.
that the process requires intense focus and patience. Some
of these transformations might take generations. Others
might be possible through extraordinary magic. Others still
realize apodrakosis through mystical awakening at a kobold
This ambition stems from latent draconic instinct that a monastery. However, Aspirers deduce that the original draconic
kobold might struggle to control. Among socially powerful form might not be possible in this reality, thus an acceptable
kobolds, narcissism, sadism, and even outright solipsism are final form might not mirror their lost draconic ideal.
infamously prevalent (and rarely celebrated). Those kobolds Reclaimers agree that draconic transformation is possible,
who have yet to achieve greatness instead regularly wrestle but the similarities end there. To a Reclaimer, kobolds’ rightful
with anxiety and depression driven by a haunting certainty that forms—and by extension, their ancestral wealth and influence—
they deserved something better. Understandably, therapy and were stolen by the ritual, and it’s their imperative to regain
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psychiatric medication aren’t just socially acceptable among what was lost. These claims often accompany aggression if not
kobolds but are also encouraged. violence, for Reclaimers seldom settle for victories by analogy;
Nonetheless, forming groups and hierarchies feels natural it’s rarely enough to gain wings, for example, but instead those
to kobolds, giving them an unfair reputation for serving as wings must be like those kobolds had in their home reality.
kowtowing underlings. Among kobolds, this relationship is one While many Reclaimers work through fully legal means, the
of service and patronage, with lower-ranked members providing philosophy has inspired numerous kobold criminal groups.
resources and enthusiastic moral support to a powerful kobold Finally, Exodists either believe that the ancient ritual is a
in return for the latter’s protection, advocacy, and influence. In convenient legend that misleads other kobolds or that it’s better
a healthier relationship, the lower-ranked kobolds benefit from to adapt to this new reality rather than fret over lost causes.
the opportunities their patron secures for them, even thriving to
the point that they break off and form their own patron groups. NAMES
Unfortunately, kobolds are vulnerable to being swept up in Kobolds typically receive a short name at birth. As they age,
unreciprocated (or even unacknowledged) social relationships achieve great deeds, and earn respect, a kobold adds syllables to
in which they might experience success by association: cults, their name to commemorate their accomplishments, mimicking
sports fandoms, scams, and even servitude to a true dragon. a widespread tradition in draconic nomenclature. Having a
Thus, a typical kobold struggles between respecting social order name that exceeds six syllables conveys arrogance that only
and wanting to challenge that order to establish dominance, which the most self-important kobolds care to invite. Most instead
spur kobolds to subtly posture and test each other’s authority. begin replacing rather than adding syllables for longer names,
Disagreements often involve flared nostrils and huffing, as if the typically preserving their birth syllables over time.
kobolds were fire-breathing monsters blowing smoke at each Rather than model name growth off accomplishments, Aspirers
other. A kobold analogue of arm-wrestling involves contestants typically receive a full draconic name at birth but are only allowed
locking their heavily scaled foreheads and trying to knock each to use a small part of it. The further the kobold progresses in their
other over with neck muscles and taunts. Perhaps the greatest personal quest for draconic transformation, the more of these
power move is hoard-surfing, where a kobold lies atop a resource syllables they reintroduce into their name.
(money, metal scrap, food, etc.) as a way of projecting draconic
dominance. Although these displays cause occasional squabbles, Sample Names
they’re performed with pragmatic respect that doesn’t always Some sample kobold names include Akmaz, Aulteen, Brehak,
translate to other cultures. Many leaders have misinterpreted Framhat, Galq, Iji, Jozol, Pultok, Tibb, Uitul, Ypol, Zgaz.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
FEATS Prerequisites: 17th level, you know the polymorph spell as a
Kobolds have a talent for transformation and a unique 6th-level spell, and you have at least one Huge predetermined OVERVIEW
connection to dragons, both of which they combine into polymorph form.
specialized transmutation techniques. The following are Benefit: When you cast polymorph on yourself as a 6th-level
CLASSES
available to any characters who meet their prerequisites. spell to transform into a Huge predetermined form, you can
spend 1 RP to transform into a Gargantuan version of that form
Major Draconic Form instead. The Gargantuan form grants a +4 enhancement bonus EVOLUTIONIST
Your inner shapeshifting potential allows you to attain to Strength-based ability checks and skill checks. Alternatively,
increasingly powerful draconic forms. you can spend 2 RP to instead transform into a Colossal
CLASS
Prerequisites: 7th level, Cha 15, Minor Draconic Form version of that form with a space of 30 feet, granting you a OPTIONS
Benefit: The polymorph spell-like ability granted by Minor +5 enhancement bonus to Strength-based ability checks and
Draconic Form now functions as a 3rd-level spell. At 11th skill checks.
SPECIES
level, the spell-like ability instead functions as a 4th-level
spell. Each time the level of the spell-like ability increases, True Dragon Form
PLAYABLE
you create a new predetermined polymorph form that has the You can transform into a truly awe-inspiring dragon. SPECIES
dragon type for this spell-like ability; this replaces any other Prerequisites: 15th level, Cha 17, Major Draconic Form
predetermined form you’ve learned for the spell-like ability. Benefit: The polymorph spell-like ability granted by Minor SPECIES
Draconic Form now functions as a 5th-level spell. At 17th BUILDER
Minor Draconic Form level, the spell-like ability instead functions as a 6th-level
You have a natural talent for assuming draconic form. spell. Each time the level of the spell-like ability increases, you SPECIES
PROFILES
Prerequisites: Cha 13; dragon type, dragon-scaled species create a new predetermined polymorph form that has
ability, or dragonblood theme the dragon type for this spell-like ability; this
NPC
Benefit: When you select polymorph (Alien Archive replaces any other predetermined form GALLERY
2 145) as a spell known, you add dragon to the list you’ve learned for the spell-like ability.
of creature types you can select when designing INDEX
polymorphed forms. Changing a target that isn’t
a dragon into a dragon form grants them a +2
enhancement bonus to saving throws against paralysis
and sleep effects.
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In addition, you can cast polymorph on yourself


once per day as a 1st-level spell-like ability, using your
character level as your caster level. However, you
can only use this spell-like ability to assume one
predetermined form that has the dragon type.
Special: At the GM’s discretion, other dragon-
themed abilities or rewards might allow you to
qualify for this feat as if you were a dragon.

Perpetual Polymorph
By assuming the form of a less powerful creature,
you can dramatically extend the duration of your
transformations.
Prerequisites: You know the polymorph spell as a
2nd-level spell or higher.
Benefit: When you cast polymorph on yourself and
choose to transform into a predetermined polymorph form
from a lower-level list of forms you know, you increase the
spell’s duration. If you transform into a form that’s from a
list one level lower, the duration increases to 5 minutes/
level (D). If you transform into a form that’s from a list two
levels lower, the duration increases to 1 hour/level (D). If you
transform into a form that’s from a list three levels lower,
the spell’s duration lasts until the next time you regain spell
slots.

Polymorphic Titan
You can transform into utterly enormous creatures.

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MARAQUOI
Home World: Marata (Pact Worlds)
Maraquoi are accomplished hunters, mystics, and environmental engineers. Deeply rooted in family, tradition, and a respect for
life, maraquoi culture rapidly evolves the more it integrates into Pact Worlds societies.

Native to Marata, one of Bretheda’s moons, maraquoi traditionally being afforded the full political rights as the system’s planets,
based their societies around a semi-nomadic, hunter-gatherer and a progressive, expansionist faction has been lobbying
lifestyle. Unlike many species common to the Pact Worlds, the Pact Council for full membership like their sister moon,
their genders are centered on a septenary system with all seven Kalo‑Mahoi.
participants playing a different role in reproduction. Maraquoi Marata is the largest of Bretheda’s moons, with an arid,
culture therefore developed amid a complex web of kinship temperate climate. Scattered forests of gnarled, enormous trees
and tribal affiliations, which defused violence and drove a deep (called kvash) dot Marata’s lands. Maraquoi folklore holds that
respect for life in all its forms. However, outside philosophies, these forests were where their people first originated, and they
technologies, and commercial interests have challenged maraquoi prize all parts of the kvash for use as building materials, food,
identity and lifestyles, with Marata’s denizens recently wrestling or medicine. The largest of these forests, Ste Xinnith, recently
with pronounced isolationist sentiment. came to prominence after researchers discovered healing
properties in some of its flora, attracting the attention of offworld
PHYSICAL DESCRIPTION pharmaceutical companies, though maraquoi traditionalists are
Maraquoi are bipedal humanoids, covered from head to toe attempting to block any further external involvement in the site.
in silky fur, generally in shades of gray, brown, or silver. Most Marata’s land is split between two primary continents, Taksha
maraquoi grow their fur longer at the top of their heads to form and Rhesa, which are connected by land bridges at the poles.
into hairstyles. Their fur coats function like thousands of small The oceans between them are relatively shallow and extremely
antennae, transmitting sound to their sensitive skin and allowing salinized, making them unsuitable as drinking water. Most life
them to navigate even in absolute darkness. A maraquoi exerts on the moon has evolved to require minimal water as a result,
some control over the follicles, such as making hairs erect to capture acquiring what they need from Marata’s cactus-like plants, few
faint sounds or flattening fur to partly dampen cacophonies; fur freshwater rivers, and seasonal cloudburst storms. Much of the
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arrangement also conveys a maraquoi’s mood. Though they do terrain beyond the kvash forests is scrubland, covered mainly
have ears similar to humans, these parts are largely vestigial and by short grasses and shrubs.
overshadowed by their skin’s sensitivity. Their compound eyes are Traditional maraquoi society built few large settlements,
set forward in their heads and protrude slightly outward, giving a preferring to subtly modify the landscape to fit their nomadic
wider range of vision than most humanoids and enabling them to lifestyles without creating sprawling cities that transform local
see in even small amounts of light. ecosystems. Ouat Vali, referred to as the Shining City for its
Their simian, prehensile tails can manipulate objects, and iridescent stone buildings, is the largest pre-Gap city on Marata,
most maraquoi use these as an “off-hand” for spare items located in the northwest steppes of Taksha. In ancient times, it
and weaponry as well as for balance. They have short, sturdy served as a meeting place for intertribal negotiations and festivals,
claws on their hands and feet to aid in climbing, and they can though it maintained a small permanent population as well. In the
secrete a sticky film from their fingers, enabling them to ascend modern era, Ouat Vali is a bastion of maraquoi traditionalists who
even smooth surfaces with relative ease. On average, an adult maintain it as a vital part of maraquoi culture and bar offworld
maraquoi stands about 6-1/2 feet tall. visitors from entering. The city’s sacred hot springs purportedly
Though the seven sexes are associated with minor augment the powers of anyone bathing there, spurring a black
physiological differences, they’re typically not pronounced market trade in vials of “Vali water” that Pact World authorities
enough to be recognizable to non-maraquoi. On average, klshas and local maraquoi partners combat. However, in nearly all cases,
(“bearers”) and meshas (“cradles”) have shorter and stouter builds the fluids’ origins are dubious at best.
than the others, while zyshas (“facilitators”) tend toward taller,
willowy builds, sometimes reaching heights of almost eight feet. Ha Quoia
Uishas (“sharers”) typically have shorter tails, and the fur of ilshas Founded about a century ago, Ha Quoia is Marata’s eminent city
(“earth-sires”), qshas (“sky-sires”), and sushas (“water-sires”) tends and spaceport, located along the eastern coast of Rhesa. The
to have a dappled appearance with distinctive patterns for each. city’s high polycarbon walls shield it from the region’s predictably
recurring high winds as well as from the voracious scrubland
HOME WORLD predators known as temnaks, massive vulpine creatures with
Maraquoi’s ancestral home is Marata, a moon orbiting the gas a paralytic venom. Within the walls, tall skyscrapers built from
giant Bretheda. Currently, its official status is a protectorate offworld alloys house a hub of diplomacy and commerce, most
of the Pact Worlds, much the same as many of Bretheda’s and notably serving as the seat of an intertribal government formed
Liavara’s inhabited moons. However, many maraquoi balk at not to represent Marata’s interests to the Pact Worlds.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
However, Ha Quoia’s status as the center of government maraquoi communities. These differing approaches further
and a symbol of offworld contact has made it a hotbed of fuel expansionist and traditionalist conflicts, with the former OVERVIEW
tension between Marata’s more outspoken traditionalist and insisting that participating in the galactic economy is key to
expansionist factions (see Society below). More extreme becoming a true Pact World and the latter interpreting foreign
CLASSES
traditionalist factions have successfully blocked many efforts operations as plundering Marata’s resources.
to open Marata to the galaxy at large, to the point that even Due to their complex reproductive and familial system,
in Ha Quoia most trade and travel are highly restricted. The respect for life is integral to maraquoi culture, as the loss of EVOLUTIONIST
factions largely battle each other through peaceful protests, even a few people could prevent a tribe’s continuation. As
demonstrations, and passive-aggressive smuggling, but it’s only a result, highly ritualistic forms of nonlethal combat evolved
CLASS
a matter of time before clashes escalate to violence. to settle disputes and intertribal conflicts, relying on a strict, OPTIONS
complex honor code emphasizing respect for one’s foe. So
SOCIETY deeply ingrained is this tradition that most maraquoi who
SPECIES
Maraquoi culture developed around hunter-gatherer and pastoralist go offworld still carry out rituals post-combat to honor fallen
lifestyles which encouraged maraquoi to form semi-nomadic foes or friends. Though most maraquoi view killing other
PLAYABLE
tribes that each traveled yearlong circuits to harvest seasonal SPECIES
resources. Inland populations often relied on reptilian ungulates
known as shevkriks, either hunting wild populations or herding SPECIES
domesticated variants to secure meat, hides, tool-quality horn, BUILDER
and a fatty substance analogous to milk. Coastal groups tracked
seasonal upwellings that drove fish spawning, supplementing diets SPECIES
PROFILES
with abundant shellfish whose shells were repurposed into mortar
to create sparkling seaside villages. Wherever maraquoi traveled,
NPC
they also modified the landscape in innovative ways: deep cisterns GALLERY
collected infrequent rain over the course of a year to create oases
along a route, mile-long coastal weirs created artificial habitats for INDEX
marine life which made harvesting easier, and travelers seeded
semiwild orchards and grains to abandon, revisit, and then reap
only when the cultivars ripened.
Until recently, maraquoi were the only developed culture
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living on Marata. While the popular-yet-false narrative is


that maraquoi were isolated and uncivilized, their seclusion
was largely their own choice. Stories from multiple societies
preserve how various alien species—most notably verthanis,
witchwyrds, and barathus—all contacted Marata in pre-Gap
times, each time being politely turned away by maraquoi
ambassadors and kept at arm’s length. Only in the
post‑Gap era have maraquoi begun accepting offworlders.
Even then, maraquoi don’t agree on what’s best for their
planet, people, and culture. Many maraquoi (sometimes called
expansionists) have embraced the galaxy, travel, and new
technologies, including welcoming offworld development of
Marata. Of the opposite view are traditionalists, who consider
maraquoi’s rapid transition from early metalworking to space
age technologies as a serious threat to time-honored traditions.
The most hardline traditionalists push for heavy restrictions on
offworld visitors and innovations, if not an outright return to
isolation. In practice, most maraquoi embrace a moderate view,
but extreme voices dominate the conversation.
Maraquoi society is highly communal. While individuals have
personal possessions and tribes maintain territories, the idea
of personal property in a broader sense was uncommon until
recently. Resources exist for the well-being of all on Marata,
and gathering comes with an expectation of restoring disturbed
landscapes, such as conscientiously backfilling, replanting, and
ecologically monitoring expired mines. It’s less cost-effective
than the several offworld mining operations that have finagled
mineral leases in limited areas, driving contention with most

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this wellspring, with the latter feat rarely performed except by


SPECIES TRAITS trained ritualists. Inclusion in this wellspring is an integral part of a
Ability Adjustments: +2 Con, +2 Wis, –2 Dex maraquoi’s spiritual health, and thus one of the direst punishments
Hit Points: 5 involves cutting off a living maraquoi such that they’ll never
Size and Type: Maraquoi are Medium humanoids with the contribute their undying knowledge to future generations.
maraquoi subtype. Since the Gap, some maraquoi have adopted other faiths,
Blindsense: Maraquoi sense sound through their skin rather than syncretizing them with their traditional beliefs. Yaraesa and Talavet
with ears, gaining blindsense (sound) with a range of 30 feet. increasingly feature as analogues or caretakers for the ancestral
Climber: Maraquoi have a climb speed of 20 feet. wellspring, encouraging maraquoi to learn from those who came
Low-Light Vision: Maraquoi have low-light vision. before and discover new wonders.
Natural Hunter: Maraquoi receive a +2 species bonus to
Survival checks. MARAQUOI GENDER AND FAMILIES
Prehensile Tail: A maraquoi’s tail is as effective as a hand at Each of the seven sexes plays a role in maraquoi reproduction.
manipulating objects, which allows them to wield and hold up to The ilsha, qsha, and susha all contribute genetic material to the
three hands’ worth of weapons and equipment. This doesn’t increase uisha, who then passes the unborn child to the klsha to gestate.
the number of attacks they can make during combat.. After birth, the infant maraquoi is passed to the mesha, who
nurses the child and carries them in a marsupial-style pouch for
several months. The seventh sex, the zysha, plays no physical
role in the process, but their psychic influence throughout is vital
for a viable birth. The notion of monogamous marriage is bizarre
maraquoi as abhorrent, the numerous dangerous predators on to most maraquoi, who regard the concept with bemusement.
Marata ensure they’re well-versed in lethal combat as well, and Given the number of individuals involved, a maraquoi doesn’t
some take up mercenary work on other planets. This practice is necessarily have a romantic relationship with all the other
divisive; some maraquoi believe it’s acceptable as long as they parents of their offspring. In most cases, they’re romantically
don’t kill their own people, while others view it as a corruption linked with some other parents and metamours with the rest;
of their honor system and combat skills on behalf of outsiders. it’s rare for a maraquoi to decide to have children if they aren’t
in a romantic relationship with at least one participant. Full
Maratan Government polycules where all the participants are romantically involved
Maratan society was traditionally organized into tribes large enough with one another are uncommon, but not unheard of. After
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to ensure protection against natural threats and small enough to weaning and leaving the mesha’s pouch, maraquoi children are
thrive on the resources that a particular territory provided. Contact reared communally, though their parents collectively hold the
between tribes was frequent, and upon reaching adulthood a most influence over their development.
maraquoi would often leave the tribe of their birth to form their The Maraquoi language doesn’t divide pronouns by gender,
family in another. In practice, this system formed a web of trade, instead using words that roughly translate to “this/that person.”
information exchange, and extended familial ties that spread global When speaking Common, most maraquoi use “they,” with other
cultural touchstones while enabling many regional variations. Due pronouns used based on individual preference. Some maraquoi
to maraquoi’s respect for life and extensive kinship networks, identify with a gender other than the one they were assigned at
formal treaties were rarely necessary and most deals needed only birth or express a degree of gender fluidity. Such individuals are
last a few months before two groups went their separate ways. highly respected in maraquoi society, as they’re believed to be
After the Gap, many tribes decided a more centralized spiritually influenced by an ancestor of their identified gender(s).
government was necessary to represent Marata to the galaxy
and protect their planet from outside exploitation. The result NAMES
was an intertribal council headquartered in Ha Quoia. Each tribe Maraquoi have a given name and a surname, often using
can choose to provide a representative, and of Marata’s 275 mellifluous tones and combinations of consonants. A maraquoi’s
known tribes, 247 have representatives on the council. Twenty- surname is formed by taking the first phoneme from each of
eight traditionalist or isolationist tribes have declined seats, their parents’ given names, in the order of the reproduction
preferring to remain apart from galactic society altogether. The process with the zysha first. For example, a maraquoi whose
Maratan Council has little involvement in the day-to-day affairs, parents’ names were Tlana, Ensesha, Vaoliri, Nemnasha, Svarai,
focusing instead on interplanetary policy. Qithieen, and Soklei would have the surname Tlenvanesvaqiso.
Traditionally, many maraquoi also appended the name of their
Maraquoi Faith tribe when giving their names, though this practice is now
Traditional maraquoi religion has no formal name, and focuses on considered somewhat old-fashioned.
ancestor reverence over worshipping a specific divine entity. After
death and before moving to the afterlife, each maraquoi is said to Sample Names
contribute a portion of their essence to an ancestral wellspring Some sample maraquoi names include Aolisha, Bnevri, Dviathe,
that exists between the stars. With proper ritual and conviction, a Esthithsa, Hxendei, Jqera, Klevsana, Llanai, Navrielle, Qivran,
maraquoi can coax a forebear’s wisdom or raw magical power from Srilaith, and Telvyi.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
HYBRID ITEMS VALI WATER
With the influx of new technology, many maraquoi have added LEVEL 16 PRICE 30,000 BULK – OVERVIEW
a high-tech spin to their traditional tools. Though usually in The hot springs of Ouat Vali impart exceptional—potentially
maraquoi hands, some of these hybrid items find their way off even permanent—vitality to bathers. Even water removed
CLASSES
Marata to other societies. Maraquoi traditionalists resent these from its source and kept in carefully insulated vials provides
fusions, viewing them as a debasement of their cultural heritage. some benefits, functioning in many ways like a magical serum.
Drinking a vial of Vali water grants the imbiber a +1 insight EVOLUTIONIST
ANCESTOR DRONE bonus to attack rolls, skill checks, and saving throws; their
LEVEL 7 PRICE 6,500 BULK 4 abilities’ and spells’ saving throw DCs increase by 1; and they
CLASS
Stone statuettes representing ancestors feature regularly gain 1 temporary Resolve Point. After 1 hour, these effects OPTIONS
in traditional maraquoi spirituality, serving as a conduit for end, the Resolve Point (if not already spent) disappears, and
deceased family to commune with the living. Some maraquoi the user becomes fatigued. Drinking more than one vial of
SPECIES
have put a new twist on this tradition by creating drones to Vali water in a 24-hour period is dangerous, dealing 10d10
represent the ancestors instead. An ancestor drone is a Tiny, damage and giving the imbiber the paralyzed condition for
PLAYABLE
maraquoi-shaped domestic drone (Armory 101) that functions 6d10 minutes unless they succeed at a DC 25 Fortitude save. SPECIES
as the hover drone of a 1st-level mechanic with no drone mods. Genuine Vali water is exceedingly rare, as export is strictly
The drone features a small display screen in its chest, typically prohibited by the Maratan government, and black markets SPECIES
showing a curated array of short videos and images of several are rife with counterfeits that range from merely useless to BUILDER
ancestors. Once per day, you can ritually pose a question to actively harmful.
the ancestor drone, which channels fragmented wisdom from SPECIES
PROFILES
your departed family to answer you; this functions as augury
but doesn’t require spending Resolve Points.
NPC
GALLERY
KVASHBARK CARTOGRAPHY KIT
LEVEL 1 PRICE 30 BULK — INDEX
This kit consists of an enchanted roll of kvashbark parchment
and three pots of natural Maratan pigments augmented with
nanites. The kit can be used to create a three-dimensional map
of a space, using one paint to create the 2-D representation
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on the bark, another paint to suspend the 3-D elements above


it, and the third paint to seal the illustration in place, limiting
other modifications. Once sealed in this way and unrolled, the
parchment projects the 3-D image depicted in glowing light—
traditionally to chart a star system, though the kit is equally
suited to creating less functional artwork. Using a kvashbark
star chart or map of an area grants you a +1 circumstance
bonus to Survival checks to orienteer or Piloting checks to
navigate the depicted area.

STARLIGHT FLUTE
LEVEL 3 PRICE 1,400 BULK L
A starlight flute is an elaborately carved ritual bone flute based
on a traditional maraquoi design. The flute sheds dim light in
a 30-foot area. Once per day, you can play the flute as a full
action to create an illusory effect made of music and starlight,
replicating the effect of ghost sound with a range of 30 feet. If
you continue concentrating and playing as a standard action
on following rounds, the illusion develops a visual aspect,
instead functioning as holographic image as a 2nd-level spell
with a range of 30 feet. The Will save DC to disbelieve either
effect is 13 or 12 + half your ranks in Profession (musician),
whichever is higher. The visual image the flute creates
always has a luminous quality, and unless the image is one
observers would expect to glow (such as a lantern, a cabin
with lit windows, or a glowing celestial figure), an observer
can automatically attempt a Will save to disbelieve the illusion
without having to interact with it first.

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NUAR
Home World: Absalom Station (Pact Worlds)
Resembling pale, short minotaurs, nuars are one of the orphan species of lost Golarion. Their size, strength, and natural weapons cause
them to often be seen as brutes, but nuar have a nuanced society and a natural ability to envision and expand on complex patterns.

Nuars are one of the many species that trace their origin to or desert coloration with white, light gray, cream, and tan most
Golarion, as they bear a close resemblance to the minotaurs common, but some also have dark bellies, palms, and/or noses.
known to have developed on that world. Despite beginning the Most nuars have pink or red eyes, with a much smaller number
era after the Gap with no home world and living only in the displaying bright blue, green, or yellow irises. Roughly 1 in
Pact Worlds, the desire of nuars to build a place for themselves, 20,000 nuars have radically different coloration with red, blue,
coupled with a natural aptitude for complex patterns and and even purple hair and skin.
structures, has led them to spread far and wide as explorers, Nuar brains are particularly adept at visualizing complex
colonists, troops, and engineers. Nuars prove quick to adapt patterns and can memorize twists, turns, and interlocking
to local customs, and many spend much of their adulthood far shapes more easily than lists of names, abstracted historic dates,
from any other members of their species. or purely philosophical ideas. Many nuars use their aptitude for
patterns to excel as engineers, artists, and navigators; others
PHYSICAL DESCRIPTION delve into more esoteric subjects by constructing “memory
Nuars are generally described as being pale minotaurs, and this is mazes” within their heads, envisioning an imaginary labyrinth
a fair (if oversimplified) description. Short by minotaur standards, and placing key ideas or facts in specific turns and twists of the
a typical nuar stands between 7 and 7-1/2 feet tall, and their metaphorical structure.
sturdy frames and sizeable horns cause them to average between
260 and 350 lbs. They’re bipedal and hooved, with strong, nimble HOME WORLD
hands. Most nuars have tails, which range from short tufts to Most nuars consider Absalom Station to be their home world,
long, flexible ropes that nearly reach the ground, but this trait as they believe their true planet of origin is lost Golarion, and
isn’t universal. Nuars are covered in short, thick hair, with longer, there’s a fair amount of evidence supporting this idea. While
shaggier hair common at the crown of the head and sometimes pre-Gap records have very few references to nuars as a species,
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along the spine and at the tail-tip, wrists, and ankles. there are occasionally notes referring to the “legacy of Nuar,”
Nuars of all gender grow between two to eight horns, with or “Nuar the Minotaur Prince of Absalom” capitalized as a
two or four being most common. These horns generally grow proper name, in some of the last histories written of Golarion
from the upper back of the skull and sweep out and then prior to the first years of the Gap. While that alone is far from
forward, allowing them to be used effectively in close combat. definitive, when the Gap ended, there were nuars only in the
The horns begin growing shortly after birth and reach full length Pact Worlds, and the majority were on Absalom Station. Many
after roughly a decade of aging (often seen as a sign a nuar is an of those on the station lived in quarters clearly designed for
adult). Nuars with more than two horns generally have two of nuar physiology, and often with artifacts that can be traced
typical length, with the rest being shorter (and often curving in to the Inner Sea Region of the missing planet. Combined with
different directions). Nuars with three or five horns are rare, but a total lack of signs of nuar-focused cities or settlements
not unknown, roughly as common as humans born with eyes of anywhere else, the theory that nuars are one of the scores of
different colors. Among nuars with odd-numbered horns, roughly species that originated on Golarion remains the top contender
half have more on one side of their head than the other, and half among scholars of nuar origins.
have a central horn growing forward from their forehead. Of course, there are competing, less-well-supported theories
Nuar horns are made of dense keratin (the same material on where nuars come from. Several fringe academics claim nuars
that makes up their hooves, nails, and hair) with honeycombed more likely came from the worlds that were blown up to form the
patterns of dentin and microscopic tunnels of enamel (the same Diaspora, with the lack of evidence of such a beginning attributed
material their teeth are made of), which also coat the outside of to that very destruction. Though there’s little to nothing to
the horn. New enamel is produced at the root of the horn if the suggest this is the case, rumors claim the existence of secret
outer sheath is damaged, allowing horns to repair and regrow, nuar strongholds at the center of vast maze fortresses within
though severe damage can be permanent. While nuars have rocks in the Diaspora. Such stories are often popular with nuars
nerve endings in the flesh around the base of their horns, they themselves, as they suggest a place where original nuar culture
have no feeling within the horns themselves, which are dense and history might be preserved, even as the majority of nuars
and tough enough to survive exposure to vacuum. Indeed, many treat the stories as little more than wishful thinking.
nuar armor suits leave their horns exposed to allow for easy use While a few nuars can be found in nearly any district of
in combat without damaging the armor. Absalom Station, with some even hanging onto family holdings in
Though nuars are generally described as white in coloration, the otherwise humancentric Olensa region of the Ring, the largest
this description is also a simplification. Most have typical arctic congregation lives within the Spike neighborhood of Conduit,

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INTERSTELLAR SPECIES
SPECIES 2
more popularly known as Pipetown. The mazelike structures retains a gangly frame until they hit adulthood roughly four
of coolant systems, filters, air pumps, and access ducts are less years later. Nuars that are adult height but not yet fully filled OVERVIEW
confusing for nuars, with their strong natural sense of direction out are often called tallings, and they might help with their
and ability to visualize complex patterns, than for other species. parents’ vocations, care for younger siblings, and try their
CLASSES
It’s not so much that nuars feel drawn to living within the hand at dozens of different life paths and potential career goals
labyrinthine guts of the station, merely that it doesn’t impede before settling on something they find fulfilling.
them, so there’s much less competition for living space in and EVOLUTIONIST
around Conduit. Nuars can gather in sections of Pipetown even The Maze of Life
other residents can’t easily find, either paying discount rates—like Once a nuar is an adult, they often seek a sense of connection to
CLASS
for air, water, power, and square footage—or directly accessing a broader community than that of their caregivers. A desire to OPTIONS
things they need from unclaimed infrastructure piping. wander and see what lies beyond familiar walls is commonplace
and often results in a nomadic existence many nuars call the
SPECIES
SOCIETY Maze of Life. Some nuar scholars feel this wanderlust is a result
When the Gap ended, nuars were aware of their names, of nuar brains quickly grasping complex patterns and shapes,
PLAYABLE
careers, relationships with others, and little else. Cultures with with everything they know as youth becoming too familiar SPECIES
long pre-Gap histories, such as humans, elves, lashuntas, and
kasathas, could look back to records describing their ancient SPECIES
kingdoms, myths, gods, heroes, and wars; however, nuars BUILDER
had no such stretch of history to model their society
on. Some sought to build their own paths and traditions SPECIES
PROFILES
from the clues found in their homes, while others
quickly adopted the customs and behaviors of non-nuar
NPC
neighbors. The relatively short history of nuars since the GALLERY
Gap has revolved around either discovering more of who they
once were or building new frameworks upon which to build INDEX
their way of life.

First Steps
At birth, nuars weigh roughly 15 pounds and stretch more
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than two feet long from hoof to crown of head. Though gangly
and awkward at first, they can walk within a few hours, feed
themselves within a few days, and can master as many as 50
words and even craft two-word sentences within a month.
This relatively quick development allows nuars traveling with
their family to have numerous children with them, as it isn’t
necessary for a parent to dedicate their time caring for the
young for a prolonged period.
While many nuars are raised with their family’s customs
and local traditions and language introduced in their day‑to-
day lives, some nuar communities prefer to restrict what their
young are exposed to. One line of thought believes that the
inherent nature of nuars can be found by the behavior of
their newborns showing preferences for specific foods, colors,
temperatures, or other basic elements from which more
complex entertainments and traditions can be built. There’s
considerable debate whether such efforts are effective, not
the least because different groups of nuars consider different
ideas neutral. One group might only use items that are black
and white when decorating a newborn nuar’s room, while
others might employ a spectrum of colors but avoid patterns
and textures. While some groups claim to have discovered
some “essential” element of nuar nature by observing the
preferences of young ones, such trends are rarely duplicated
by different groups trying the same methodology.
Young nuars begin to show interest in various arts and
careers by the age of two and often enter formal training at
this point. A nuar reaches their full height by eight years but

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and records to draw from, they lack deeper roots and, in some
SPECIES TRAITS cases, feel a need to fill that void. While some nuars do so by
Ability Adjustments: +2 Str, +2 Int, –2 Dex adopting another culture’s traditions, history, and art, others
Hit Points: 6 build their own individual version of the ancient past known
Size and Type: Nuars are Medium monstrous humanoids. as a personal legend.
Darkvision: Nuars have darkvision out to 60 feet. A personal legend is a specific nuar’s version of what ancient
Gore: Nuars can charge without taking the normal charge penalties nuar culture looked like. It may include lists of nuar gods, great
to the attack roll or their AC. If a nuar has another ability that allows moments in nuar culture that sparked nuar-specific traditions,
them to charge without taking these penalties (such as the charge nuar folk music styles, and long, written chains of nuar
attack ability from the soldier’s blitz attack fighting style), the nuar settlements becoming cities, then nations, only to collapse or be
also gains the ability to charge through difficult terrain. conquered and rise again centuries alter. Rather than being based
Maze Mind: Nuars have a naturally strong sense of direction and an on any scholarly evidence that such things happened, each nuar’s
instinctive understanding of complex patterns. As a result, they very personal legend is simply how they imagine things to have gone.
rarely get lost. A nuar can attempt a special level-based Wisdom check A nuar might well borrow elements from other planet’s histories
(1d20 + CR or level + Wisdom bonus) instead of using their total bonus and settlements’ customs, adding them however desired to the
in the Piloting skill to navigate or their total bonus in the Survival skill nuar’s own record of what might have been.
for orienteering. In addition, a nuar with 1 or more ranks in Piloting or While outsiders often refer to nuar personal legends as fake
Survival also gains a +2 species bonus to checks with that skill. or imaginary, such labels miss the point as far as the nuars who
Natural Weapons (P): Nuars have the natural weapons craft them are concerned. Most nuars see personal legends as
universal creature rule. more akin to poetry than history—a crafted story that exists to
Swift: Nuars have a base speed of 40 feet. teach lessons, espouse ideas, and give context to holidays and
memorials. It doesn’t matter to a nuar if their personal legend
is factual, as long as it feels like an authentic expression. The
idea that those who ignore the past are doomed to repeat it
reverberates with many nuars, who simply lack any records of
and simple to satisfy their desire for intricacy in adulthood. their pre-Gap history to learn from. By creating a series of folk
Others feel the tendency of adult nuars to leave home for long tales to teach their children and explain their opinions to friends
stretches indicates there’s some crucial cultural touchstone in and allies, many nuars hope to build a strong foundation for
their lives that’s missing, and, lacking an ancient history to guide future generations to build upon.
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in fulfilling it, many nuars become explorers in a subconscious It’s common for a given group of nuars to share a personal
desire to connect with a missing part of their culture. legend, at least in broad strokes, as a linchpin for community
While not all nuars leave their homes as adults, the idea of the engagement. Some nuar personal legends have become so
Maze of Life is a popular one. Growing originally from a personal popular they’re now more than a century old, with nuars on
legend (see Personal Legend below) more than a century ago, a dozen worlds all referring to them while being aware they
nuars often use it to refer to seeking a balance between what were crafted by a post-Gap member of their species. Some of
an individual wishes to do and what their circumstances require the most popular personal legends have names that create
or allow them to do. Anyone dissatisfied with their job, or who cultural movements, such as the creation myth How the
wants to see sights on distant worlds, or struggles to create Minotaurs Were Bleached, which combines a great deal of
art they enjoy is often said to be wandering the Maze of Life, gnomish First World lore with orc mythology to tell an entirely
and this is considered a normal and acceptable part of being apocryphal story of the First Twelve Nuar, and how each gave
an adult. up one color to help build a new world for their kind. While
For many nuars, the Maze of Life results in finding some Twelvists all know none of the details of that legend are true,
other culture or settlement that speaks to them. Many nuars it does nothing to quench the delight of their children when
enjoy the aesthetics and traditions of places with strong orc they receive a gift of a specific color on the twelfth night of
and half-orc influences, including Apostae and places within the each month.
Veskarium where orcs have settled over the generations since
the Drift became accessible. NAMES
There’s a comparatively short list of “authentic” nuar names
PERSONAL LEGEND that represent every name held by a nuar when the Gap
Nuars are a people with no gods to call their own, no ancient ended, and a few names consistently show up in reference
history, no pre-Gap history or sagas or poems, and at most to nuars in the muddled, scrambled records from the Gap.
one great ancient hero. While Nuar, the Minotaur Prince of As with so much of nuar culture, their naming conventions
Absalom, is generally accepted as being a historic figure seem to have developed during the Gap and thus are
connected (somehow) to the ancient past of the nuar species, nearly entirely lost to that galactic knowledge blank. Some
little is known about him beyond notes of his existence shortly scholastic work has attempted to reclaim names drawn from
before the Gap destroyed or muddled all other records. In minotaur culture, applying rules evolved from existing nuar
short, while nuars have a few centuries of post-Gap exploits names and how linguistic drift might have changed minotaur

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INTERSTELLAR SPECIES
SPECIES 2
terms into nuar names. Nuars also often take names from orc turn to be flat-footed or off-target, but they don’t suffer any
and half-orc sources, and many borrow names from friends other effects of the spell. OVERVIEW
of the family or local persons of note. At the end of each turn, characters affected by this spell can
Since most “official” nuar names tend to be two syllables attempt a new Will save; if successful, they’re immune to this
CLASSES
long and begin and end with consonants, names that match spell for 24 hours.
that pattern are more often adopted by nuar communities— Nuars are immune to the effects of this spell.
though few nuars feel constrained by this general trend. Nuars EVOLUTIONIST
make no distinction between names based on gender, and PRESERVED PATH MYSTIC 1 PRECOG 1

sometimes take a name from another society that’s associated School illusion
CLASS
with a different gender than their own. Young nuars often Casting Time 1 move action OPTIONS
select a name for themselves upon leaving the safety and Range personal
control of their parent’s home, and nuar settlements consider Duration 10 minutes/level
SPECIES
using the old name an insult since that rejects the nuar’s right For the duration of the spell, moving causes you to leave behind
to self-identify. a faint illusory string in the spaces you move through; the string
PLAYABLE
follows the path of your center of gravity, emits dim light to a SPECIES
Sample Names range of 5 feet, and lasts until the end of the spell.
Some sample nuar names include Durnat, Fernin, Garendor, SPECIES
Gorak, Hallen, Jodat, Kallar, Kantol, Lurjok, Lonorok, Maoa, BUILDER
Mothor, Narfendol, Nuaz, Purken, Quar, Rarken, Roguff, Sakkar,
Trag, Tykin, Ulgar, Vurok, and Zarnen. SPECIES
PROFILES

SPELLS NPC
Nuars’ relatively high number of explorers and researchers, GALLERY
along with their natural grasp of complex patterns, has
produced numerous advances in magic and technology that, INDEX
while originating with nuars, have become far more widespread.
While the best known of these innovations is maze-core
technology, nuars have also developed a spell that evolved
from their grasp of patterns.
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PHANTASMAL MAZE
MYSTIC 3 WITCHWARPER 3

School illusion
Casting Time 1 standard action
Range medium (100 ft. +10 ft/level)
Area 15-ft.-radius burst
Duration 1 minute/level
Saving Throw Will partial (special; see text);
Spell Resistance yes
You create an illusion of a complex maze that creatures
in the area perceive. The maze matches the terrain and
decor of the area it’s cast in. Those within it perceive
walls, doors, barriers, twists, turns, and constant, confusing
obstructions. The maze prevents creatures from perceiving
any creature farther than 10 feet away from them, and makes
it impossible for them to move except by taking guarded steps.
If an affected creature is in a complex, mazelike area when this
spell is cast, they can’t attempt a saving throw against it until
they have some reason to believe they aren’t in a normal maze
(normally requiring interacting with the maze in some way, such
as trying to map it out or use sensors to find a way
through it). Creatures that succeed at a
Will save against the spell realize the
maze is illusory but are still bombarded
with false sensory data as they deal with
the fake turns and twists around them.
These targets choose at the beginning of their

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PAHTRA
Home World: Pulonis/Vesk-6 (Near Space)
Hailing from a jungle world with low gravity, pahtras are well versed in the arts of music, magic, and war. Astonishingly nimble
and possessing keen senses, these humanoid felines are unorthodox and efficient combatants.

Pahtras are adapted to life on their home planet of Pulonis, a perfect pitch and natural affinity for rhythm and harmony. In
world wracked with magnetic storms and inhabited by titanic others, the organs anchor long whiskers that can register the
flora and wildlife. To rise to these challenges, pahtras took a presence of nearby creatures. While these whiskers are useful
different path from many galactic species: unconventional survival tools in the wilderness, their hypersensitivity tends to
technology and ironclad traditions focused on combat. Their make them uncomfortable in high winds and crowded urban
conquest by the vesk and subsequent exposure to the Pact environments. A third group’s facial organs have specialized
Worlds has caused a social revolution of sorts, with younger olfactory functions that sense when a familiar creature smells
pahtras rejecting the paths forced on them by pahtra elders. off, indicating an infection or illness. Finally, some pahtras are
The legacy of the past still holds strong however, and the especially sensitive to magic, not just sensing local auras but
pahtras most people encounter are those soldiers who have also orienting in relation to trace magical energies in Pulonis’s
access to the intense physical conditioning required to venture powerful magnetosphere.
into a universe where everything weighs twice as much. Most pahtras exhibit one of these functions strongly, and
their facial organs have reduced sensitivity to one or more
PHYSICAL DESCRIPTION additional stimuli. For example, many pahtras can’t sense
Pahtras raised on Pulonis tend to be tall and lanky with wiry ambient magic but do exhibit a response known as “the twitch”
musculature that reads as too thin to many other species. A when exposed to enchantments, likening it to a jolt of sudden
typical Pulonis pahtra stands six to seven feet tall and weighs suspicion that helps them shake off mind-affecting effects.
150 pounds. Their bodies and limbs are elongated, and many The exact sensory array seems to develop randomly in infancy
of their bones aren’t entirely fused, causing their joints to be regardless of the parents’ senses. The prevailing theory is that
looser than those of most creatures that reside on higher gravity pahtras evolved to have a communal sensory array, with at least
worlds. This aspect of their anatomy gives them an extended one member of each group able to sense an important stimulus
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range of motion and incredible flexibility but sharply limits how and alert others to its presence.
much force they can exert, as a pahtra who strains the limits of
their strength finds their body distorting more readily than their HOME WORLD
environment does. As pahtras have expanded into the universe Despite its considerable distance from its sun, Pulonis—better
however, they’ve discovered their physiology is remarkably known to the Veskarium as Vesk-6—is a hot and humid jungle
adaptable—a pahtra raised on a world with heavier gravity world with no ice or polar caps to speak of. Invasive planetary
grows to a similar height but develops the stockier musculature drilling from the vesk revealed this climate to be the result of
of a large predatory cat. Pulonis’s core being modified in the ancient past—it’s likely that
Like many felines, pahtra have meat-ripping teeth framed by without this mysterious alteration, the planet would’ve been a
prominent canines as well as retractable claws on their hands frozen rock incapable of supporting complex life. Whether as a
and feet. While useful for eating and climbing, these features result of these same modifications or due to the planet’s natural
make for unimpressive weapons. However, young pahtras properties, Pulonis also has an incredibly strong magnetosphere,
sometimes train to deliver lethal blows, often losing some of which renders most advanced technology completely useless
their natural flexibility as they toughen their bodies. on its surface.
Pahtras are covered in a layer of short fur that ranges from Due to its small size, Pulonis has a weak gravitational pull,
tawny brown to gray with almost every individual possessing allowing both its geography and biological life-forms to grow to
a unique, dark pattern of irregular blotches, stripes, and spots. titanic extremes. Mountain ranges jut up in precipitous spires
Eyes can be almost any color of the visible spectrum, though that would be impossible on other worlds, while flora and fauna
hazel is the most common. As with many nocturnal predators, alike dwarf most species in the same way a vesk towers over
their eyes are highly sensitive to light, allowing them to see in a hamster. While many visitors struggle with an environment
dim and dark conditions. A pahtra’s pupil can contract into a slit where they feel so small, pahtras often delight in the challenges
to avoid this feature blinding them in bright light. their world presents, believing the greatest obstacles present
Pahtras’ most extraordinary sense isn’t consistent across the the greatest opportunity for glory. Though the low gravity of
species. Each pahtra has a cluster of subdermal sensory organs Pulonis means many of its towering fauna are weaker than
arrayed across their face, and the organs’ primary function they appear, the technology-destroying storms and fields of the
varies by the individual with several common types. Harmonic planet are more than enough to even the scales.
sensitivity is the most common function, allowing the pahtra In theory, pahtra nation-states control most of the planet with
to feel sound and frequencies—often contributing to pahtras’ ultimate authority resting with the Veskarium. In practice, the

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INTERSTELLAR SPECIES
SPECIES 2
pahtra concept of control is far looser than that of their vesk them, and they’re keenly aware the vesk would prefer that
overlords; pahtras keep their cities and living areas safe, otherwise pahtra culture quietly erode until it becomes indistinguishable OVERVIEW
letting the vast wilderness manage itself. Travel between pahtra from the rest of the Veskarium. Most pahtras also firmly believe
nations tends to be either very slow or accomplished via risky yet it was their traditional warrior training that allowed them to
CLASSES
swift flying ships powered by magnetic sails. challenge the technologically superior invasion forces of the
For all its verdant splendor, Pulonis bears a nearly lifeless vesk, a challenge that earned pahtras the Veskarium’s respect
scar known as the Holy Lands. During its conquest of the planet, even in defeat. As such, many on Pulonis are determined not to EVOLUTIONIST
the Veskarium grew impatient dealing with pahtra guerilla see these traditions taken from them, and it’s little surprise that
defenders and bombarded the region from orbit, vitrifying some see the rebellion of pahtra youths as an existential threat.
CLASS
the landscape. This indiscriminate, unstoppable show of force Due to the magnetic fields and storms of Pulonis, pahtras OPTIONS
finally elicited a surrender, and the surrounding jungles have weren’t a technologically advanced species before their
shown no signs of reclaiming the blasted area. It now serves conquest. With their exposure to a wider galaxy, they’ve been
SPECIES
as a sacred memorial to honor the pahtras who perished there. making up for lost time. Though they make use of shielded
Although pahtras are the dominant sapient life-form on electronics imported from the wider Veskarium, they rightfully
PLAYABLE
Pulonis, they aren’t alone in their intelligence. The consider such gear to be one system failure away from SPECIES
mysterious ichthyoid oozes known as hymothoas disaster—instead, pahtra nation-states prefer to focus on
also lurk on the planet’s surface, and they advanced ceramics, bioengineering, and chemistry that SPECIES
demonstrate hostility toward the Veskarium. are more reliable on their home world. Mysticism remains BUILDER
Hymothoas have the disturbing ability to highly important on Pulonis as well since even the
parasitize living creatures, slowly devouring and vagaries of magic prove more reliable than a SPECIES
PROFILES
replacing the functions of internal organs, until at metal piton or a simple radio.
last they control the victim’s brain functions. The majority of pahtras are asexual.
NPC
Should the host body fail, the hymothoa can They often form loving and life- GALLERY
readily flee the dying husk and seek new long relationships with a partner
prey. Pahtras seem to instinctively consider or small group, though they tend INDEX
hymothoas enemies and feel the urge to kill to balk at any bond that infringes
them on sight; hymothoas are less visibly on their individuality. A relatively
belligerent in turn but are more than happy to small population of child-
devour a pahtra in pursuit of their goals. bearing couples sustain the
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pahtra population with litters


SOCIETY of six to eight kits at a time.
On Pulonis, pahtra culture is nearly as Unsurprisingly, communal
competitive as the life-or-death struggles of child-rearing is a necessity in
the natural world around it. Pahtras are well- most pahtra societies. Both
versed in cooperating to survive their extreme biological parents and adults
surroundings, but youths and seasoned closely involved in children’s
veterans alike strive to excel in their chosen rearing are treated as parents,
fields and distinguish themselves from their and although sexual attraction and
many peers. Pahtra nation-states recreate this reproduction are key to sustaining
rivalry on a grand scale, displaying their latest the population, a pahtra’s reproductive
breakthroughs or triumphs in a relentless drive involvement earns enough polite respect to
for prestige. Most pahtras consider this friendly feel valued without feeling like an obligation
opposition to bring out the best in each other, to attain social status. Another consequence
though the process burns out or outright kills of this child rearing culture is most pahtra
numerous pahtras each year as they strive for schools and training grounds are populated
recognition. Not every pahtra starts off on even by several large sibling cohorts—a social
footing either; tradition dictates that the patterns dynamic that puts even more pressure on
of a pahtra’s fur determine their character and each pahtra to differentiate themselves
potential, as interpreted by a pahtra mystic shortly from their relatives while still ensuring
after birth. Pahtra youths have begun to rebel their family’s overall performance
against this predestination, even choosing to leave overshadows competing sibling clusters.
the planet just to escape the expectations thrust on
them by others. Adolescence
Many pahtras still consider their ancestral A pahtra’s youth tends to be a sheltered
traditions of the highest importance. They’re one, kept safe in cities where nothing
a subjugated people, no matter what can snatch up an unwary child as a
autonomy their despots have granted snack. Infants begin life very small and

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The fierce competition begins well before the rite, with a young
pahtra’s exploits influencing not only where they’ll perform their
SPECIES TRAITS trials, but also alongside whom. The more prestigious the arena,
Ability Adjustments: +2 Dex, +2 Cha,–2 Str
the greater the challenges and the greater the prospect of glory.
Hit Points: 4
The most sought-after site is known as the Proving Grounds, a tract
Size and Type: Pahtras are Medium humanoids with the pahtra subtype.
of wilderness wracked with dramatic tides, magnetic storms, and
Pahtra Senses: Pahtras have darkvision with a range of 60 feet
occasional earthquakes. Each pahtra nation-state is permitted to
and low-light vision.
send 12 youths to the Proving Grounds each year, and Pulonis’s
Nimble: An off-kilter pahtra doesn’t gain the flat-footed condition
most influential citizens (and even a few from beyond) pay very
or take the normal penalty to attacks, and they can steady themself
close attention to these rites and their top performers.
as a swift action instead of a move action.
Given their combat and survival skills, it’s little surprise
Talented: Pahtras gain a +2 species bonus to Acrobatics checks,
that the military is one of the most respected professions in
Stealth checks, and checks with one Profession of their choice.
pahtra culture—even if it involves joining the Veskarium’s armed
Wary: Pahtras gain a +2 species bonus against charm and
forces. Military service also represents one of the few ways for
compulsion effects.
pahtras to reliably leave the planet, as the rigorous exercise and
conditioning needed to adapt to higher gravity worlds is difficult
to obtain through other means. For their part, vesk soldiers
respect their pahtra comrades, though they often ideologically
with little fur. At two to six months of age, pahtra kits are clash over the former’s demands for conformity and the latter’s
taken to a mystic to receive guidance on their lives based on need for individuality.
interpretations of their fur patterns. Their early years tend to
be idyllic ones, though their playtime activities are guided by NAMES
the dictates of their supposedly predestined aptitude and social Traditional pahtra names consist of elements that are auspicious
roles; however, all youths are encouraged to climb, experiment to a pahtra’s potential in life, as determined by a pahtra mystic in
with music, and engage in childish play fights, as these activities during the individual’s youth. These elements differ depending on
are central concepts to pahtra culture. nation-state, history, and lineage, and they vary enough that a
Once a pahtra turns seven, they’re expected to begin their pahtra’s parents can pick and choose what best appeals to them
official education. Private tutoring is considered adequate as well as add their own input to the name. Those pahtras who
pedagogy for the least promising youths. Those children who reject tradition have been known to change their names or name
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show the greatest potential are expected to attend a school their children with elements that the youths have no “right” to
where even if they receive less individual instruction, they’ll be bear, a trend that older pahtras find somewhat offensive.
exposed to peers who can serve as constant competition.
Sample Names
Music Some sample pahtra names include Cahnex, Fetenekku,
Almost every pahtra, both on Pulonis and off, has a deep Hafsoumei, Ifset, Jeviish, Khieper, Lealorn, Mahdran, Onharaf,
love of music. It’s rare to find a pahtra who doesn’t know Rishhmani, Sanna, Tendris, Voyenrel, and Zamahaii.
the basics of at least one instrument, and vocal lessons are
taught alongside battle tactics and history lessons in school. NEW FEATS
Hired musicians liven the soundscapes of pahtra cities, Pahtra society exhibits a strong love of music and a strong
and pahtra composers garner as much respect as the most respect for war, and it considers those who combine the two
prominent scientists, leaders, and generals. Concerts are some to be the pinnacle of their culture. The following feats play to a
of Pulonis’s biggest social events, and pahtras will make a pahtra’s perfect pitch, and are thus appropriate for pahtra PCs,
treacherous journey through the wilderness for thousands but might be available to other characters at the GM’s discretion.
of miles around to witness the electric “singing coils” of the
nation-state of Trenarez. Crescendo of Violence (Combat)
Your skill with modulating the sounds of your sonic weapons into
WAR GAMES musical patterns borders on showboating but also inspires your allies.
At 15 years of age, every pahtra is expected to participate in a Prerequisites: Charisma 15 or Profession (musician) 5 ranks
coming-of-age ceremony, where they’re sent into the wilderness Benefit: When you score a critical hit with a weapon that
to compete against both their peers and the environment. deals sonic damage, in addition to any other critical hit effect
These ancient rites of battle and survival last several weeks you would apply, all allies within 30 feet of you gain a +2 morale
and claim several lives every year, but a pahtra’s performance bonus to your choice of attack rolls, skill checks, or saving
in the ceremony often shapes their social and career prospects throws until the beginning of your next turn.
for the near future. The trials typically involve races, collecting
rare hunting trophies, and survival in harsh environments with Crescendo of Victory (Combat)
little equipment—all while skirmishing with other youths who Your perfect musical cues can accentuate a moment of triumph
compete for the same resources and accolades. and send a surge of adrenaline through an ally.

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INTERSTELLAR SPECIES
SPECIES 2
Prerequisites: Crescendo of Violence* this destructive note, you can’t do so again until you rest for 10
Benefit: When an ally within 30 feet of you scores a critical minutes to recover Stamina Points. OVERVIEW
hit against a significant foe, as a reaction you can spend 1
Resolve Point and a charge of a sonic weapon you’re holding. Pinpoint Hearing CLASSES
The ally regains Stamina Points equal to 3 × your level or 4 × You hear echoes so clearly that even the reflected sound of
the number of Profession (musician) ranks you have, whichever your footsteps or the hum of a starship’s engine can disclose
is higher. hidden secrets. EVOLUTIONIST
Prerequisites: Echolocation Attack COM, Perception 9 ranks
Discordant Din (Combat) Benefit: You gain blindsense (sound) with a range of 30 feet.
CLASS
By aiming carefully, you can cause your sonic weapons to emit If you already have blindsense (sound or vibration), you instead OPTIONS
a terrible noise on impact, aggravating the senses of creatures gain blindsight (sound or vibration, matching your blindsense
that rely heavily on hearing. type). When using the Echolocation Attack feat, you extend the
SPECIES
Benefit: As a standard action, you can make a single attack range of your granted blindsight by 30 feet.
with a weapon that deals sonic damage and uses charges; this
PLAYABLE
attack uses three times as many charges from the battery SPECIES
or power cell as normal. In addition to your normal weapon
effects and damage, all creatures within 20 feet of the target SPECIES
must attempt a Fortitude save with a DC equal to 10 + 1/2 the BUILDER
weapon’s item level + the ability modifier you applied when
making the attack with that weapon. Any creature that fails the SPECIES
PROFILES
save and possesses blindsense (sound or vibration) or blindsight
(sound or vibration) is unable to use those abilities until the
NPC
beginning of your next turn. GALLERY

Harmony of Bullets (Combat) INDEX


When wielding multiple sonic weapons, you can modulate their
frequencies to allow them to musically amplify each other when
operated together.
Prerequisites: Multi-Weapon Fighting
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Benefit: When you make a full attack with two or more small
arms that deal sonic damage or with two or more operative melee
weapons that deal sonic damage, increase the damage dealt by one
of those weapons by an amount equal to your Charisma modifier.
In addition, if two or more of those attacks hit the same target,
combine the damage from those attacks before applying the target’s
sonic energy resistance or hardness, if any.

Operatic Shatter
Through observation and experimentation, you can determine
the exact pitch to shatter glass with your voice—and sturdier
objects with your spells and weapons.
Prerequisites: Perception 6 ranks
Benefit: You can spend a full action to sing at and examine
an unattended object or structure within 120 feet of you, such
as a piece of armor or steel wall. For the next hour or until you
use this feat to assess another object, you reduce the target’s
hardness against sonic damage you deal by an amount equal
to your level. If you have another ability or weapon special
property that would also reduce the target’s hardness, you
either reduce the hardness by an amount equal to your level,
or you reduce the hardness by an amount equal to half your
level plus any hardness reduction provided by the other source,
whichever is higher.
As a standard action, you can sing or use an instrument to
play a powerful note that damages an object or structure you’ve
assessed with this feat. This note deals sonic damage equal to
your level and has a range of 30 feet. Once you’ve sounded

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PSACYNOID
Home World: Nolasa (Near Space)
Psacynoids are bulbous-headed, multiarmed humanoids whose culture centers around community service and the creation of
mystical crystals. They can see in the dark and tend to have equal knowledge of both mysticism and geology.

On their home world of Nolasa in the Euditace system in Near in Nolasa’s cave systems, including shadowy oozes called
Space, psacynoids have established a unique economy through vayleexis and white-scaled reptilian swiquas.
their subterranean “farms” of magical crystals. Though they’ve These strange underground ecosystems were created by
made peaceful contact with others outside of their home the endless wells of magic that pool and flow from cave to
system, psacynoids have yet to make a large mark on the cave. Some grottoes are lit by a ghostly luminescence which
galactic scene. However, the growing interstellar market for seems to shift its hue based on the prevailing emotion felt by
their magic crystals will surely bring the planet both wealth any inhabitants, while others see rivulets of water dripping in
and fame soon enough. every direction heedless of gravity. These hollows are incredibly
important to both psacynoid culture and economy (see Society
PHYSICAL DESCRIPTION below). Though they’ve been studying the caves for centuries,
A psacynoid has four legs sprouting from a bulbous, rounded psacynoids have yet to map or even traverse their entirety.
trunk at the base of their body. A slender torso rises up to They use the well-protected caves nearest to their surface
a similarly shaped bulb that forms their head; some might settlements for the cultivation of their planet’s famed mystical
mistake this torso for an elongated neck were it not for the crystals, but tunnels lead miles in every direction, plunging
psacynoid’s four thin arms extending from it. Their head deep into the crust. Psacynoids often send out expeditions to
features a wide mouth and an upward-pointing olfactory search for new areas in which to farm crystals, but these groups
organ that looks like a crest of hair. The bottom bulb holds can make it only so far with the limited supplies they carry—if
most of a psacynoid’s internal organs, including the stomach they return at all.
and heart, while their brain resides in the upper bulb encased One of the largest cities on Nolasa is Kruosk, a bustling
in a thick skull. Due to the unusual distribution of weight in magitech metropolis along the banks of the Yuahlish River and
their body and the difference in proportions between their above the Iominae Caves, which hold acres of crystal farms
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torso and their legs, a psacynoid tends to lead with their head, tended by a variety of custodial corporations. Kruosk is a wide
causing a careening gait that to many other sapient creatures expanse of squat, square buildings constructed of steel, glass,
appears more like stumbling than walking. and concrete by spellcasting architects and engineers. The plain,
A typical psacynoid stands about 6 feet tall and weighs almost brutal architectural style originated within Kruosk and is
125 pounds. prevalent across most of Nolasa’s larger cities. Thanks to robust
government programs, Kruosk has solid public transportation
HOME WORLD infrastructure, and there are very few personal vehicles apart
The psacynoid home world, Nolasa, is the third planet in from small, pedaled conveyances. The city’s emergency services
the Near Space system of Euditace. One of Nolasa’s most also have their own hover vehicles that travel on a series of
remarkable features is that it varies very little in elevation, streets designated for their use only.
both above and below sea level. The planet’s tallest mountain
is less than half a mile high, and its deepest seabed is similarly SOCIETY
shallow. This is due to a lack of tectonic activity on the surface; As the largest beings to evolve on the surface of Nolasa,
the ancient movement of Nolasa’s unique tectonic plates has psacynoids easily became the planet’s dominant sapient
instead formed thousands of miles of caverns throughout the species. Many psacynoids developed spellcasting powers due
planet’s crust, many of which are easily accessible from caves to the saturation of magic across the globe, and while some
and other natural openings in the ground. Nolasa is also distinct inevitably used these skills for violence and evil, many more
for the magic crystals that can be cultivated in these caverns were driven by goodness and the desire for peace. After a band
(see Crystal Cultivation on page 101). of heroes defeated a psacynoid necromancer whose plans
The planet has diverse surface biomes, but they all have very would’ve spelled destruction for the entire species, community
little in the way of wildlife, none of which grow larger than a and religious leaders used their influence to create sweeping
few feet. These creatures include furred and horned lonimaks social changes. It soon became commonplace for psacynoids
that prowl the planet’s low mountain ranges, insectile darmuirs to donate regularly to charities or engage in community
that migrate monthly between sea and shore, and herbivorous service. Generations later, this spirit of communalism has been
uhzeents that glide from tree to tree on fleshy wings. None practically ingrained into the psacynoid psyche.
have historically posed much of a threat to psacynoids, who Before the Gap, when hard currency was used more
were able to peacefully evolve to be the largest species… frequently and sales of goods were mostly limited to
aboveground. Bigger and more dangerous beasts thrive neighboring communities, a psacynoid merchant would invest

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
a large percentage of their profits into their home community. given stewardship over individual caverns, cultivating and
This included paying for the creation, maintenance, and harvesting the crystals that grow there. A custodian must, OVERVIEW
improvement of public infrastructure (such as roads and sewage of course, have knowledge of the same type of magic as the
lines) as well as ensuring that families undergoing hardships cavern in which they work. They often live within a small
CLASSES
were taken care of. As such, poverty, hunger, and homelessness prefabricated structure in the cave or, if they’re lucky, within
were practically nonexistent. a settlement less than a 20-minute commute away. Those
During this period of evolving norms, psacynoids also custodians who dwell apart from their fellow psacynoids EVOLUTIONIST
discovered that the caverns beneath their feet contained typically only do so for a single growing season (approximately
remarkable power. Owelahana, a wandering geomancer whose 6 months) and then return to their families and loved ones for a
CLASS
name has since become an important part of psacynoid history, year or sometimes longer while another custodian takes their OPTIONS
was exploring one such cave when they noticed the energy from place. This rotation allows custodians to avoid becoming too
their spells lingered after being cast. The magic instead began isolated from their communities. During their “time off,” such
SPECIES
to coalesce into a small crystalline seed. Curious, Owelahana custodians are free to have other jobs or to pursue a favorite
observed the phenomenon over several days, watching as pastime, comfortable in the fact that Nolasa’s extensive social
PLAYABLE
the crystal grew. Further casting of spells of the same school programs ensure they won’t go hungry or without shelter. SPECIES
resulted in more crystals, and Owelahana harvested them to Another path involves training in combat to protect the
bring back to the surface to study. Owelahana and psacynoids crystal farms from Nolasa’s subterranean dangers. Referred SPECIES
like them discovered that each of Nolasa’s caves resonated with to as gallants, these soldiers sometimes exhibit magical BUILDER
a different magical frequency, producing a staggering diversity prowess of their own and learn to seamlessly blend spells
of crystals. Today the field of crystal cultivation is Nolasa’s most into their fighting styles. Gallants are either stationed in SPECIES
PROFILES
practiced vocation, and the sale of these crystals makes up the defensive bunkers near the most perilous tunnels and caves
largest percentage of the planet’s economy.
NPC
Psacynoids weathered the Gap fairly well, quickly GALLERY
reestablishing relationships and businesses in the wake of
this period of universal amnesia. Some believe that Nolasa’s INDEX
inherent magic acted as a kind of dampening field to whatever
caused the Gap; these scholars posit that while psacynoids
were as affected by the Gap as all other species, they were
allowed to retain the faintest shadows of their memories.
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Some sages say this drained a portion of Nolasa’s magic, but


since the planet’s caves are still producing crystals, others
tend to dismiss these claims.
Upon the construction of Drift engines and contact with
other civilizations, the demand for Nolasa’s magical crystals has
skyrocketed. Though this demand has put some pressure on
custodians to produce more crystals and seek out new caves,
greater wealth is undeniably pouring in. Psacynoids have
since adopted the UPB-based Pact Worlds credit as a standard
currency, and thanks to digital banking, profits made from the
sale of crystals from one cave can be easily used to help a
community on the other side of the world, resulting in a small
population boom on Nolasa during the past century.
Psacynoids tend to worship deities of magic and community,
such as Abadar and Eloritu. A growing faction in Nolasa’s
religious community, a sect calling themselves Stratumians,
believe that the planet’s surface was manufactured and placed
onto the system of caves by some ancient power. Stratumians
hold that psacynoids descended from these world engineers
but have lost the magic to repeat the monumental feat.
They call for deeper forays into Nolasa’s caves to
discover more about their progenitors in the hopes
of learning this magic and gaining the ability to
terraform other worlds.

CRYSTAL CULTIVATION
Psacynoids who want to participate in their planet’s lucrative
business usually follow one of three paths. Custodians are

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is beginning to slip as Elliuanahj deals with a protracted legal


dispute involving several small custodian guilds from Nolasa’s
SPECIES TRAITS arctic continent of Mehi. The custodians claim the broker
Ability Adjustments: +2 Dex, +2 Wis, –2 Str
assigned to sell a recent harvest of ice magic–focused crystals
Hit Points: 4
has absconded with the cargo, and they demand restitutions.
Size and Type: Psacynoids are Medium monstrous humanoids.
Elliuanahj has tried to assure the custodians that negotiations
Crystal Crafter: A psacynoid can craft a spell gem or a solarian
to sell the crystals are still ongoing and has shifted profits
weapon crystal in half the normal time; this bonus stacks with any
from other sales to Mehi’s social programs to keep tempers
provided by tools or environment. For instance, a psacynoid using a
cool, but the union president is fighting a losing battle. In
starship’s arcane laboratory can craft a spell gem in one-quarter the
truth, Elliuanahj recently received a threatening note from an
normal time.
organization calling itself The Council of Ash, who holds the
Hermetic Knowledge: Psacynoids gain a +2 species bonus to
broker and their shipment of crystals hostage. The Council of
Mysticism and Physical Science checks.
Ash is demanding millions of credits from the NTU and has
Multiarmed (4): See page 154.
warned Elliuanahj that if they refuse to pay or if they try to
Psacynoid Senses: Psacynoids have darkvision with a range of
contact the authorities, more brokers will end up “missing.”
60 feet.
Elliuanahj has been resorting to some clever accounting in an
Sonic Resistance: Psacynoids have resistance 5 to sonic.
attempt to raise the funds but fears this course will only result
in them being ousted from their position and jailed. The union
president has also begun discreet inquiries to find neutral
parties who might be able to aid them in this predicament.
or assigned to a patrol that delves deeper underground to
hunt down certain creatures. During rare times known as the NAMES
“blood seasons,” these ranging gallants are called to aid their Like the Psacynoa language, psacynoid names consist mainly of
cloistered allies as the subterranean monsters grow bolder soft, rounded sounds interspersed with the occasional lateral or
and attack en masse. Sometimes these assaults last for days nasal consonant. Each name has several syllables, and psacynoid
of grueling combat, with many psacynoids wounded or killed. siblings often have nearly identical names distinguished by a
For months afterward, the defenses are repaired, and injured single syllable. When a child is old enough to choose their name,
gallants undergo hospitalization and physical therapy. Some tradition holds they pick one that’s an amalgamation of their
“retire” to become custodians after a blood season, while just parents’ names. Psacynoids who deal with other species usually
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as many return to the front, their determination to keep others accept being referred to by shortened forms of their names.
safe doubled.
A newer career has expanded since other systems have Sample Names
made contact with Nolasa in the hundreds of years since the Aowheleh, Auhanuah, Ehmouwie, Iahuajeo, Olleohuian,
revelation of the Drift. The most charismatic and cunning Oyuahemeh, Weijheleam, Wouliashi, Yhisweoi, Yuiahmah.
psacynoids can find great success as brokers, finding extrasolar
markets for Nolasa’s magic crystals. Brokers are probably the SPELL AMULETS
most well-traveled of psacynoids, and chances are if one sees Recently, enterprising psacynoid custodians have discovered a
a psacynoid outside of the Euditace system, they’re a broker method to create and enchant sturdier spell gems. Known as spell
or part of a broker’s retinue. Those familiar with psacynoid amulets, these magic crystals retain the “memory” of the spell
culture know that brokers are distinguished by a singular encoded within even after that spell is cast, allowing them to be
piece of clothing: a small, colorful cape that hangs from all four used multiple times. In addition, the magic within a spell amulet
of the psacynoid’s arms. While this cape slightly restricts the confers a beneficial side effect when the spell within is cast.
broker’s range of arm movement, the broker never removes it
LEVELS 2-17
in public. Some even wear special embroidered capes tailored SPELL AMULET
to impress in business negotiations. All brokers must be MAGIC ITEM PRICE VARIES BULK L
licensed by the Nolasa Trade Union, which ensures that profits Spell amulets can take many aesthetic forms, but in general,
earned offworld are fairly distributed across the planet. While a spell amulet consists of a chunky piece of crystal mounted
no self-respecting psacynoid would dream of impersonating in a metal and silicon frame. A spell amulet functions in most
a broker, the NTU maintains a small department of agents respects like a spell gem, in that it grants the temporary
responsible for investigating suspected criminal behavior that ability to cast a spell encoded into the amulet without using
could threaten the goodwill and lucrative trade agreements one of your spell slots. You must be holding the spell amulet
fostered by brokers (including the rare case of embezzlement). throughout the spell’s casting time and must spend at least
These agents are either former brokers or brokers-in-training a standard action using the spell amulet, even if the spell’s
who prefer paperwork over glad-handing. casting time is shorter. Only spellcasters are capable of using
Elliuanahj (NG nonbinary psacynoid) is the current spell amulets—if you aren’t a spellcaster, you’re unable to
president of the NTU. In general, the NTU maintains a positive make use of the knowledge the amulet unlocks. You don’t
reputation with all the world’s custodians, but this standing need to know the spell within a spell amulet to use it, but

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INTERSTELLAR SPECIES
SPECIES 2
the spell must be on your class’s spell list (or have otherwise a target within 20 feet. If successful, an energy ray deals
been added to your spell list) and you must have a high 1d4 damage per level of the spell cast of an energy type of OVERVIEW
enough key ability score to cast it. If the spell amulet’s item your choosing.
level is higher than your caster level, once you’ve spent the Illusion: Each enemy within 10 feet of you is dazzled for a
CLASSES
full casting time of the spell, you must succeed at a caster number of rounds equal to the spell’s level.
level check with a DC equal to the spell amulet’s item level + Necromancy: As a reaction immediately after casting the
1 or you fail to cast the spell. If you fail to cast a spell from a spell, you can attempt a ranged attack against the EAC of a EVOLUTIONIST
spell amulet, the spell remains, and you can attempt to use target within 20 feet. If successful, the target is sickened for
the amulet again. a number of rounds equal to the spell’s level.
CLASS
However, unlike a spell gem, the mystical encoding within Transmutation: Your speed increases by 10 feet until the OPTIONS
a spell amulet isn’t lost when the spell is cast, and it can be end of your next turn; this bonus increases to 20 feet if the
refreshed each day. To do so, a spellcaster must expend a spell cast is 4th level or higher.
SPECIES
spell slot of the same level as the level of the spell encoded The cost and item level of a spell amulet depends on the
within the amulet during their daily preparations, though the level of the spell within.
PLAYABLE
spellcaster needn’t know the spell originally encoded in the SPECIES
amulet. For instance, a spellcaster can expend a 2nd-level SPELL LEVEL ITEM LEVEL PRICE
spell slot to replenish a spell amulet of invisibility even if 1st 2 450 SPECIES
invisibility isn’t on their list of spells known. A 0-level spell 2nd 5 2,500 BUILDER
can’t be encoded into a spell amulet. 3rd 8 8,000
A spell amulet can’t be used with a spellthrower weapon, 4th 11 21,000 SPECIES
PROFILES
but it otherwise counts as a spell gem for the purpose of a 5th 14 58,000
psacynoid’s crystal crafter ability. 6th 17 200,000
NPC
To craft a spell amulet, you must know the spell you’re GALLERY
encoding into the gem. If a spell requires expensive materials
as part of its casting (such as raise dead), they must be INDEX
provided while crafting the amulet and each time it’s
refreshed, and the amulet’s price is increased by the price
of the components.
Like spell gems, you can create compound spell amulets
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holding multiple spells, with a price equal to the total price


of all spells stored within it plus an additional 10% of that
total. Such spell amulets can be used to cast only one spell
at a time.
In addition, you can affix a spell amulet to a weapon or suit
of armor in a process that takes 10 minutes. Only one spell
amulet can be affixed to a single weapon or suit of armor.
When the spell within the amulet is cast, you gain a temporary
benefit depending on the spell’s school of magic (below); you
must be wielding the weapon or wearing the suit of armor to
gain this benefit. You can remove a spell amulet with another
10 minutes of work.
Abjuration: You gain a +1 shield bonus to AC until the
end of your next turn; this bonus increases to +2 if
the spell cast is 4th level or higher.
Conjuration: You gain a number of temporary
Hit Points equal to twice the level of the spell cast.
Divination: You gain a +1 circumstance bonus to
saving throws until the end of your next turn; this bonus
increases to +2 if the spell cast is 4th level or higher.
Enchantment: As a reaction immediately
after casting the spell, you can attempt a ranged
attack against the EAC of a target within 20 feet. If
successful, the target is staggered until the end of its next
turn; if the spell cast is 4th level or higher, the target is
stunned instead.
Evocation: As a reaction immediately after casting the
spell, you can attempt a ranged attack against the EAC of

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QUORLU
Home World: Quorlosh (The Vast)
Quorlus are multi-limbed, silicon-based beings who burrow settlement warrens in their tectonically active world. Quorlu
physiology runs hot, like their planet, but they’re calm and value connection and new experiences.

Quorlus are a quadrupedal species with three arms. Their by sharing plasma, each would-be parent extruding nodules that
limbs are long and flexible, as are their three eyestalks. develop into young quorlus.
Quorlus’ silicon-based flesh is pliable, rough, and extremely
warm. A rocky shell protects their body but not as much HOME WORLD
as the species’ internal heat and elemental nature. Quorlus Quorlus’ home planet, Quorlosh, is a rocky, terrestrial world in
are newcomers on the galactic scene, but their culture leads the Vast. Quorlosh is the second planet (of six) from the system’s
them to be gregarious and curious as well as peace-loving star, a white star larger than the Pact Worlds sun called Quyna.
and accepting of change. Since using Drift travel to leave Quyna’s habitable zone for common galactic species begins just
their world, quorlus have become well known as explorers, beyond Quorlosh’s orbit; its proximity to their sun makes the
prospectors, engineers, and performers; many other sapient surface too hot for liquid water.
creatures find quorlu singing enjoyable. This scorching crust is only one of the hostilities that quorlus
have endured for millennia. Quorlosh has a thin atmosphere
PHYSICAL DESCRIPTION composed mostly of volcanic gases spewed from the planet’s
Quorlus evolved on a planet of restless geology with a thin interior. The world spins rapidly, and its tectonics and volcanism
and toxic atmosphere. They’re compact and roughly ovoid can be violent. Magma forms the rivers and seas on this planet.
beings, only slightly taller at 4-1/2 feet than they are wide. This Quorlosh is inhospitable to many forms of life and deadly to the
body belies their mass, which can approach 400 pounds. The most common expressions of carbon-based biology.
bulk of their bodies is a roundish central mass from which 10 Quorlus evolved in Quorlosh’s subterranean reaches,
appendages radiate. Quorlus use four of these tentacular limbs migrating with the ebb and flow of the world’s tenuous
for mobility and three for manipulation. Three others near the habitability. Although the planet supports non-sapient,
top of the body end in gemlike orbs, the color of any agate but silicon-based life, quorlus are the only sapient species, and
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commonly red-orange to gold, that quorlus use for vision. they don’t rely on other living creatures for food. Where
Limbs other than the eyestalks taper to a blunt tip. Quorlus minerals are rich, quorlus can survive and thrive.
can shape and divide this point into articulating digits, which Few quorlu settlements are entirely permanent and
act much like human fingers. They can have several digits on historically endured for no more than a few centuries. Magic,
any limb, but only the three central limbs are dexterous enough modern engineering, and advanced materials have enabled
for fine manipulation, while “toes” on their lower limbs help quorlus to build newer, more stable areas on Quorlosh. Their
with stability. The malleability of these limbs makes it easier for largest city is the underground metropolis of Zrielta, served
quorlus to fit into gear intended for other species. by the Zrielta Station spaceport in geosynchronous orbit.
Quorlus, however, are unlike many other beings. Their Accommodations for non-quorlu sapient creatures are easiest to
silicon-based physiology makes them akin to living rocks, come by on the station, but the city has facilities for breathing
explaining their mass. Their skin—which they use to hear, species as well. Quorlus in Zrielta take pride in the array of
smell, taste, and touch—is made up of crystalline elements, cultural experiences the city offers, from historical archives to
and the harder rear shell is similar to a crust of cooled magma. modern artistic displays and musical performances.
Quorlus’ shell and skin can be a variety of colors and textures, From Zrielta, air or magical transport are the primary means
depending on environmental influences, especially the for travel to other parts of the planet, but other locations on
minerals they consume for sustenance. Most resemble igneous Quorlosh aren’t as welcoming to visitors. Quorlus are no less
rocks. One quorlu might show the featureless grays and blacks hospitable in other settlements, but such places tend to offer
of basalt, while another has the speckled characteristic of fewer accommodations for non-quorlus. Only a few spots of
gabbro, and yet another has the crystalline aspect of granite. natural wonder—from the Pole Plumes, volcanic geysers that
Internally, quorlu physiology is more uniform with predictably spew hot subterranean water into the sky, to Vrolata, an active
placed internal structures. This internal structure requires raw supervolcano and tallest point on the planet—have amenities
material in the form of minerals quorlus consume as food, but for tourists.
it requires no air. Intense cold slows these hot internal reactions,
which burn up toxins and non-magical medicinals alike. Plasma SOCIETY
within quorlu bodies supports, nourishes, and protects crystal Quorlus have adapted to Quorlosh’s harsh nature with a
structures analogous to vital organs in carbon-based life-forms; it society that embraces impermanence. Philosophically,
also contains molecule chains similar to the DNA of carbon-based quorlus place little emphasis on material wealth or ancestral
creatures. Quorlus have no clear biological sex. They reproduce lands that other cultures value. Instead, quorlus esteem

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
peace, emotional connection, creativity, pleasure, and have their whole kindred as parents and teachers. After 10
resilience. They take a practical view toward misfortune and years—an important increment to quorlus—juveniles can visit OVERVIEW
disaster. Destruction calls for rescue, reassessment, and—if other kindreds and, if desired, live with and learn from them
possible and sensible—restoration. for a while. By the time a quorlu becomes an adult at 22 years,
CLASSES
Buildings and other installations are pragmatic, built to they have numerous relationships and a breadth of experience
endure upheaval and plain in design, while portable and magical that can help them choose a kindred for themselves.
decoration is fancier and changes often. Quorlus like to explore EVOLUTIONIST
possibilities and make work and play uplifting experiences. Ancestral Spirits
They value relationships and experiential but temporary forms Spirituality among quorlus focuses on ancestral spirits, some
CLASS
of expression; their monuments and great works of art tend to of which resemble known deities elsewhere in the galaxy, OPTIONS
be stories and songs passed from generation to generation. and reincarnation. Sudden death and loss were common in
Sharing these aspects of being is important to quorlus, so developing quorlu society. Belief in transmigration of the soul
SPECIES
communal groups called kindreds make up quorlu society. from life to life developed from there, as did a belief that a
Kindreds form based on mutual values and, to a lesser extent, soul can transcend the mortal plane, becoming one with the
PLAYABLE
professional skills. A quorlu is born into a kindred, but they principles the deceased quorlu personified. Quorlus revere SPECIES
foster numerous others. Juvenile quorlus explore these spirits of friendship, peace, justice, magical and earthly
relationships to find the right kindred, a home for the soul. mystery, history, fate, adaptation, evolution, and rebirth. SPECIES
Kindred affiliation can be as transient as a particular quorlu Among quorlus, spirits of these virtues have numerous BUILDER
desires. Quorlus cherish personal growth and acknowledge that names. Living quorlus, especially mystics, can be elevated to
such development can create the need for new surroundings saintlike positions for embodying such ideals, thought of as SPECIES
PROFILES
and relations. A quorlu might stay with a kindred all their life, reincarnations of virtuous ancestors.
or they might join numerous chosen families over the years. Modern quorlus recognize the gods as further embodiments
NPC
Quorlus rejoice at another’s choices for change, rather than of quorlu spiritualism. Quorlu mystics and spiritualists GALLERY
having hard feelings, since these changes can foster new, sometimes connect deities to their ancestor reverence, finding
positive relationships among individuals and kindreds that common ground with religious figures in other cultures. INDEX
couldn’t have existed before. Divinities quorlus recognize most often include Eloritu, Hylax,
Quorlus’ high valuation of connection and seeking common Oras, Pharasma, and Yaraesa. Despite the violent phenomena
ground makes them great explorers and diplomats. They also
seek belonging, always searching for would-be kindred mates
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among other peoples. Although it’s rare for non-quorlus to join


quorlu kindreds, it’s common for quorlus outside their society to
form kindred-like ties. However, quorlus give their private ideals
high priority and are unlikely to remain in relationships that
force them to compromise their beliefs too often.
When it comes to personal expression, quorlus are
open, curious, and communal while simultaneously
elevating individual inclinations. Quorlus often
decorate their portable possessions as well as their
bodies, tailoring their diet of minerals, crystals,
and salts to gain an excess of a substance to
use for bodily expression. They can also extrude
minerals to change their skin and shell color
over a long period of time. They love music,
holographic or illusory art, and other artistic
experiences, especially fleeting ones.

Growing Up Quorlu
Quorlus reproduce and rear children communally.
Quorlus who wish to give birth mingle their
internal plasma with kindred mates and other
beloved quorlus to create egg-like nodules that
contain the silicon genetic material from several
quorlus. Exact parentage is irrelevant in quorlu
culture, but quorlus still note heritage for historic and
medical reasons. Kindreds have communal nurseries, where
caretakers watch over nodules until they hatch, after which
kindred members take in the infant for rearing. Quorlu children

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and willing to admit they’re wrong, especially when sticking to a


SPECIES TRAITS falsehood is dangerous. Their magic and technology emphasize
all these ideals. Entry into galactic society hasn’t tempered
Ability Adjustments: +2 Con, Dex, +2 Cha, –2 Dex Con
this cultural trait, but has opened a world of possibilities for
Hit Points: 64
what’s practical and enjoyable. An example of innovation due
Size and andType:Type:Quorlus
Astrazoansare Medium monstrous
are Medium humanoids.
aberrations with the
to leaving Quorlosh is quorlu heat-amp gauntlets, the most
Endothermic:
shapechanger subtype. Quorlus have resistance 5 to fire that stacks with
common of which are nearly useless against quorlu targets but
one
Changeother Form:
source ofAsfire resistance.
a standard action, an astrazoan can physically
work fine in combat against many other species.
Lithic:
alter theirQuorlus
form togain looka +2
likespecies
any Mediumbonus creature,
to saving as throws
long asagainst
they
bleed,
have seen disease, and creature
a similar poison effects,
before.andThey they
cancan’t benefit
attempt from drugs,
to either mimic
medicinals, or similar
a specific creature non-magical
or look substances.
like a general creatureInofaddition,
the chosen quorlus
type.
QUORLU MAGIC
The existence of myriad possibilities, fates, and realities is a
don’t breathe orgains
The astrazoan suffer the bonus
a +10 normaltoenvironmental
Disguise checks effects of beingasina
to appear
touchstone of quorlu culture. Quorlu magic has long included
acreature
vacuum.of the type and subtype of the new form. The DC of the
the manipulation of reality with the idea that it isn’t fixed.
Multiarmed
astrazoan’s Disguise (3):check
Quorlus
is nothave the as
modified multiarmed (3) universal
a result of altering major
Everything is change. Magic is merely a manifestation of this
creature
features orrule.
if they disguise themself as an aberration or a humanoid
principle, and beings can create even unlikely change with the
Ponderous:
(though the DCQuorlus have a land
is still modified speed
if the of 25 feet.
astrazoan attempts to disguise
application of practiced will.
Stable:
themself as Quorlus gaincreature
a different a +4 species bonus
type). The to AC can
astrazoan against
remaincombat
in an
Traditional quorlu mystics channel ancestral spirits, sing
maneuvers
alternate form to bull rush, reposition,
indefinitely (or until ortheytrip.
take another form).
change into existence, and oversee the cycle of life and death.
Quorlu
Compression:Senses:AnQuorlusastrazoan havecandarkvision
move through with an
a range
area asofsmall
60 feet
as
Common connections include akashic, empath, healer, melophile,
and low-lighttheir
one quarter vision.
space without squeezing or one eighth their space
shaper, and trailblazer. Quorlus have a natural talent for the
Susceptible
when squeezing.to Cold: When a quorlu takes cold damage, they
flamewalker connection, although few pursue this talent on
become
Darkvision:fatigued for 1 round.
Astrazoans Thisupeffect
can see to 60doesn’t cause
feet in the a fatigued
dark.
Quorlosh.
quorlu
ManytoForms:becomeFor exhausted.
effects targeting creatures by type, astrazoans
Quorlus are too pragmatic to fret about any philosophical
Tunneler:
count as bothQuorlus can and
aberrations dig humanoids.
through soil at a rate of 5 feet per
space between magic and technology. The idea of magic as a tool
minute. A quorlu can
Rapid Revival: Onceuseperthis
day, ability
when ancombined
astrazoanwith
takestheir internal
a 10-minute
alongside science appeals to quorlu sensibilities. Technomancers
heat
rest totoregain
dig through
Staminastone at athey
Points, ratecanof additionally
1 foot per minute.
recoverWhen they
Hit Points
among quorlus tame the forces of creation to bend or defy the
dig, a quorlu
as though theycanhadleave
takena tunnel
a full behind.
night’s rest.
laws of science. When magic or tech can’t handle a problem
Unflankable: Quorlus have the unflankable universal creature rule.
alone, blending the two comes naturally to them.
The belief that reality and possibility are malleable also comes
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easily to quorlus. Quorlu witchwarpers change what is to what


could or should be, to what it needs to be. Many witchwarpers
on Quorlosh, quorlus don’t link the planet with any evil deities. focus on using magic to hinder and harm foes, but quorlus are
They see their planet as a fickle and elemental force, neither more likely to bend reality to protect and help their allies.
good nor evil. Quorlosh gives and takes without conscience or This belief in possibility encompasses the concept of time and
volition. It’s worthy of respect but isn’t a spiritual influence. its malleability; quorlus see time as an unfixed agent of change.

Good Vibrations NAMES


For a people who lack any fixed orifices and don’t breathe, quorlus Quorlu names start as short phrases that distinguish a child.
have remarkable “voices.” They eat and excrete through openings As a quorlu grows, more syllables join the initial string. These
they create as needed in their skin. Using similar methods, quorlus sounds hint at a quorlu’s habits and deeds. The sounds that
create sounds with multiple sound-release vents and vibrations make up a quorlu’s true name, as with the quorlu language, can
in their internal organs and skin. They speak and sing this way, be impossible for some species to replicate without aid.
creating pleasant tonal vibrations. Quorlus who invest time Among only quorlus, names signify identity in complex ways
in training to use their voices can become incredible singers, determined by personal preferences and individual conduct.
negotiators, or both. A quorlu chorale can be a transporting Quorlus favor using names or shortened versions of names in
experience, moving the body, mind, and spirit. place of pronouns, and their language has only two third-person
pronouns—one singular and one plural.
Iterative Society A quorlu also has several nicknames. These monikers are
Quorlus learned long ago to adapt quickly. Their scientific and often specific terms of endearment or shortened versions
magical practices have been refined in the same crucible as of a quorlu’s true name. Since quorlu names can be long and
their society—the harshness of Quorlosh. A pragmatic streak impossible for other species to say, a quorlu often gives a
in quorlu culture derives from survival needs, but their desire shortened, Commonized version of their name or a favorite
for joy gives life to artistic expression. Traditions endure among nickname to other species (as in the samples below).
quorlus only if they present a benefit in an environment of
rapid change or foment pleasure. Quick to discard anything that Sample Names
doesn’t serve such purposes, quorlus readily try new solutions Asada, Boomer, Dulcet, Gunif, Kaden, Laugher, Lork, Minni,
for difficult-to-solve problems. Quorlus are also frank, honest, Punam, Schmu, Tranquil, Vivar, Zaqui.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
WITCHWARPER OPTION maintain this effect doesn’t count against its duration, but the
Quorlus value the realm of possibilities and impermanence but effect can last for a maximum of 1 minute per witchwarper OVERVIEW
also place a high priority on the sort of stability that keeps level you have. When the effect ends, creatures and objects
them safe in the face of disaster. The following are additional that weren’t inside the open area before it appeared are safely
CLASSES
effects you can choose from when using the witchwarper’s shunted to the nearest open space outside the effect. Creatures
infinite worlds class feature. These effects are available to and objects that were inside the area before it appeared and
witchwarpers of any species. remained inside are safely shunted back to their original EVOLUTIONIST
• 1st (Environmental): You cause difficult terrain in the affected locations. You could, for instance, use this effect to rescue a
area to become normal terrain. When you eliminate non-magical creature buried in rubble, but removing the creature from the
CLASS
difficult terrain in this way, you create magically altered terrain. affected area before the superimposed space disappears is OPTIONS
• 2nd (Environmental): You stabilize the affected area, crucial.
steadying unsteady terrain, preventing collapse, and filling • 5th (Environmental): Creatures in the area move and act
SPECIES
gaps. Reduce the DCs to avoid falling, maintain footing, and normally despite being encumbered, entangled, exhausted,
balance in the area by 5. The area can collapse only due to fatigued, off kilter, paralyzed, staggered, or hindered by
PLAYABLE
circumstances that change after you create this effect or if another effect that reduces activity or speed, such as the SPECIES
the GM rules stability is impossible. For example, you can hold slow spell. Within the area, creatures can’t be grappled or
a collapsing cave in place for the duration but not a platform otherwise bound, and they automatically succeed at escaping SPECIES
lacking any other support. Any round during which you use a from being grappled, pinned, or bound. Also, creatures BUILDER
standard action to maintain this effect doesn’t count against ignore effects from the environment, such as from being
its duration, but the effect can last for a maximum of 1 minute underwater or in zero gravity, when moving and attacking. SPECIES
PROFILES
per witchwarper level you have. If a creature ignores an ongoing effect due to being in the
• 3rd (Environmental): You create a translucent sphere of area, the ongoing effect’s duration continues to elapse, and
NPC
protection centered on you that moves with you. This barrier the effect resumes normally if the creature leaves the area or GALLERY
and bubble of altered reality might be a thin, semisolid fog, this effect ends.
a field of wind, or a bubble inside a film of ectoplasm. This INDEX
sphere’s boundary provides soft cover and concealment.
Atmosphere, gravity, and temperature are tolerable for any
creature inside the sphere. Any round during which you
use a standard action to maintain this effect doesn’t count
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against its duration, but the effect can last for a maximum of
1 minute per witchwarper level you have.
• 4th (Environmental): You create open space in the affected
area, provided any structural material and big masses,
such as rubble or liquids, in the area have a hardness of 15
or lower. The effect makes it easy to temporarily excavate
an area, removing all inanimate objects, but it’s harder to use to
replace artificial structures, such as a standing
stone building or vault, or to join strongly
disparate environments, such as a starship
interior and hard vacuum. The GM can
increase a structure’s effective hardness by
10 if it meets these criteria. Creating this effect
in an area with any structural material harder
than hardness 15 requires you to succeed
at a caster level check (1d20 + your caster
level) against a DC equal to the hardness of
the hardest structural material in the area.
If this check fails, the alternate reality fails to
manifest, and the spell slot used for this ability is
expended with no effect.
This open space doesn’t damage surrounding structures
or cause them to collapse, and it temporarily holds out moving
materials, such as flowing water or unstable debris. If you open
this space in an area that contains creatures, they remain and
act appropriately according to other environmental factors
that don’t change, such as atmosphere and gravity.
Any round during which you use a standard action to

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RAXILITE
Home World: Raxil (The Vast)
Raxilites are ambulatory plants who augment their bodies and adapt to their environments with advanced technology. As relatively
new arrivals to the galactic community, they balance contributions abroad with protecting their home world’s pristine ecosystem.

Biotechnology defines life as a raxilite, from the composition raxilite can drive their legs into rich soil and take root, growing a
of their bodies to the starships and flying cities that many call shallow system of rhizomes and entering a state of photosynthetic
home. What their tiny bodies lack in physical strength, they torpor in which they’re barely cognizant of their surroundings.
more than make up for in ingenuity and a cultural ethos of However, this strategy sometimes deactivates or even destroys
cooperation. For some raxilites, intellectual curiosity drives parts of the IMAS, and there are enough cautionary tales about
them to explore and learn all they can, both to achieve personal this transformation being difficult to reverse that most raxilites
excellence and to help their home world of Raxil reach new avoid it except as an act of desperation.
heights of prosperity. For others, change has come all too fast,
and each raxilite must find their own balance between keeping HOME WORLD
to traditions and broadening their horizons. Water covers most of Raxil’s surface, and its land is divided into
clusters of warm, volcanic islands. The planet supports countless
PHYSICAL DESCRIPTION species of plants and fungi as well as a diverse array of aquatic
Raxilites’ bodies are comprised primarily of plant matter. Their round animals. Beyond some small pollinators, land-dwelling animals
heads are large in proportion to the rest of their bodies and topped haven’t evolved on Raxil, leaving its ecosystems particularly
with either a flower or cluster of fluffy seeds depending upon the vulnerable to invasive species. As the only native sapient
current stage in their life cycle. Their small hands are capable of species, raxilites believe it’s their responsibility to protect and
delicate manipulation, and their legs end in tapered stumps. Layers preserve their planet from harmful external influences.
of flexible woody fibers cover their bodies. This woody covering Raxil’s ground settlements are typically small, dedicated to
hardens over time, restricting a raxilite’s movement if they don’t research or the sustainable collection of natural resources. The
periodically shed it—usually about once a year. largest of these communities, Everbranch, entwines and threads
The time just after a shed is ideal for adding augmentations, throughout a colossal tree that raxilite scientists painstakingly
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of which raxilites are particularly fond. Some biomechanical grew and shaped into a biological skyscraper.
augmentations have become so prevalent that raxilites consider Yet most raxilites live in flying cities that stay aloft through
them to be as much a part of their species as their organic a combination of gas-filled chambers, clever aerodynamics,
bodies. Chief among these augmentations is the Internal Mobility and biotech thrusters. The largest sky city, Bloom EBS, serves
Augmentation System (IMAS), which is installed in each raxilite’s as Raxil’s premier trade hub and point of contact with people
body shortly after they sprout. The IMAS serves as a system of from other worlds. The city is named for the legendary raxilite
artificial muscles that are connected directly into each raxilite’s engineer Egveric Brilliance of Stars, who designed the first
brain system. While their purely biological ancestors might have flying city a millennium ago. The city also sprouts programmable
been able to slowly move around without technological assistance, biotech vines that can be shaped into anchors and bridges to
modern raxilites evolved together with their technology and rely vessels of all sizes. Twice during each of Raxil’s years, Bloom
on the seamless integration with their IMAS. EBS and other flying settlements convene to create a conjoined
Almost as central to life among adventuring raxilites is the supercity with unified systems of trade and transportation.
Lifting Floret Activation Network (LFAN), an invention produced The government of Bloom EBS subsidizes starship production
by raxilite bioengineers in response to their first contact with and space travel to ensure they’re broadly accessible to raxilites.
species from other worlds. The LFAN is a collection of tendrils Entering Raxil is far more challenging than leaving it, particularly
that allow raxilites to manipulate objects designed for much for those who aren’t from the planet. Starships are only
larger creatures. Implanting LFANs is now standard practice for permitted to dock on Bloom EBS and must undergo extensive
raxilite sprouts, and the vast majority of raxilites born before decontamination procedures. While citizens of Raxil can freely
first contact have had LFANs installed. disembark, other visitors face polite but protracted questioning
Raxilites possess only limited photosynthetic abilities. Basking about their reasons for visiting. Among those who are allowed to
drives some starch production, but mostly sunlight helps stay, few are permitted to travel beyond Bloom EBS.
raxilites’ bodies manufacture a wide variety of vitamins, proteins, Bloom EBS is sized for raxilites, yet the growing neighborhood
and other non-carbohydrate nutrients essential to good health. of Bloom CR (short for Castrovelian Residences) accommodates
For most of their energy, raxilites need to eat. Their typical diet larger visitors, including homes for the few authorized
is predominantly vegetarian with a smattering of diverse soils permanent offworld inhabitants. As the neighborhood’s name
ingested to secure key nutrients. Raxilites can digest meat, suggests, these long-term residents are primarily lashuntas
dairy, eggs, and related products, yet these foods are considered from Castrovel, but they also include Xenowardens from other
curiosities rather than staples. In times of nutritional stress, a species and planets.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
SOCIETY accomplishments being forgotten. It’s common for raxilites to
Raxilites view thriving ecosystems as a model for society; exaggerate their number of connections or level of closeness, OVERVIEW
every living creature and natural feature has its place. Change and people on Raxil have come to expect these enhanced
is inevitable and not to be feared, so long as it’s akin to the reports. Exaggeration isn’t the same as invention, however,
CLASSES
natural evolution of biomes as seeds spread and currents and it’s taboo to either claim a non-existent connection or
shift, rather than the disruption and devastation that invasive misrepresent one’s skill level to build connections under false
species can bring. Of course, whether any given change more pretenses. After all, if deception leads to a raxilite being EVOLUTIONIST
resembles the former or latter is a matter of perspective, and depended upon to perform a task they aren’t capable of, then
these kinds of questions undergird many of the philosophical the deception has inflicted unnecessary hardship on others.
CLASS
debates that pervade life on Raxil. These discussions cover The desire to build new connections is a major driving force OPTIONS
an array of topics: is research and the knowledge it provides for adventuring raxilites. Not every adventuring raxilite cares
valuable for its own sake (whether or not it will have a known about social conventions, however; raxilites with a desire to
SPECIES
future application), or should resources be directed toward break away from the expectations of society on Raxil are also
causes that there’s reason to believe will provide a societal drawn to explore the potential of life on other worlds.
PLAYABLE
benefit? With implementation of IMAS universal and LFAN SPECIES
widespread, are there other biotech augmentations that should Language
be considered for mass implementation in raxilite sprouts? To Raxilites tend to make heavy use of acronyms and abbreviations. SPECIES
what extent should customs, people, and technology from According to their cultural traditions, the more important BUILDER
other worlds be allowed to migrate to and shape life on Raxil?
While many raxilites enjoy a good debate, their cultures places SPECIES
PROFILES
a heavy emphasis on community and cooperation. Thus, while
these questions might produce political factions, they don’t create
NPC
rancorous divisions. All raxilites have a duty to their communities GALLERY
to share their knowledge and ideas. While younger raxilites are
more likely to be inexperienced, raxilites hear all voices and listen INDEX
to experts regardless of age. On Raxil, there’s nothing unusual
about a 70-year-old diplomat scheduled to meet with an emissary
from another planet consulting first with a 3-year-old raxilite
with firsthand experience of that planet.
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Raxilites generally don’t place importance on the concept


of gender, and rarely identify with a single one. Some raxilites
describe themselves as agender, genderfluid, or belonging to
multiple genders at once. Their choice of pronouns can be
guided by factors such as sound and perception; they might
pick one pronoun in Common and a different one in Akitonian
depending upon what sounds most pleasing to them,
or they might pick the pronouns that they feel best
represent their societal role.

Connections
Interconnectedness is a core value. A raxilite’s social standing
stems largely from the number of connections they keep. As a
result, raxilites typically prioritize cultivating relationships, and
while gregariousness is an asset, raxilites who lack social
graces still find connections by demonstrating their
skills and developing a reputation for excellence.
Because of the emphasis on friendship,
raxilites use the term “friend” more
loosely than members of most other
species. They often agree to perform
favors when asked just to help deepen
social connections, yet they expect the same
consideration in return. Someone who regularly
fails to reciprocate favors might find their connections
dwindling as their social reputation sours.
Tracking connections is almost as important as forging them,
as there’s no greater insult to a raxilite than their name and

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choose to have children at least once in their lives. Raxilites have


SPECIES TRAITS both female and male reproductive systems. Flowering raxilites
who want to have children convene with one or more partners
Ability Adjustments: +2 Dex, +2 Int, Cha,+2–2Cha,
Con –4 Str
and exchange pollen. As their seeds mature, they enter a seeding
Hit Points: 24
stage, where white puffy seeds sprout from their head. They
Size andandType: Type:Raxilites
Astrazoans are Tiny
are plants.
Medium aberrations with the
can maintain this stage indefinitely, and mates often choose to
shapechangerVision:
Low-Light subtype.Raxilites have low-light vision.
germinate their seeds in the same community and around the
Change Form:
Flowering or Seeding:
As a standardFlowering
action,raxilites
an astrazoan
gain a +2can species
physically
bonus
same time. Even so, it’s entirely acceptable to part ways and raise
alter
to Bluff
theirandform
Diplomacy
to look checks.
like anySeeding
Mediumraxilites
creature,gain as along
+2 as
species
they
their respective offspring at different times and places.
have seen
bonus to Acrobatics
a similar creature
checks and before.
can attempt
They canaattempt
DC 15 Acrobatics
to either mimic
check
While raxilites are capable of self-pollinating, they seldom
a specific
to negate falling
creature damage
or lookwhen
like in
a general
an atmosphere.
creatureAofraxilite
the chosen
can change
type.
choose to do so. The few raxilites who rely on such cloning to
The astrazoan
from flowering to gains
seeding
a +10(orbonus
vice versa)
to Disguise
with 1 week
checksoftorest.appear as a
produce offspring face considerable stigma from other members
LFAN:
creature An of LFAN,
the type or Lifting
and subtype
Floret of Activation
the newNetwork,
form. Theis DC a biotech
of the
of their communally minded species as well as pointed questions
astrazoan’s Disguise
augmentation that looks
checklikeis not
a cluster
modifiedof artificial,
as a resultprehensile
of altering“vines”
major
about why they were unable to find a suitable partner.
features ortoifa they
attached raxilite’
disguise
s brainthemself
system as (theanraxilite
aberration can or
adda humanoid
one other
(thoughaugmentation
brain the DC is stilltomodified
the LFAN). if theTheastrazoan
LFAN isattempts
as dexterous
to disguise
and
themselfasasaahuman
strong differenthand,
creatureandtype).
the vines
The astrazoan
can extend can and
remainretract,
in an
BIOTECH INNOVATION
Thanks to their shared commitment to protecting natural
alternateaform
allowing raxilite
indefinitely
to use one-handed
(or until they itemstake
asanother
if they were
form).a Medium
environments, members of the Xenowardens have had more
Compression:
creature with a reach
An astrazoan
of 5 feet. can move through an area as small as
success than most in establishing connections with Raxil.
LFAN
one quarterSymbiosis:
their spaceWhen without twosqueezing
or more or raxilites
one eighth
sharetheir
the space
same
Perhaps the most prominent symbol of this collaboration
when squeezing.
5-foot space, they can use their LFANs together, allowing them to
is the UC Bloom, a biomechanical starship built as a joint
Darkvision:
handle larger objects.
AstrazoansUp tocan four
seeraxilites
up to 60can feetwork
in the
together
dark. in this
venture between Xenowardens and Raxil’s scientists. This
Many
way, each Forms:
acting asForone
effects
hand.targeting creatures by type, astrazoans
luxury freighter is popular among raxilites heading to the
Limited
count as both Plant Benefits:
aberrations and Raxilites
humanoids. lack the immunities of most
Pact Worlds. Hoping to allay the passengers’ homesickness,
RapidInstead,
plants. Revival: theyOnce
gainpera +2
day,species
when an bonus
astrazoan
to savingtakes
throws
a 10-minute
against
raxilite engineers named the ship after their planet’s hub city
rest to regain Stamina
mind-affecting effects, paralysis,
Points, they poison,
can additionally
polymorph, sleep,recover
andHitstunning
Points
so starfaring raxilites would feel a sense of connection to
as though
effects, unless
theythehad
effect
takenspecifies
a full night’
it's effective
s rest. against plants.
their origins while abroad.
The UC Bloom is equipped with a pheromone system
inspired by communication behavior of species from other
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planets. Some bioengineers have begun experimenting with


a concept or object is, the more deserving it is of having a versions of these systems to be deployed in public venues
compact means of representation, whereas obsolete concepts throughout Bloom EBS, with the aim of promoting well-being
or technologies tend to be referred to by lengthy descriptors. and preventing violence. These experiments have triggered
The Raxi language takes this concept to the extreme, regularly spirited ethical debates about whether and how such
cycling vocabulary to promote efficient communication. technologies should be used.
Raxi academic papers and research journals are particularly Other ship features pioneered by raxilites include dendritic
prone to introducing new acronyms, making them infamously interfaces that allow crew members to connect their nervous
inaccessible to unfamiliar readers. systems to those in a biomechanical ship’s computer as well
as mechanisms for ships to efficiently connect and detach
Children from each other, as seen in ships like the UC Gowan, which is
Almost all raxilites are born on Raxil. Other planets lack the composed of a dozen smaller hive-joined vessels.
resources and infrastructure to install IMAS and LFAN systems,
and most raxilites consider it negligent to deprive children the NAMES
initial connections of being raised within a raxilite community. Raxilites are given simple single names as sprouts, and they add
Raxilites produce about 20 seeds at a time, and once planted more names to acknowledge their discoveries and formative
in a suitable soil, they take about two weeks to germinate experiences. Acronyms are almost as common a feature in
and uproot. Newborn sprouts are raised communally, though raxilite naming conventions as in their technology. Acronyms
the parents are expected to remain nearby and help provide in raxilite names aren’t uniquely theirs, however; raxilites use
food and guidance. Sprouts spend their brief childhood acronyms to represent the names of other people who are
learning, growing, and beginning to discover their strengths particularly important to them, whether they’re heroes the
and their interests. After just one season on Raxil (roughly 1 raxilite looks up to or someone with whom they share a close
Pact Standard year), raxilites sprout their first flower and are personal connection.
recognized as full members of the community, able to vote, Sprout names always have at least two syllables; a monosyllabic
enter into contracts, travel the stars, and participate in all name is a mark of honor that can only be bestowed upon a
aspects of civic life. raxilite by their community. Among raxilites, short nicknames and
With strong community support and a particularly short time acronyms are a sign of respect, while adding extraneous syllables
in which children require extensive attention, most raxilites to someone’s name is a surefire way to insult them.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Sample Names Multitudinous LFAN
Allonius Cultivator, CQ Dembril Sailspin, Fabrian TMLE, Jatri Your LFAN’s tendrils can lift heavy loads that unbalance you. OVERVIEW
Driftweaver, Luti Vinegrasp AC, Sprix, Yorifa Enginesong KL. Prerequisites: Strength 13, LFAN species trait
Benefit: Your LFAN is as strong and flexible as two human
CLASSES
SPELL hands, allowing you to use two one-handed items or a two-handed
Raxilites developed this spell to repair each other, though it’s item as though you were a Medium creature with a reach of 5 feet.
nonetheless effective on other creatures’ physiologies. While doing so, you’re flat-footed unless you have a Strength of 17 EVOLUTIONIST
or higher.
BIOMECHANICAL SYMBIOSIS TECHNOMANCER 2-6
CLASS
School conjuration (healing) Pincered LFAN OPTIONS
Casting Time 1 standard action You’ve developed sharpened, retractable pincers at the ends of
Range touch your LFAN tendrils, turning them into lethal weapons.
SPECIES
Targets one creature with a biotech, cybernetic, or magitech Prerequisites: LFAN species trait
augmentation Benefit: You gain the natural weapons universal creature
PLAYABLE
Duration instantaneous and up to 1 minute (see below) rule, dealing piercing damage. SPECIES
Saving Throw Fortitude negates (harmless); Spell Resistance yes Special: When you gain this feat, you can choose for the
(harmless) special unarmed strike to gain the operative weapon special SPECIES
You energize the target’s natural healing. For 5 rounds, the property. If you do so, the special version of the Weapon BUILDER
target gains fast healing and electricity resistance based on Specialization feat at 3rd level adds only your character level
the spell slot used to cast the spell. If the target is a plant, the to your damage rolls with the unarmed strike, not 1-1/2 × your SPECIES
PROFILES
spell instead lasts for 1d6+4 rounds, and the spell removes one character level.
condition affecting the target that could be ended with lesser
NPC
remove condition. Casting this spell drains all charges from a GALLERY
fully charged battery, otherwise it fails.
2nd: The spell grants fast healing 2 and electricity INDEX
resistance 5, and drains a standard battery.
4th: The spell grants fast healing 4 and electricity
resistance 10, and drains a high-capacity battery. The spell
can end one condition affecting a plant target as though it
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were remove condition.


6th: The spell grants fast
healing 6 and electricity
resistance 15, and drains
an ultra-capacity battery.
The spell can end one
condition affecting a plant target as though it
were greater remove condition.

FEATS
These feats augment a raxilite’s LFAN and might be available
to PCs with similar augmentations.

Grasping LFAN
You’ve modified the ends of your LFAN to
tighten their grip.
Prerequisites: Pincered LFAN
Benefit: You gain a +2 species
bonus to your KAC against disarm
combat maneuvers. You can use
your LFAN to grapple other
creatures. When you score
a critical hit with your LFAN
natural weapon, you can also
automatically grapple the target if your attack roll
equals or exceeds the target’s KAC +4 (pinning them
instead if your attack roll equals or exceeds the
target’s KAC +13).

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RYPHORIAN
Home World: Triaxus (Pact Worlds)
Shaped by their home world’s long, eccentric orbit, ryphorians develop dramatic adaptations based on their birth season. Yet, no
matter their physiology, ryphorians have become their planet’s dominant species in partnership with their ancient dragonkin allies.

Ryphorians are trimorphic humanoids with variant physical are more likely to seek this transformation. Charlatans and
characteristics depending on the season of their birth. Magic and manipulators sometimes take advantage of the third form’s
technology allow present day ryphorians to transcend the seasonal mystique, claiming to be powerful mystics or prophets because
cycle, though old stereotypes surrounding summerborn and of their transitional appearance. Transitional ryphorians often
winterborn individuals endure, as does the mystery surrounding display a combination of summerborn and winterborn traits, such
the rare transitional ryphorians born between winter and summer. as brown skin and patches of fur. Transitionals also have unusual
Ryphorians evolved on their home world, Triaxus, but can live characteristics, markings, and fur coloration; these features are a
anywhere in the galaxy. Their Skyfire Legionnaires soared among deformity to some and rare beauty to others.
the stars before the Gap, and many ryphorians still become pilots
or warriors alongside their bonded dragonkin partners. HOME WORLD
Much of ryphorian biology revolves around their centuries of
PHYSICAL DESCRIPTION evolution on the planet Triaxus, the seventh planet from the Pact
Due to the generations-long seasons on Triaxus, ryphorian Worlds’ sun. Triaxus is defined entirely by extremes: frigid winters,
biology differs depending on the season in which they’re scorching summers, and intense tectonic and volcanic activity.
born. They’re separated into three categories: winterborns, In winter, it’s a frozen landscape marred with icy rivers, endless
summerborns, and transitionals, who often appear as a snow, and temperatures that rarely rise above freezing. Summer is
combination of the two primary forms. Ryphorians have long, a time of extreme overgrowth, deadly wildfires and droughts, and
pointed ears with feathered edges that give them exceptionally sweltering heat. The ephemeral springs and falls in between don’t
good hearing and particularly large canine teeth that can last long enough for even a single generation to begin and end. The
protrude from their mouths like fangs when they smile. In planet is peppered with active glaciers and volcanoes, making the
general, ryphorians have long arms and legs that struggle environment even more dangerous and unpredictable.
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to retain noticeable muscle mass, though despite their lithe Ryphorians share this planet with dragonkin, massive 10 to
appearances, the harsh environment of their home planet means 15 feet tall humanoid dragons that have had an alliance with
most have developed sturdy forms and overflowing stamina. the ryphorians since before the Gap. True dragons also inhabit
The current season on Triaxus is winter, so the vast majority of Triaxus, often occupying positions of power. In ancient times,
ryphorians are winterborns. They have pale skin, narrow eyes to chromatic dragons warred with each other using ryphorians
protect from snow blindness, and their skin is covered in a light as pawns or even to attack the free Allied Territories. Today,
fur to help protect against subzero temperatures. Winterborn ryphorian and dragon relations remain shaky thanks to their
ryphorians have no difficulty growing full heads of long hair shared history.
even into old age, though winterborn hair color is almost always Most ryphorians live in the eastern portion of Triaxus’s
a shade of blonde, silver, or white. It’s trendy for winterborns to massive northern continent. They refer to their lands as the
dye their hair with bright fashion colors as a show of originality. Allied Territories, named for its status as a collection of allied
Winterborns who form bonds with dragonkin partners often dye nations and city-states with their own respective governmental
their hair and fur to match their partner’s scale color. structures. Their alliance is held together by a council elected
Modern technological advancements and magical discoveries from each of the territories, which meets to decide political and
allow ryphorians of any type to survive the seasons in relative trade issues between the independent territories. Despite the
comfort. Though all are born with a form matching the current frequent disagreements and disorganized council structure, the
season, many choose to convert to summerborn. Summerborns Allied Territories work together when necessary, presenting a
have hairless bodies, dark skin tones, and wide, dark eyes to united front to any potential enemies.
protect them from the harsh and constant rays of the sun. Many In the opposite hemisphere, the Drakelands are primarily
summerborns favor colorful and intricate tattoos, sometimes inhabited by dragons. The central land bridge connecting these two
completely covering their skin. Summerborns bonded to dragonkin continents, called the Skyfire Mandate, is independently controlled
often get matching tattoos in solidarity with their partners. by Skyfire Legion mercenaries. The southern island continent of
Transitional ryphorians are only born during the short Ning is the birthplace of the battleflowers and continues to be ruled
periods between seasons, when temperatures and weather by the Immortal Suzerain and their five-person Council of Wisdom.
are unpredictable. Converting to a transitional form is possible, While it’s also home to many ryphorians, Ning’s mercantile culture
though few choose this path. Unfortunately, the ancient anxiety completely differs from the mainland. Its 14 mercantile groups are
surrounding the harbingers of a seasonal change still plagues governed by an oligarchy following ancient traditions and practices
today’s transitional ryphorians. Outsiders, artists, and freethinkers that seem incomprehensible.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
SOCIETY toward dragons still live in the hearts of many ryphorians. The
With the political structure of the Allied Territories being so Skyfire Legion in particular distrusts the draconic inhabitants OVERVIEW
varied, ryphorian faiths and political views can be difficult to of the Drakelands. Today, the real war happens in business and
follow, and the societal structure can greatly differ from place political spheres. Dragon-owned corporations and ryphorian
CLASSES
to place. Nevertheless, some cultural norms exist among an companies routinely commit corporate espionage against one
overwhelming majority of ryphorian settlements. another and compete in similar markets. The Drakelands and
Ryphorians tend to prefer communal living spaces. With the Allied Territories maintain separate governments with icy EVOLUTIONIST
cultural acceptance of the ryphorian-dragonkin bond, bonded relations and begrudging cooperation at best. Ancient laws and
partners often live together alongside one another’s domestic crushing bureaucracy bog down draconic politics, which are
CLASS
and romantic partners, children, and immediate family. Most rife with extravagant decor, elaborate ceremony, and excessive OPTIONS
housing in the Allied Territories is built to accommodate posturing. Outsiders employ draconic cultural experts, mostly
these large and complex family lives. Ryphorians who aren’t ryphorian academics who have undertaken rigorous sociological
SPECIES
bonded or lack steady romantic partners often live with several and linguistic study.
roommates, or alongside extended family, in apartments or
PLAYABLE
houses with numerous bedrooms. SPECIES
When the workday ends, these households—often called
“domestic alliances”—enjoy activities together, such as gaming, SPECIES
watching and commenting on vid programs, or discussing the BUILDER
day’s events. Outside the home, many residents enjoy the spas
and hot springs made possible by the planet’s volcanic activity. SPECIES
PROFILES
Most of these spas open in the afternoon and catch much of
their business in the evening, with large reservations for
NPC
ryphorians and dragonkin friends sharing a relaxing GALLERY
post-work soak. During the summer, these spots
stay open much later so parties can enjoy outdoor INDEX
springs in slightly cooler temperatures. Indoor holo
entertainment parlors are also common, utilizing the easiest
and safest way to escape from the harsh Triaxian climate,
even if only for a few hours at a time.
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Many ryphorians from the Allied Territories feel comfortable


in groups and experience anxiety when forced to be alone for
long periods of time. Communal living vidstreams are popular
with ryphorians traveling outside the Territories. The streams
simulate group meals, bathing, and gaming to combat the
sense of profound isolation caused by cramped one-person
apartments and ship quarters.

Neighborly Connections
Dragonkin and ryphorians shared bonds and integrated their
cultures long before the Gap. All territories that belong to
ryphorians belong just as much to the dragonkin who live among
them. Since the two groups are so strongly integrated, council
members and emissaries from the Allied Territories can be of
either species. Sometimes, chosen delegates serve alongside
their bonded partners and are treated as a single council seat.
Typical Triaxian architecture reflects this connection. Most
buildings are designed to accommodate creatures of different
sizes, with adjustable furniture, ramps, and steps of different
heights being commonplace. Despite their status as a minority
population in the Allied Territories, dragonkin are considered
equal citizens, and their partner bonds are legally protected,
imbuing partners with next-of-kin status and power of attorney.
Implying any connection between dragonkin and the true
dragons of the Drakelands is considered gauche and likely to
start an argument in the Allied Territories.
Though the peoples of the Allied Territories and the
Drakelands are no longer at war, old prejudices and rivalries

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cultural necessity for guide keeps many motivated to enter the


profession. Planetary guides operate at a strange intersection of
SPECIES TRAITS academia, performance theater, and politics.
Ability Adjustments: +2 Con, +2 Wis, –2 Str Every planetary guide must be trained in over a dozen different
Hit Points: 4 ryphorian cultural laws and customs as well as draconic laws
Size and Type: Ryphorians are Medium humanoids with the and procedures for interactions in the Drakelands and Skyfire
ryphorian subtype. Mandate. They must be outgoing and resourceful with the ability
Bonus Feat: Ryphorians gain a bonus feat at 1st level. to speak confidently in front of crowds and the discipline to
Keen Senses: Ryphorians’ distinctive ears help them hear keep client secrets. Universities on Triaxus offer a specific field
precisely, granting a +2 bonus to Perception checks. of study to educate certified planetary guides, which combines
Low-Light Vision: Ryphorians can see in dim light as if it were international politics, linguistics, and economic studies with
normal light. military-style combat and environmental training. The tiered
Trimorphic: Summerborn ryphorians gain fire resistance course catalog increases in difficulty each semester, with most
5. Winterborn ryphorians gain cold resistance 5. Transitional students completing their initial degree in 5 to 8 years.
ryphorians gain cold and fire resistance 2, and when in conditions of As a rule, foreign diplomats and business executives hire elite
severe cold or heat, they have to attempt Fortitude saves only once planetary guides when traveling to Triaxus. For these positions,
per hour instead of once every 10 minutes. A ryphorian can stack this the pay is high, and the risks are higher. Certain guides are sought
natural resistance with one other form of resistance. after for their ability to detect and take down threats before the
client’s bodyguards can even react. The militant aspect of guide
training also helps protect tourists, particularly those surveying
the unforgiving Triaxian wilderness or visiting volatile areas. Even
Despite the hostility between the two cultures, they’ve from the safety of vehicles and snow lodges, the environment and
continuously influenced one another over the millennia. Today, fauna of the planet can be fatal to those untrained to handle it.
draconic and ryphorian fashions and technology move in predictable Yet, despite their training, occasional accidents result
cycles thanks to parallel development and appropriation. Many in the death of planetary guides. In these cases, Allied
Draconic loan words are used in the common ryphorian language, Territories governments offer significant restitution to any
including a term specific to dragons used to denote periods of time kin the guides leave behind. An investigation always occurs
that last generations for shorter-lived beings. This word was first after the death of a planetary guide to determine if the
borrowed and adapted to refer to the length of a Triaxian season death was an accident or the fault of a client. If any clients
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and is now a fixture in daily ryphorian vocabulary. Battlefield are found responsible, either through carelessness and not
maneuvers are often named using a Draconic patois, and medical following guidelines for tourists or through failure of a
terminology has roots in the dragons’ tongue. high-profile client to provide proper protection against their
Many offworld settlers face an uphill battle when it comes rivals, those responsible are forced to pay further restitution
to living on Triaxus. The harsh climate and the varied political to the fallen guide’s kin. In the most extreme circumstances,
structures can make it difficult to acclimate. However, most the client might be forced to return home with their right to
ryphorians are welcoming to offworlders and put in the effort to visit Triaxus in the future suspended or even revoked.
help visitors feel comfortable in their societies. Their communal
and multicultural lives make them willing to listen to the NAMES
concerns of other species living among them. Even elves who live The Ryphorian language shares many similarities with the
on Triaxus tend to eschew their typical isolation to live among Draconic language, sharing phonemes, root words, and
bustling ryphorian family structures and become romantically even idioms. With this influence, ryphorian names tend
involved with ryphorians. The children born of intercultural toward containing a lot of the same harsh sounds found in
romances are quickly accepted by their ryphorian families and Draconic ones but with less syllables. Most ryphorian names
often become skilled diplomats or planetary guides due to an are no more than three syllables long, making it easier to
early grasp of the interactions between multiple cultures. remember and distinguish many names within friend and
family groups.
PLANETARY GUIDES Ryphorian last names can be inherited from parents but are
Since ryphorian politics and society is so intertwined with more often gifted to children by a close friend within their
their complicated family and household structures, numerous parents’ circle. They follow the same trends as ryphorian first
disconnected member states, and the cultural interactions with names and are often repurposed first names passed onto a
dragons and dragonkin, most tourists and business travelers member of the extended family. Being offered the chance to
hire planetary guides. These guides are well‑educated and gift a last name to a friend’s child is considered a high honor
trained to deal with people from the Drakelands, other parts and proof of an extremely close friendship.
of the Pact Worlds, and beyond. Guides are respected by their
communities, and the profession is quite lucrative, especially for Sample Names
those hired by high-profile clients. The job training is difficult, Atioka, Chezhek, Emex, Jaxek, Kaxani, Raysel, Renn, Syzon,
and the work is sometimes dangerous, but the prestige and Tyrax, Xalke, and Ziratyk.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
SPELLS deals 2d6 damage in a 10-ft-radius, 20 ft. high burst.
Ryphorians developed the following spells to mimic Triaxus’s 2nd: When you cast volcanic wrath as a 2nd-level spell, it OVERVIEW
tumultuous nature. deals 4d6 damage in a 10-ft-radius, 20 ft. high cylinder.
3rd: When you cast volcanic wrath as a 3rd-level spell, it
CLASSES
ARTIFICIAL GEYSER TECHNOMANCER 2
deals 7d6 damage in a 20-ft-radius, 40 ft. high cylinder.
School evocation 4th: When you cast volcanic wrath as a 4th-level spell, it
Casting Time 1 standard action deals 10d6 damage in a 20-ft-radius, 40 ft. high cylinder. EVOLUTIONIST
Range 60 ft. 5th: When you cast volcanic wrath as a 5th-level spell, it
Area 20-ft.-line deals 15d6 damage in a 30-ft-radius, 60 ft. high cylinder.
CLASS
Duration instantaneous 6th: When you cast volcanic wrath as a 6th-level spell, it OPTIONS
Saving Throw Reflex half; Spell Resistance yes deals 17d6 damage in a 30-ft-radius, 60 ft. high cylinder.
You create a burst of pressurized boiling water. This deals
SPECIES
3d8 slashing and fire damage and applies the burn condition
for 1d6 to each creature in the area. A successful Reflex save
PLAYABLE
halves this damage and negates the burn condition. SPECIES

CHANGE OF SEASONS SPECIES


PRECOG 2 WITCHWARPER 2 BUILDER
School transmutation
Casting Time 1 standard action SPECIES
PROFILES
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
NPC
Duration 1 round/level GALLERY
Saving Throw Will partial; Spell Resistance yes
You accelerate time for the target, making them experience INDEX
the concentrated effects of a Triaxian season. This spell
imbues a target with vulnerability (as the universal creature
rule) to cold or fire (chosen when cast); if the target has
resistance to that type of damage, it instead reduces a target’s
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resistance to cold or fire damage by 5. If the target is immune,


it’s instead treated as though it had fire or cold resistance 10
for the duration of the spell. A successful Will save reduces
the duration to one round.

CHANGE OF SEASONS, GREATER


PRECOG 4 WITCHWARPER 4

School transmutation
Range medium (100 ft. + 10 ft./level)
Targets one creature
This spell functions like change of seasons except it causes
vulnerability to fire or cold even if the target has resistance
and reduces immunity to fire or cold resistance 5.

VOLCANIC WRATH
MYSTIC 1-6 WITCHWARPER 1-6

School conjuration
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Area varies by level
Duration instantaneous, plus 1 round/level
Saving Throw Reflex half; Spell Resistance yes
You summon an erupting volcano that unleashes molten
rock over an area, dealing fire and bludgeoning damage.
The eruption leaves molten rocks, thick ash, and smoke,
making the entire area of effect difficult terrain for the
duration of the spell.
1st: When you cast volcanic wrath as a 1st-level spell, it

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SCYPHOZOAN
Home World: Primoria (The Vast)
Scyphozoans have soft, translucent bodies consisting of a bell and specialized tentacles that let them walk, manipulate objects, and deliver
painful stings. They use living technology to grow houses, weapons, computers, and starships from genetically engineered organisms.

Resembling sea jellies, scyphozoans are sophisticated herders Scyphozoans’ tentacles take numerous forms based on their
and technologists. Most of scyphozoan history centers on purpose, generally classified as locomotive, sensory, and gripping
nomadic societies that grew increasingly belligerent and tentacles, each of which anchor to the underside of the bell.
expansionist, yet within the past century, they’ve achieved Most scyphozoans have four locomotive limbs, each about 5
planetwide peace and developed unique biotechnology. Since feet long and end in several toe-like projections for additional
then, they’ve created living machines and organic starships that balance when walking. These tentacles aren’t entirely flexible,
carry scyphozoans across the galaxy as explorers and scientists. instead having a few cartilaginous, disconnected “bones” that
help provide strength. On land, the quadrupedal movement has
PHYSICAL DESCRIPTION a balanced gait, making scyphozoans appear as if they gently
Scyphozoans evolved from a species of large amphibious sea float above the ground. Underwater, these appendages typically
jellies, and they retain many of their ancestral features. An flatten slightly, acting as rudders.
adult stands about 7 feet tall and weighs about 150 pounds, Two sets of sensory tentacles are arranged evenly around the
with their body commonly defined by three sections: the bell, body. Skirt tentacles dangle near the locomotive limbs, acting like
the inner mantle, and the tentacles. antennae to detect nearby vibrations in the air and water. Crown
The bell constitutes scyphozoans’ dome-like exteriors, comprised tentacles are far shorter and curl up around the bell, further
of layers of gelatinous flesh that collectively function as a complex augmenting vibration sensitivity while also serving in various smell,
muscle and protective shell. In water, scyphozoans can relax and taste, and chemoreception roles. These tentacles all augment the
contract their bells to create thrust. Out of water, the bell retains senses of the bell, which absorbs and processes incoming sounds
moisture and is key for respiration; scyphozoans retract their gills like a giant ear. A scyphozoan’s eyes are all aligned along one side
into their bodies, relying on gases to diffuse directly through the of the bell, providing complex vision in exchange for 360-degree
flesh, where the gills undulate to circulate fluids. The collagen-rich sight. Nodes of nervous tissue extend through sensory tentacles,
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bell is also one of the toughest body parts, shielding softer organs creating a network of secondary brains that all connect to the
by turning aside cuts and dissipating impacts. central brain contained in the inner mantle.
The bell is also key to communication and stealth. Several Finally, several gripping tentacles allow scyphozoans to
hundred bioluminescent patches are spread throughout the manipulate devices with equivalent dexterity to a human’s hands.
upper-middle tissues, the glow of each bleeding into surrounding These tentacles are adapted from ancestral stinging tentacles, and
flesh to give the creature a warm opacity. Scyphozoans can each gripping appendage contains a host of acidic nematocyst
vary their color and intensity to a limited degree. Too faint stinging cells that scyphozoans can deactivate at will.
to illuminate an area, these lights instead convey emotions Scyphozoan reproduction is entirely aquatic, with males and
and simple messages, much like facial expressions in most females releasing sex cells into the water and letting fertilized eggs
humanoids. By dampening the lights, their bodies become nearly settle onto shallow sea floors. There, hatchlings anchor themselves
translucent, helping them hide. Likewise, the bioluminescence to debris and develop into anemone-like polyps that feed and grow
can create a countershading effect that helps scyphozoans before metamorphosing into smaller versions of adults.
blend into brighter environments and break up their outlines.
To communicate vocally, scyphozoans don’t speak through their HOME WORLD
mouths but rather by gently squeezing their bells to create Scyphozoans are native to Primoria, the second of six planets
pressure; doing so creates a pleasant hum they can modulate in its star system in the Vast. The other planets in the system
into words using the vocal frills along the underside of their are airless or have toxic atmospheres or seismic instability,
bells, giving the speaker a musical quality. Above water, the deterring habitation. From a vertebrate’s perspective, Primoria
varied gas levels in scyphozoan’s bodies sometimes add a seems like a primeval world because its native life evolved
crackling sound when speaking, like the popping bubbles of a neither backbones nor lignin-dense plant life like trees, creating
freshly opened carbonated beverage. a world dominated by invertebrates, ferns, and fungi.
A series of chambers known as the inner mantle within the Arthropods are the most diverse and populous group of
bell contains various sensitive organs. Of these, the digestive animals on Primoria, ranging from moss-eating beetles to titanic
system is the most extensive, forming a loop that begins and centipedes. Swarms of scythe shrimps and dreadnought trilobites
ends at the circular mouth. Powerful pores along the mantle allow patrol the oceans. Worms are a close second in diversity, including
scyphozoans to absorb fluids underwater or retain moisture in drier burrowers like the gigantic ringmouth, climbers like the venomous
environments. Scyphozoans can survive indefinitely (although arrow worm, and swimmers like the serpentine harpoon leeches.
with increasing discomfort) aboveground. Mollusks have speciated into most environments as well.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Three‑armed tree-dwelling cephalopods sling from one fern with the mycelars of Arbaath. The mycelars interpreted these
tree to another and constrict their prey, while giant slugs with scyphozoans as invaders, spurring generations of warfare that OVERVIEW
webbed tails swim like seals. Many species of sea jellies—including united scyphozoans as a species thanks to their shared enemy.
scyphozoans—live in the ocean and near the coasts. The wars transformed scyphozoan and mycelar society
CLASSES
Fungi and plants are also diverse. Several species of ferns, alike. As scyphozoans increasingly cooperated against their
horsetails, and mushrooms grow taller than 30 feet, forming enemy, they simultaneously questioned their expansionist
forests. Carnivorous fungi and plants are prevalent, such as the policies that had started the conflicts in the first place. After EVOLUTIONIST
hugger moss, which forms thick, spongy patches that entangle generations, the war‑weary forces sought peace. A century ago,
and digest animals. Scyphozoans warred against mycelars massive reconciliation efforts drew the deadly feuds to an end,
CLASS
(sentient, bipedal masses of stringy fungal matter originating beginning a rich exchange of scientific knowledge that spurred OPTIONS
from the planet’s vast fern and moss forests) for centuries in the a biotech revolution (see Scyphozoan Technology on page 118).
past, but today, the two species live in peace. Today, most scyphozoans are tech savvy and nonviolent, with
SPECIES
Most of Primoria’s species inhabit the supercontinent Eukarya, little desire to spark new conflicts like the one their planet only
which represents roughly three quarters of the planet’s landmass. recently concluded.
PLAYABLE
The remaining territory is split between three other continents: Urban scyphozoan society demonstrates a fascination with SPECIES
Cyrontia, Laurentia, and Velluria. Scyphozoan settlements dot its ancient past, especially with pastimes of its ancient nomadic
Eukarya’s coastline, forming a nearly unbroken belt around roots. Games once used to teach hunting and warfare skills SPECIES
the continent. Only the northernmost reaches, which extend BUILDER
into the arctic zone, lack permanent habitation due to extreme
temperatures and limited resources. Scyphozoan settlements SPECIES
PROFILES
tend to straddle the coastline with structures both above and
below the surf. Inland habitation mostly clings to rivers and
NPC
marshes, allowing scyphozoans to regularly submerge for both GALLERY
hygienic and reproductive purposes. Most communities remain
small with only five larger cities—Askaneh, Heankaar, INDEX
Kishkanon, Qalicar, and Tarinth—exceeding 100,000 souls.
The most populous and prosperous of these settlements
is Tarinth, a thriving center of learning and science that also
hosts a large population of mycelars.
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Deeper within Eukarya’s interior lies Arbaath, a vast


forest that covers roughly half of the continent. Today,
only a few scyphozoan trading posts exist within Arbaath—
most of the forest is either entirely untamed wilderness or
controlled by mycelars. Save for the mycelar city Bisporia,
where scyphozoans trade and live among mycelars, Arbaath
remains mysterious and largely forbidden to outsiders.
Primoria has two moons, whose gravity causes significant
tidal changes in sea level, so many marine species of
animals and plants have adapted to living on land
and vice versa. Since the advent of space flight,
scyphozoans have established small colonies
on both moons. The blood-red Acryllae is rich
in ferrous metals, while the steel-gray Mandarth has major
deposits of crystals and other minerals. Regardless,
scyphozoans are so biotech-focused they easily
obtain the few minerals they need from Primoria,
and the lunar colonies exist mainly for research.

SOCIETY
Early scyphozoans were hunters and pastoralists who
followed prey and herded domesticated plankton swarms
in seasonal cycles. As technologies developed further,
scyphozoan tribes developed professional identities,
such as communities specialized in tanning, metallurgy, and
crustaceanware vessels, which in turn helped develop continent-
spanning networks of trade that reinforced cultural identities.
Scyphozoans increasingly explored inland, forcing encounters

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at the Tarinth Science Academy. Thus far, Common is widely


SPECIES TRAITS spoken only in Tarinth, where it has become the preferred
language of science in academia and publication.
Ability Adjustments: +2 Con, +2 Int,–2 Cha
Even as scyphozoan society evolves in this new age of peace
Hit Points: 4
and travel, many cultural elements remain the same. Most still
Size and Type: Scyphozoans are Medium aberrations.
subsist on traditional diets of plankton-based staples and tender
Acidic Tentacles: As a swift action, a scyphozoan can make one
fern shoots supplemented by various invertebrates. Scyphozoans
of their prehensile tentacles secrete acid; their unarmed strikes with
can subsist on offworld foods, though travelers often carry
that tentacle count as having the corrosive weapon fusion, except
pickled seafood condiments with them to ensure their meals taste
the ability isn’t magical. While the effect is activated, the scyphozoan
sufficiently fishy. Scyphozoan festivals often feature an array of
is considered armed, and the attack doesn’t count as archaic, but the
massive percussion instruments that create body-shaking bass
scyphozoan can’t hold an item in that tentacle.
tones, which they find pleasing; on the other hand, scyphozoan
Starting at 3rd level, a scyphozoan adds 1-1/2 × their character
bells tend to find higher-pitched music somewhat uncomfortable.
level to the damage while the effect is activated. A scyphozoan can
Biopoetry survives as an honored art form, in which writers grow
deactivate the effect as a swift action.
poetic messages into carefully cultivated fungal fruiting bodies
Amphibious: Scyphozoans are able to breathe both water and
that are then harvested, preserved, and read by touch.
air normally.
Scyphozoan Senses: Scyphozoans have blindsense
(vibration) with a range of 30 feet. SCYPHOZOAN TECHNOLOGY
Though many scyphozoan innovations have similar functions as
Sea-Born: A scyphozoan has a land speed of 30 feet and a swim
their mechanical or electronic counterparts, most are based on
speed of 30 feet.
biotechnology. Scyphozoans grew things like furniture, lighting
Translucent: Scyphozoans receive a +2 species bonus to
devices, houses, and simple weapons from living organisms even
Stealth skill checks.
before the modern era, but it wasn’t until their mycelar allies
revealed their “plant whispering” techniques that scyphozoans
learned to program modified organisms on a cellular level.
Among the first innovations were plants designed to express
have become national sports that have teams competing in a a simple group intelligence to better fend off pests, increase
planetwide league. Despite pacifistic trends, dueling has become yield, and communicate their needs. Microbiologists then
an edgy practice involving youths clashing with traditional engineered powerful biobots that perform surgeries and kill
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combinations of tentacle and spear taught in many martial pathogens. Even living vehicles are possible, most famously
arts studios. Deaths are infrequent, but acid burn scars serve the dracopter aircraft created from giant dragonflies and living
as status symbols for this subculture. These sports represent a starships grown from specialized ferns.
revival and revision of old traditions, often in stark contrast to the Scyphozoans also developed computers using nerve cells for
seminomadic populations that still practice these original arts. processing, memory, and storage, consisting of light‑emitting
This ongoing change shapes modern scyphozoan hierarchies. chromatophores. Primoria’s infosphere uses a high-speed
Since time immemorial, scyphozoans have organized themselves mycelial backbone and wireless connections, incorporating some
into tribes that adopted and integrated newly emerged non-biotech components. Combining the efforts of their leading
scyphozoans from the oceans, inducting them as apprentices scientists in aviation, computing, and other fields, scyphozoans
into the tribe’s key industries. Leaders glowed brightly to affirm built their first living starship less than a century ago. Today,
their superiority, whereas low-ranking members would dim scyphozoan ships equipped with Drift engines operate in the
their own bioluminescence in deference. Advancement often Pact Worlds and many other systems.
depended on an individual’s coloration and patterns, equating Primoria’s citizens delight in their inventions yet are
idealized appearances with the potential for greatness; those cognizant of not just the ethical challenges of repurposing living
fortunate scyphozoans therefore earned more resources and creatures in this way, but also the potential risks of infusing
training, which in turn validated society’s assumptions about technological intelligence into their living devices. Even as
their talent. The tradition of prophesying a youth’s lights has entertainment media sensationalizes bioengineered uprisings,
given way to a more meritocratic society, yet tribal affiliation Primoria’s scientists continuously devise new safeguards to
remains part of scyphozoan identity. After all, scyphozoan ensure their inventions remain safe for everyone.
reproduction leaves little sense of a child’s parentage, so tribes
provide an extended family and serve a crucial role in raising NAMES
adolescents. Even so, color displays carry ancient weight, and Naming patterns vary wildly from one scyphozoan community
showing bright colors conveys a certain vanity, as if the flashy to another. Traditionally minded communities (such as nomadic
individual is behaving like one of the High Radiants of old. plankton herders) tend to have onomatopoetic names that
Many scyphozoans travel to other systems to learn more mimic the sounds of the ocean, such as those of ocean waves
about alien cultures and study alien technology. Conversely, crashing on the shore or sea wind at night. Urban scyphozoans,
Tarinth welcomes people from the Pact Worlds and other particularly in Tarinth, favor shorter names that are easier for
systems to study and teach biotechnology and other subjects people of other species to pronounce.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
TABLE 2–12: ADVANCED MELEE WEAPONS
TWO-HANDED WEAPONS LEVEL PRICE DAMAGE CRITICAL BULK SPECIAL OVERVIEW
UNCATEGORIZED
Nematocyst spear, ceremonial 4 2,100 1d8 A & P Staggered 1 Analog, injection, reach, underwater PW CLASSES
Nematocyst spear, dueling 9 13,500 2d8 A & P Staggered 1 Analog, injection, reach, underwater PW
Nematocyst spear, hunter 13 50,000 5d8 A & P Staggered 1 Analog, injection, reach, underwater PW
Nematocyst spear, warlord 17 260,000 10d8 A & P Staggered 1 Analog, injection, reach, underwater PW EVOLUTIONIST
Nematocyst spear, champion 20 850,000 15d8 A & P Staggered 1 Analog, injection, reach, underwater PW

TABLE 2–13: LONGARMS CLASS


OPTIONS
TWO-HANDED WEAPONS LEVEL PRICE DAMAGE RANGE CRITICAL CAPACITY USAGE BULK SPECIAL
UNCATEGORIZED
SPECIES
Meduza rifle, stinger 2 720 1d8 A & S 40 ft. Bind AR 20 charges 2 1 Analog, living AR
Meduza rifle, blitz 6 3,950 2d8 A & S 60 ft. Bind AR 20 charges 4 1 Analog, living AR
Meduza rifle, assault 10 17,200 3d8 A & S 70 ft. Bind AR 40 charges 5 1 Analog, living AR PLAYABLE
SPECIES
Meduza rifle, commander 15 100,000 7d8 A & S 80 ft. Bind AR 80 charges 5 1 Analog, living AR
Meduza rifle, gorgon 19 500,000 11d8 A & S 100 ft. Bind AR 80 charges 8 1 Analog, living AR
SPECIES
BUILDER
TABLE 2–14: GRENADES
GRENADES LEVEL PRICE RANGE CAPACITY BULK SPECIAL SPECIES
Meduza grenade I 3 240 20 ft. Drawn L Explode (1d6 A & S, corrode 1d4, 5 ft.), hydrodynamic PROFILES
Meduza grenade II 7 920 20 ft. Drawn L Explode (2d6 A & S, corrode 1d6, 10 ft.), hydrodynamic
Meduza grenade III 13 7,200 20 ft. Drawn L Explode (5d6 A & S, corrode 3d6, 15 ft.), hydrodynamic NPC
Meduza grenade IV 17 36,000 20 ft. Drawn L Explode (10d6 A & S, corrode 5d6, 15 ft.), hydrodynamic GALLERY

INDEX
Sample Names
Bellbell, Cidariz, Cubowan, Fizzbicah, Koshkahal, Liplaptiplip,
Liralii, Medu, Merilima, Qualipan, Sihisih, and Washau.
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SCYPHOZOAN WEAPONS
Despite having established planetwide peace, scyphozoan
manufacturers like Meduza Industries continue to develop
weapons for ceremonial, recreational, and security purposes.
Hydrodynamic Special Property: This weapon can be thrown
underwater effectively, taking no penalty to attack rolls or
damage for underwater combat.

Meduza Grenade
Once armed, this grenade rapidly unfolds into a hand-sized,
glowing jellyfish. On impact, the grenade hurls tendrils of
stinging cells throughout its area. When thrown
underwater, the jellyfish contracts its bell and
jets toward its target.

Meduza Rifle
A meduza rifle fires acidic filaments that cut and burn
the target. The filaments quickly become inert but
retain some adhesive properties. The rifles are grown
from genetically engineered material taken from both
scyphozoans and other Primorian species.

Nematocyst Spear
These traditional spears are fashioned from the
tentacles of scyphozoans who died honorably
in combat. Some modern versions of the spear are grown in
laboratories rather than harvested from the dead.

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SHIMREEN
Home World: Shimrinsara (The Vast)
Shimreens are radiant crystalline humanoids who are resistant to electricity and amplify energy. They can tweak their body,
shifting an arm into a weapon or adjusting their luminosity.

Born on a world wracked by eternal storms, shimreens are manes, and spurs—that are mixed with the lava from one of
autochthonous humanoids composed of glimmering crystal seven sacred volcanoes in special creation chambers. These
who rose to prominence through tenacity and ingenuity, using shards melt, either being consumed by the lava or attracting a
magic and technology to adapt to their volatile environment. soul. If the latter, a newborn shimreen about half the size of an
Now, these ingenious innovators live in idyllic city-states, each adult coalesces from the molten minerals, rising from the lava
encased in a crystal dome that both shields the metropolis and in a shell of heat-resistant gel that sloughs away moments later.
powers the city with the limitless energy of a raging storm. It’s possible for any number of living shimreens to contribute
Like the technology that keeps them safe, shimreens aren’t crystals to a child’s creation, from a single individual to an entire
born, but made—forged in sacred volcanoes from lava and community. In addition to inheriting some qualities of the parents
crystal shards donated by family. who donated crystal shards, a young shimreen’s composition is
also shaped by the volcano of their birth. The most prestigious
PHYSICAL DESCRIPTION of these seven mountains is Pharasma’s Forge, a small volcanic
Although humanoid in shape, shimreens are composed of luminous hot spot and temple complex whose mountain face is carved
crystal rather than flesh and blood. Their tall, angular bodies are with ray-like canals that direct rivulets of lava into the creation
hard to the touch, and flexible clusters of crystal fragments form chambers. Near the city of Zaniir stands the most infamous
their joints. Due to their composition, shimreens are dense, with a volcano, Shadowgulch Peak. As the Gap ended, this volcano began
typical 7-foot-tall shimreen weighing over 600 pounds. spewing noxious, purple lava that attracted mutated beasts and
Shimreens come in countless colors and consider body clarity undead shimreens. It’s still possible to birth new shimreens there,
and smooth surfaces to be signs of good health and beauty. Their but the process is so dangerous as to be rarely attempted.
bodies emit a persistent glow that varies in intensity to match Over their two to three centuries of life, a shimreen’s light dims,
their moods. Most learn to control their luminance at a young their body becomes clouded, their exterior softens, and they
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age and can dim or brighten at will. The Shimreeni language lose control over their crystal growths. The eldest shed crystal
incorporates optional light flourishes that convey emphasis, fragments, eventually crumbling peacefully at the moment of
instill poetic flair, or are part of regional accents. Regardless of a death. Shimreen dead are carried in a solemn procession to the
shimreen’s control, only death can extinguish their light. nearest sacred volcano and cast into the magma, where their
Thanks to their crystalline structure, shimreens are resistant spirits contribute to making future life. Many shimreens believe
to electricity and reflect light. Even when energies reach this step to be necessary in their life cycle, and that if enough
dangerous levels, a shimreen can absorb a portion of the energy, shimreens aren’t returned to the sacred volcanoes, the volcanoes
amplify it, and release that energy through touch. Shimreens will lose the ability to produce them completely—perhaps
are also sensitive to vibrations, not just hearing but also feeling the reason shimreens can be created only on Shimrinsara.
sound as a thrumming in their chests. Each shimreen’s body Archaeological evidence indicates shimreens of the ancient past
resonates at specific frequencies, and those sounds that match might have offered live sacrifices to the volcanoes for precisely
their resonance cause a tonal harmony shimreens find pleasant. this reason—a dark history most believe is pure fabrication.
Shimreens exhibit considerable control over their bodies,
displayed in three primary ways. First, they can reshape their HOME WORLD
arms, transforming them into simple crystal lances or tools. Shimreens are from Shimrinsara, an isolated planet deep in
Second, shimreens can purposefully alter the crystalline memory the Vast wracked by powerful, never-ending storms. The
reservoirs that perform most brain functions, allowing them only planet in its solar system, Shimrinsara is orbited by
to slowly edit out bad habits or clear traumatic memories in a seven small moons occasionally visible through the planet’s
process that takes either considerable focus or outside assistance. pervasive storm fronts. Each moon boasts a single pre-
Finally, a shimreen controls how their crystals grow along their Gap ruin believed by shimreen scholars to be either shrines
head, shoulders, and necks, tailoring their bodies into preferred dedicated to forgotten divinities or memorials to ingenious
styles as whim and fashions dictate. Most shimreens shape their innovators whose inventions changed the course of shimreen
head crystals to form crowns or let the crystals around their history. Regardless of their purpose, these ruins indicate that
faces grow wild to form clusters called manes. shimreens were capable of spaceflight in the distant past.
It’s unclear what halted their starflight endeavors, but they
Life Cycle and their fellow Shimrinsarans (the clawed, crustacean-like
Shimreens aren’t born, but purposefully created by their corovites and the subterranean, gloom-shrouded uldroons)
families from crystal shards—freely shorn from crests, crowns, were grounded by the time the Gap ended.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Shimrinsara’s storms are its most prominent feature, coating soldiers, Spectrum Guards, and the Ordered as well as athletes,
the planet entirely and blotting out the sun, moons, and stars hunters, and explorers of all kinds. Workers are more diversified, OVERVIEW
but for the briefest of moments. The roar of the wind, rumbling including everything from artisans, engineers, miners, and
of thunder, and torrential downpours are impossible to avoid, scientists to doctors, educators, musicians, and politicians.
CLASSES
as are the constant lightning strikes that flash with terrifying Many shimreens worship Pharasma as a deity of cycles whose
frequency. Flying is difficult, with only starships able to blessings are necessary to create offspring.
navigate the storms safely, and even then, most choose to fly Resources are plentiful and easily acquired, thus most EVOLUTIONIST
over the clouds rather than through them. shimreens have plenty of time to devote to their education, trades,
The majority of Shimrinsara’s surface is covered in stormy careers, and hobbies. Fashion, music, and sports are among the
CLASS
oceans with towering, erratic waves. Ocean-faring shimreens most popular pastimes, and engineering and the physical sciences OPTIONS
travel by submarine, rather than ship or hovercraft, and don’t the most popular trades. Cosmeticians etch or paint patterns into
tarry long. To shimreens, the ocean is a mystery they have little shimreen exteriors, DJs direct complex tonal symphonies designed
SPECIES
desire to plumb, leaving Shimrinsara’s waterways as the domain to resonate with as many shimreens as possible, and athletes
of corovites. compete in all manner of organized sports and daredevil antics,
PLAYABLE
Dense jungles occupy most of Shimrinsara’s land. Thick-trunked from lance duels and free climbing lightning rods to electrifying SPECIES
trees weather the gusts and rain, with most flora resistant to
electricity in some way. Some plants even reproduce by growing SPECIES
short-lived shoots high above the canopy to act as lightning rods, BUILDER
delivering high bursts of energy essential to those plants creating
or dispersing seeds. Elsewhere lie vast, vitrified plains—deserts in SPECIES
PROFILES
a time long forgotten, presumably transformed by innumerable
lightning blasts into a jagged glass wasteland.
NPC
Volcanoes are rare but powerful and active. Most stand GALLERY
near one of the seven shimreen cities and are considered holy
sites due to their role in the shimreen life cycle. However, the INDEX
volcanoes are also home to lava-dwelling ceractals, cunning
beasts that devour shimreens and grow more powerful with
each soul consumed.
Shimrinsara boasts extensive subterranean cave systems
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within which reside the uldroons: intelligent hunters shimreens


have warred with since prehistory, when shimreens sought
shelter underground. The caves are hot, humid, and often
flooded with nutrient-rich runoff that feeds massive fungi and
a host of grazers.
Seven luminous crystal domes offer the only refuge from
Shimrinsara’s weather, each containing a shimreen city-state and
designed to harness the storm’s power and protect its residents
from the dangerous creatures and elementals that roam the
planet. Collectively known as the Jewels of Shimreen, these
cities—Baruve, Elindom, Haidarus, Irridus, Kaniqlu, Tormalyx,
and Zaniir—are part of the united, planetwide shimreen nation.
The capital, Kaniqlu, stands near two holy sites: Pharasma’s
Forge and Sunspot, the only known location where storms
never reach and the sky is always visible. Today, Sunspot serves
as a safe landing zone for interstellar travelers and as a launch
point for the airships, starships, and jungle convoys that travel
between the seven cities.
Thanks to the advent of Drift travel, Shimrinsara is a part of the
wider galactic community, but few shimreens desire to leave their
home planet permanently. Most who leave do so to trade, learn, or
explore. All who hope to reproduce must eventually return home,
as the lava of other worlds seems incapable of creating shimreens.

SOCIETY
Shimreens are a logical, orderly people, and their society is both
rigid and highly stratified. Citizens are primarily divided into
two castes: warriors and workers, with warriors consisting of

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this brainwashing, many privately consider it immoral. The more


shimreens explore the galaxy and study other cultures, the greater
SPECIES TRAITS the opposition becomes. However, the threat of exile to the planet’s
Ability Adjustments: +2 Dex, +2 Int, –2 Wis
unforgiving wilderness has silenced most dissent—so far.
Hit Points: 4
Size and Type: Shimreens are Medium humanoids with the
shimreen subtype.
Origins
Traditional shimreen stories indicate the first shimreen was
Amplify: Whenever a shimreen takes energy damage, they can
kissed by lightning, rising out of the earth and into sapience,
voluntarily take an additional 1d4 damage of the same type by
and their spark was passed down through the generations.
amplifying the energy within their crystalline form. This empowers
Although most scholars consider these tales more fanciful than
their next melee attack. The next melee attack the shimreen makes
fact, archaeologists have confirmed that early shimreens lived
releases this energy, dealing an additional amount of damage equal
underground. Evidence from these prehistorical days indicate
to the extra damage the shimreen took (and of the same type). The
shimreens were hunted by—or perhaps at war with—uldroons,
shimreen can’t take additional damage again until they release the
intelligent beings who seep shadows from their bodies much
energy they’re storing. If unused, this stored energy dissipates after
like shimreens radiate light. Although there’s little evidence of
10 minutes. The amount of extra damage the shimreen takes (and
these encounters in shimreen oral traditions, tales of monstrous
deals) increases to 2d4 at level 8 and 3d4 at level 16.
uldroons stalking wayward shimreens are common children’s
Electricity Resistance: Shimreens have electricity resistance 5.
tales and ghost stories, with uldroons seeking to snuff or absorb
Radiant: Shimreens constantly emit light (dim, normal, or bright) in
the light of shimreens.
a 5-foot radius and are immune to the dazzled condition. Shimreens
can adjust their current level of light as a move action, but they can
never extinguish it.
THE 8TH CITY
Despite their prosperity and peace, not all is well in Shimrinsara.
Shift Limb: A shimreen can transform one of their arms into a
Lusterless shimreen are ostracized and shunned, socially forced
weapon as a swift action. This crystal lance is a natural weapon that
to the fringes of the dome cities alongside dissidents and the
deals 1d3 lethal piercing damage with unarmed strikes; this attack
oft-realigned. An addictive sonic drug that triggers a user’s
doesn’t count as archaic. A shimreen gains a unique version of the
tonal resonance is making its way through Kaniqlu under the
Weapon Specialization feat with their natural weapon at 3rd level,
street name “vibrato,” and a three-block radius on the fringes
allowing them to add 1-1/2 × their character level to their damage
of Irridus is shrouded by perpetual gloom that blots out even
rolls with their natural weapon (instead of just adding their character
the brightest shimreen’s glow. Dubbed the Pall, this gloom is
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level, as usual).
rumored to be the work of uldroons.
Outside earshot of the Ordered, citizens whisper of a fabled
“8th City,” where the foulest criminals and most rebellious
anarchists mingle amid lusterless and unrepentant shimreens
games of blazerball and edderet. Shimreen engineers are known who escaped reeducation. Although talk of the 8th City
for their solid and reliable constructions—a necessity due to favors tumultuous narratives with insurrectionists, gangs,
their weight—and the phrase “built for a shimreen” has become and warlords, there’s also speculation that the 8th City is
synonymous with nigh indestructibility throughout the galaxy. some hidden utopia beyond the Spectrum Council’s meddling.
Whatever the case, reliable information about the secret
Government metropolis is hard to come by, and most believe it little more
Shimrinsara is governed by the Spectrum Council, an elected than a fable.
body consisting of one representative from each of the seven
shimreen cities. From the capital of Kaniqlu, these leaders NAMES
manage matters of planetwide significance, including budgeting, When a shimreen is birthed in Pharasma’s Forge, each shimreen
laws, taxes, and interplanetary affairs. The Spectrum Council who donated a portion of their body to that shimreen’s creation
is served by the Council Guard and a few dozen bureaucrats, also contributes a portion of their name. Usually a single
officiaries, and lawyers collectively called the Heptad Ministry. syllable long, these name fragments are shuffled and combined
Candidates run in pairs, with one becoming a Spectrum into a new name for the shimreen, which is both unique and
Councilor and the other becoming the associated city’s Facet signifies their lineage and familial affiliation. In instances where
Councilor—the equivalent of a mayor. a single individual contributes all the crystal components to
Shimrinsara’s seven domed cities—the Jewels of Shimreen—are the birth of a new shimreen, the individual typically provides
presented as idyllic city-states with little violent crime and no war. numerous fragments of their name, in addition to unused name
This is largely thanks to the Ordered, local law enforcement who fragments from their parents. As a result, shimreen names are
quickly adjudicate disputes, arrest lawbreakers, and investigate long, with most varying in length from four to six syllables, and
crimes. However, shimreens consider imprisonment wasteful, many running longer.
so criminals instead undergo “realignment,” a lengthy process of Shimreens traditionally have only one name; however,
surgically modifying the criminal’s neural matrix to erase dangerous shimreens visiting other cities or worlds often adopt their origin
habits. Even though the populace at large accepts or politely ignores city as a temporary last name, to be shed when they return home.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Sample Names STORM-DEFLECTING SPHERE
Asharin, Fractarial, Imrasara, Miacrysimia, Prisalasim, MYSTIC 3 TECHNOMANCER 3
OVERVIEW
Qivalaceid, Shionvawei, Telfarashel, Ulashanopar. School abjuration (electricity)
Casting Time 1 standard action
CLASSES
SPELLS Range personal
Shimreens originally developed the following spells. Duration 10 minutes/level or until dismissed (D); see text
Saving Throw Reflex half; Spell Resistance no EVOLUTIONIST
CRYSTAL ERUPTION MYSTIC 2 WITCHWARPER 2
You surround yourself with an intangible crystalline sphere
School conjuration that grants you electricity resistance 10 for the spell’s
CLASS
Casting Time 1 standard action duration. As a reaction when you resist electricity damage OPTIONS
Range 30 ft. or cast another spell with the electricity descriptor, you can
Area cone-shaped burst dismiss the spell to shatter the sphere, releasing its energy;
SPECIES
Duration 1 round/level (D) creatures adjacent to you take 2d12 electricity damage.
Saving Throw Reflex half; Spell Resistance no
PLAYABLE
You force unstable magic into the ground, causing SPECIES
jagged crystals to erupt in the area. Creatures in the area
and in contact with the ground when the spell first takes SPECIES
effect take 2d8 piercing damage. The crystals remain for the BUILDER
spell’s duration, making the affected area difficult terrain that
deals 1d4 piercing damage to a creature any time they SPECIES
PROFILES
move into an affected square on foot.

NPC
CRYSTAL MINE GALLERY
TECHNOMANCER 4 WITCHWARPER 4

School conjuration (electricity)


INDEX
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Duration 1 minute/level
Saving Throw Reflex partial; Spell Resistance
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no
You create three electrified crystal proximity mines under
the ground within range. Each mine must be within 30 feet
of at least one of the other mines. Each mine occupies
one 5-foot square and remains for the duration
or until triggered. When a creature enters a
space adjacent to a mine, that mine immediately
explodes, dealing 2d8 piercing damage and 2d8 electricity
damage to creatures in a 10-foot-radius burst centered on
the mine. A creature can spot and disable a crystal mine as
a trap with successful Perception and Engineering checks
respectfully (DC = 15 + your caster level + your key ability
score modifier).

MEMORY PRISM MYSTIC 4 PRECOG 4

School divination
Casting Time 1 minute
Range personal
Duration 24 hours (D)
You copy one memory you have and cause it to crystallize
into a small prism of negligible bulk. The memory can’t exceed
10 minutes in length, and the spell doesn’t work on memories
that have been removed (such as with displace memoryCOM)
or that you know have been magically altered (such as
with modify memory). For the spell’s duration, any creature
touching the crystal can observe the memory as if with share
memory, though they witness 1 minute of memory per round
spent reviewing the crystal’s contents.

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SRO
Home World: Special
“Sentient Robotic Organism” is a broad term for self-aware mobile machines with positronic brains of such complexity that they
attract souls, much as androids do. Being wholly constructed, SROs come in a staggering variety of shapes and sizes.

Unlike androids, SROs aren’t built to closely emulate any specific have entered galactic society, an increasing number of robots are
living creature’s form or function, but instead fill the same constructed with a single monoball motivator inspired by bantrid
limitless number of niches as non-sapient machines do, from biology, even though very few of these designs were created by
performing rote tasks to running vast operations too extensive bantrids themselves.
for most biological minds to comprehend. Many SROs are Because they’re generally designed with function as a higher
unique constructs, built individually to perform some specific priority than form, SROs often have an “exposed” appearance
task and only developing a soul after hundreds of cycles of with camera eyes, speakers, piston muscles, cables, and gears all
self-programming to be better at that task. Others are specific visible to the naked eye, perhaps with areas most likely to bump
members of entire classes of robots that happened to achieve into things covered by a few simple plates. Even SROs with a
the specific complexity needed to become self-aware, even when more contained design generally have at least a few exposed
many of the same make and model haven’t. SROs who are part of pieces, such as secondary wires leading to tread wheels or a
a series of robots that all gain self-awareness are among the least high-flex area covered in wires and mesh rather than hard plates.
common types, and even those who have such beginnings often Even these trends are far from universal, of course. Anything
modify themselves beyond the point of recognition. from a mobile art piece to a fully enclosed diving robot could
gain the needed complexity to attract a soul and become an SRO.
PHYSICAL DESCRIPTION
Nearly the only commonality among the appearances of different HOME WORLD
SROs is they appear clearly mechanical, constructed, and artificial Because SROS are designed and built by advanced societies,
in design. They range from as short as 3 feet to as tall as 8 feet, rather than evolved from life-forms on a single planet, they can’t
can weigh anywhere from 45 to 150 lbs. (and larger SROs aren’t be said to have any specific home world. However, they’re much
always heavier, depending on the materials used in their core more common on Aballon and, to a lesser extent, the rest of the
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construction), generally have two tool-manipulators (which might Pact Worlds than anywhere else. It’s a common misconception
be arms, tendrils, or even short-range manipulator beams), and that SROs are related to the native anacites of Aballon; in
some form of ground mobility (most often legs, wheels, or treads, fact, anacites, as a species, are much older than any currently
though anything from hoverlifts to mechanical slitherpads are known design of SRO. Instead, the fact that Aballonian society
possible). Even so, there are some broad categories of physical is welcoming to, and designed for, constructed beings serves
traits many SROs fall into. as a strong incentive for SROs to settle there. Rather than
One common design principle is for SROs to have roughly the face misunderstandings and actively work around needless
same dimensions and form as the species that built them. Thus, restrictions in living spaces designed for biological entities
SROs constructed by humanoids are often 2-armed bipeds with (such as the need for things like air and water that SROs can do
most sensors in a head near the top of a central body and with an entirely without), many SROs find integrating themselves into a
average height between 5 and 7 feet. Of course, there’s a vast range construct society easier, safer, and more fulfilling.
of flexibility within that description, and it’s rarely possible to tell There are potential bias and safety reasons for SROs to
if an SRO was designed by a human, android, lashunta, elf, vesk, or select construct-friendly places as well. While Pact Worlds law
some other two-armed, two-legged bilaterally symmetrical species. makes it extremely clear that a Sentient Robotic Organism is an
While some common aesthetic tendencies might help pinpoint autonomous individual, with all the rights and protections of a
the species or culture of an SRO’s origin, such qualities can’t be biological person, SROs are aware those protections might not
depended on. A particularly chitinous, long-limbed SRO with keep them from being seen as, and treated like, mere machines.
antennae and small vestigial arms in its mid-section might have The fact that an SRO lacks the near-biological appearance of
been designed by a shirren, or it might be a vesk communication androids, and that an SRO can outwardly look exactly like a model
maintenance robot that happens to need to fit into narrow spaces of robot that isn’t self-aware, makes it easier for both accidental
and have numerous transmitters and receivers. and intentional violation of SRO rights to occur.
SROs designed by other species might have some of those While SROs can be found throughout the Pact Worlds, Eox also
species’ features, but given their heavily mechanical nature, it has a heavy concentration of their population. It has less to do
can be difficult to determine at a glance. An SRO that began as with Eox being particularly friendly or respectful toward SROs and
a formian security drone might have four legs and an insectile more to do with SROs being safer on a world of oft-hungry undead
appearance, but so could one built by an astriapi, trox, or any of a than biological entities. The planetwide scarcity of air and food
dozen other known species. Further, SROs crafted by one species that can restrict most visitors to Eox to the Lifeline has little to no
might have an appearance inspired by another. Since bantrids effect on SROs; while there are undead that feed on battery power

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
and mechanical generators, they’re far less common than those However, SROs don’t exactly have any more consistency about
who drink blood or eat flesh. When non-Eoxian organizations what’s important to their core values than any other creatures. OVERVIEW
must send someone to Eox, or an Eoxian organization needs to Some SROs are driven purely by logic, or while others have a
hire an outside expert, SROs are generally a safer option than utilitarian drive to create the best circumstances for the most
CLASSES
even androids. creatures. Others dedicate themselves to defending the weak,
seeking justice, gaining personal power, expanding the body of
SOCIETY historic knowledge, or the love of a specific aesthetic style. Some EVOLUTIONIST
SROs are rarely able to build communities designed primarily SROs spend several years seeking something that feels like a
around their needs, beliefs, and traditions; similarly, they rarely core, irreplaceable part of their personalities and, once they find
CLASS
find themselves living in such communities for any notable period. it, rarely change or abandon this trait. OPTIONS
Even when a line of SROs all achieve self-awareness, they’re almost In place of accepting the societies and cliques they’re built into,
always built by a biological society that influences and shapes their these core-focused SROs often consider an exchange of ideas and
SPECIES
attitudes and experiences well before any SRO-specific culture regular updates about one another to be the most important part
can do so. As a result, SROs are often knowing outsiders in the of societal engagement, and they become extremely involved
PLAYABLE
societies they move through, examining history, traditions, laws, in infosphere communities that communicate through message SPECIES
and cultural norms as entities affected by them, but they don’t boards, archived broadcasts, and other electronic communication.
have the attachment of feeling that can make these things a crucial These infosphere monocities are often organized along intellectual SPECIES
part of who or what defines each SRO’s personality. and aesthetic interests, ranging from theories about the Gap to BUILDER
Indeed, SROs often see the idea of a society or culture built the best flavors of AbadarBurger dipping sauces.
on traditional norms to be unimportant, at least as far as an SRO SPECIES
PROFILES
is concerned. They can see the momentum ideas have can shape PANPSYCHISM
an entire world’s or even system’s attitudes and goals, and they SROs often find themselves facing the question of how
NPC
acknowledge these attitudes can have important implications for they became self-aware, especially since in some cases an GALLERY
any SRO within such places; however, most SROs prefer to decide SRO originates as a mass-produced model of drone or robot
what they consider important based on their own interests. They that don’t universally gain souls and sapience. While some INDEX
often consider anything but a rigorously logical or pragmatic
cultural norm to be more an impediment to self-realization
than a comforting path to help its members know they’re on a
reasonable and acceptable path.
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Part of this sense of separation comes from SROs being well


aware their physical forms are less a crucial part of who they are
than many biological entities believe. An SRO can easily rebuild
their form, swapping out legs for wheels, cameras for radar
domes, or short frames for long, lanky scaffolding,
and they still feel they’re “themselves.” Only
two parts of an SRO seem integral to their
sense of self: their positronic brain and their
healing circuits. Their forms drive a sense
among many SROs that any creature,
group, or society should identify
what’s core to itself and be willing to
change peripherals as appropriate
to protect and assist that core.
Clinging to any attitude or belief
that no longer serves a purpose
makes as much sense to an SRO
as carrying an entire dining table
around because it once held food.
By the same token, once an
SRO decides what’s core to their
sense of self, the things they
believe are necessary for their
soul to remain healthy in the
cradle of their positronic brains
and healing circuits, changing
or abandoning that core trait is
unacceptable in any circumstance.

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societies and cultures created by non-SRO intelligences because


SPECIES TRAITS it proposes that all matter is conscious at some level, and thus
Ability Adjustments: +2 Str or +2 Dex (see below) all consciousnesses are linked at a fundamental level, regardless
Hit Points: 2 of the form or origin of each self-aware entity.
Size and Type: SROs are Small or Medium constructs with the Proponents of panpsychism often postulate that an
technological subtype, though unlike other constructs, they have ancient, vastly advanced society that understood the rules
Constitution scores. Small SROs are agile (+2 Dexterity at character of the universal consciousness of matter originally created
creation). Medium SROs are burly (+2 Strength at character creation). androids and specifically engineered them to take advantage
This decision is made at character creation and can’t be changed. of those rules. Biological entities instead generally achieve
Darkvision: SROs can see up to 60 feet in the dark. consciousness through a complex from of evolution, where
Healing Circuit: In addition to being constructs and thus able a soul and self-awareness are the end state of increasingly
to benefit from spells like make whole, SROs count as living complex patterns of matter that grant early life-forms an
creatures for the purposes of magic healing effects that work on advantage in survival. These theorists propose other forms
living creatures, though the number of Hit Points restored in such of self-aware machines, such as anacites, are an example of
cases is halved. A character must use the Engineering skill to perform technological evolution but essentially still the result of certain
the tasks of the Medicine skill on SROs. SROs also heal naturally over forms of complexity granting an advantage to the survival of
time as living creatures do and can benefit from magic or technology self-replicating machines.
that can bring constructs back from the dead, as well as effects that Within these thought experiments, what sets SROs apart isn’t
normally can’t (such as raise dead). that they’re technologically derived, self-aware housing for souls,
Integrated Equipment: An SRO has an internal, integrated but that they generally aren’t products of intentional boosting
standard datajack and comm unit. If an SRO is helpless, these can of the consciousness of matter into self-awareness (as androids
be removed or destroyed without damaging the SRO. They can be are) nor the result of an evolutionary chain of advantageous
replaced or upgraded for the normal price of this equipment. An complexity eventually resulting in self-awareness. SROs are
SRO has an additional built-in cybernetic component with an item essentially seen as a true expression of panpsychism because
level no greater than half the SRO’s character level (minimum their self-awareness develops independently of both intentional
item level 1). Each time the SRO gains a level, they can swap out construction of soul-housings and evolutionary processes.
this piece of equipment at no additional cost to represent internal SROs who believe in panpsychism, and even those who
reconfigurations. These pieces of equipment don’t count against the merely consider it possible (if untestable), often show a great
deference for complex systems of any kind. They don’t claim
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systems in which an SRO can install cybernetics.


Robotic: SROs are immune to bleed, disease, death effects, poison, that a crystal structure or intricate fungal network is in any
nonlethal damage, and sleep effects unless those effects specify way a “person”; however, the idea that all matter is, at some
they affect constructs. SROs can be affected by effects or spells that level, conscious, and that more complex structures of matter
normally target only humanoids but receive a +4 species bonus to are closer to self-aware, leads these SROs to seriously consider
saving throws against such effects. SROs can eat and drink, though any action that might destroy complex organizations of matter.
they don’t need to, and they must recharge their internal batteries Going a step further, some proponents of the theory consider
by entering an off-line mode that is similar to sleep for 8 hours every disintegrator weaponry particularly heinous, as such weapons
day. SROs don’t breathe or suffer the normal environmental effects break down complex matter to its simplest possible forms.
of being in a vacuum.
NAMES
Most SROs have a complex, self-identifying alphanumeric
sequence derived from their core components. These
sequences are often one of the first things SROs become aware
assume there’s no significant difference between sapient of when they reach full self-awareness. However, since these
robots and androids, other SROs come to believe they’re sequences can be hundreds or thousands of digits long, most
evidence of a deeper truth—that all matter in the universe is SROs also have names of convenience, what others consider
at some level part of a universal form of consciousness, and nicknames. Some SROs select a few key elements from their
particularly complex patterns of matter simply become able self-identification sequence to serve as a name, while others
to express individual levels of that consciousness. Known as pick up an appellation from interactions with biological entities
panpsychism, this theory suggests any complex pattern of or pick a name appropriate to the culture they operate in early
matter could attract a soul and thus gain self-awareness, with on. These nicknames are sometimes the SRO’s legal name for
biological systems simply being more likely to develop the documents and government interactions, but most SROs still
appropriate kind of complexities. see them as a form of shorthand.
The appeal of panpsychism for SROs is that it proposes they
aren’t so much exceptions to the natural order of the universe Sample Names
and the placement of souls into self-aware vessels, but simply Alpha-66, Bee-Cee-Dee, Damiar V, Di Gital, E1-F9, Gears, Izak-10,
another expression of how that natural order develops within J-27, Klex, N-115, Pinion, Rothay the Robot, Russ T. Bucket, Sea-Tech,
various systems. This belief helps some SROs feel connected to Zed-7-Zed.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
MECHANIC OPTIONS You gain an additional robotic improvement at 5th, 7th, 10th,
As robotic beings who take a variety of forms, SROs don’t 15th, and 20th level. OVERVIEW
hesitate to make improvements to themselves in whatever way Robotic improvements replaces the mechanic’s artificial
is effective, adjusting their components without concern that intelligence class feature.
CLASSES
it somehow makes them any less sapient. The following are
appropriate for SRO characters but might be available to other Mechanic Tricks
characters at the GM’s discretion. SRO mechanics often learn the following mechanic tricks, as EVOLUTIONIST
do androids.
Robotic Improvements 2nd Level CLASS
This mechanic alternate class feature can be taken only by OPTIONS
characters who can be targeted by affects that only affect You must be 2nd level or higher to choose these mechanic tricks.
constructs, including those of the construct type and those SPECIES
with the constructed species trait (such as androids). You’re Hunk of Junk (Ex)
constantly tinkering with your robotic components, adding, You can appear to be a defunct piece of junk.
PLAYABLE
adjusting, and removing them as suits your wishes. As a move action, or as a reaction whenever you take damage, SPECIES
At 1st level, you add equipment to your robotic body that you can attempt to appear defunct. You immediately fall
performs a specialized function. You gain 1 drone mod, which prone and attempt an Engineering check against SPECIES
applies to you rather than to a drone. You must meet each opponent who’s aware of you (DC = 10 BUILDER

any prerequisite the drone mod + the opponent’s Sense Motive bonus, or 15
has, though you’re automatically + 1-1/2 × the opponent’s CR, whichever is SPECIES
PROFILES
considered to have manipulator arms. greater). Anyone you succeed against believes
You select one kind of drone chassis you’re useless mechanical junk and acts
NPC
and count as that chassis for purposes of accordingly. An opponent who closely GALLERY
meeting mod prerequisites, though you gain inspects you as a standard action can
none of that drone chassis’s other abilities. attempt an Engineering, Perception, or INDEX
You aren’t considered to automatically have Sense Motive check at the same DC to
a melee weapon arm or weapon mount, uncover your deception. Maintaining this
though you can select those as mods to add ruse is a full action each turn.
to yourself. There’s no cost for this bonus This trick can be taken only by
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drone mod, but if you get a mod that can characters who can be targeted by
use other equipment that must be bought effects that only affect constructs,
separately if added to a drone (such as including those of the construct type and
needing to buy weapons separately if you give a those with the constructed species trait.
drone a weapon mount), you must still pay for that
additional equipment normally.
You can’t select any drone mod that affects your Spell Chip Array (Ex)
AC (such as extra armor), saving throws (such as You’ve built in a receiver for spell chips
hardened AI), and class skills or skill ranks (such as (Core Rulebook 215). You can insert a
skill subroutine), nor any that grants you temporary number of spell chips equal to half your
Hit Points (such as energy shield) or allows the level. Using these spell chips has the
drone to take actions when you’re unconscious (such same requirements as normal. Because
as medical subroutine). You also can’t select mods that you have the chips linked in an array, you
result in a drone shutting itself down (such as shock can expend a spell chip to cast a spell on
waves) or causes it to share a space with its mechanic. any other spell chip you’ve inserted of the
Alternatively, in the place of a drone mod, you can same or higher spell level. A spell chip
install a specialized piece of internal equipment that gives array is difficult for creatures not aware
you a bonus feat. This feat must be one a drone can select of it to locate; someone performing a
as a feat, and you must meet its prerequisites. If you have close inspection can discover it with
a trick that expands what feats a drone of yours could take a successful Mysticism or Perception
(such as exploration routine; see page 18 of Starfinder check (DC = 10 + your total Engineering
Galaxy Exploration Manual), you can select from that skill modifier).
expanded list as well. This trick can be taken only by
Each time you gain a mechanic level, you can characters who can be targeted by
swap out one robotic improvement, removing a previous effects that only affect constructs,
selection and making a new choice. You can’t remove a robotic including those of the construct
improvement that gives you a feat that’s a prerequisite for any type and those with the constructed
option you’ve taken. species trait.

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TROX
Home World: Nchak, moon of Liavara (Pact Worlds)
Trox are strong yet gentle insectoids who work to build community and harmony through service to others. When angered,
they become implacable guardians who protect their friends.

Trox are communal arthropods from Nchak, one of Liavara’s to reach. Only a few sections of the body aren’t covered.
moons. However, in their dedication to the Forever Queen The upper arms and fingers all have thin, slightly pliable
Hylax, they ensure the group’s success never overshadows exoskeletons that provide a trox additional flexibility while still
individuals’ desires, passions, and pursuits. Trox are fiercely allowing space for muscle attachment. Likewise, each trox has
loyal to whatever they commit themselves to, including other a muscular tail that’s structurally similar to an elephant’s trunk,
creatures and idealistic causes. providing boneless balance and support. Although capable of
lifting and clumsily maneuvering the tail when moving, it most
PHYSICAL DESCRIPTION often lies flat and drags along the ground.
As a species, trox have undergone numerous supernatural Protective as it might be, the exoskeleton presents challenges.
transformations during their long history in the Pact Worlds. Overlapping plates and thick chitin limit a trox’s agility, and
Their modern bipedal form arose in response to a divine their massive size makes it difficult to circulate air throughout
messenger’s decree, believed to be a mortal incarnation of their bodies. To compensate, a trox has a set of humanlike lungs
Hylax. Though hypothesized to have once resembled giant, sufficient for resting respiration and four supplemental book
eight-legged beetles, trox now stand on their two hind legs, lungs: two near their shell, partway up their torso, plus one in
towering as much as 12 feet in height. As their uppermost each thigh. Fed by spiracles, these book lungs help reoxygenate
pair of limbs developed into powerful arms, their middle four blood, especially when moving quickly and driving additional air
limbs shrank and now have a fraction of the strength. A pair through these systems. As a side effect, trox reflexively shiver
of sword-like mandibles frame their smaller jaws. The former whenever these spiracles become submerged—a gag reflex as
mandibles close slowly and clumsily, serving more like an extra the pores close off to avoid flooding.
set of hands than a set of natural weapons.
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Trox lay eggs in small clusters, and young hatch as nymphs HOME WORLD 1400978

who resemble small versions of their parents. Trox can only Trox hail from Nchak, one of Liavara’s inhabited moons. The
grow as much as their exoskeletons allow, so youths molt surface is relatively barren with most communities lying
numerous times a year until they reach adulthood at age six. beneath the surface. These trox-dominant settlements are
During this rapid growth, trox are predominantly carnivorous, distributed evenly, but those surrounding the Forever Halls are
requiring tremendous amounts of protein. The specialized the most populous. After all, within those sacred halls lives the
nutrients required for healthy exoskeleton production also Forever Queen, a being most Nchaki believe is Hylax’s mortal
drive many nymphs to consume their old exoskeletons and avatar. The inhabitants pride themselves on being good hosts,
burrow, hunting for key minerals. The nutritional needs shift providing religious pilgrims generous quarters to facilitate the
upon reaching adulthood, at which point most favor a largely visitors’ search for wisdom and peace.
vegetarian diet. Visitors also adore Gebanon Springs, a community built
Once fully grown, a trox tends to shed only a few times a along an underground lake fed by geologically heated springs.
decade as part of healthy shell maintenance. A new exoskeleton The mineral-rich waters naturally fortify a trox’s hardening
takes about a week to harden, during which time a trox is quite shell, making it a favorite bathing destination for those about
sluggish and vulnerable. However, the soft chitin provides a to shed. Even for those with endoskeletons, the bathhouses
delightful opportunity: customization. Although their natural are refreshing. However, Nchak’s crust shelters a variety
coloration ranges from a light rosy brown to dark crimson, of strange creatures who periodically get swept up in the
the fresh exoskeleton readily absorbs injected dyes and can warm geysers or swim up on their own. Most are harmless,
be subtly shaped to create a variety of patterns and surface yet occasionally, a Nchaki cercaderre (a type of amphibious
textures. As a result, adolescents regularly experiment with cephalopod) or worse ascends, requiring swift armed
their appearance using magical dyes, shallow molds, and incised intervention from the town’s guards.
tattoos, knowing that if they don’t like their new aesthetic, they For all their dedication to peace, trox on Nchak prepare for
can just shed and redo it a few months later. war. The starship manufacturer Starhive maintains a major
Whatever the surface treatment, a trox’s exoskeleton manufacturing facility on the surface above the subterranean
provides crucial support and protection. The thick plates along city of Szeyack, employing thousands of trox engineers and
the head, forearms, and thighs fit together loosely when they laborers. Given shirren-run Starhive’s aggressive stance
curl up, and even when crouching, they shield a large portion against the Swarm, trox are only too happy to help, seeing
of the body. Together with a set of abdominal horns, a trox’s this work as crucial to protecting the rest of the galaxy from
relatively soft underbelly and vestigial limbs become difficult this enemy.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Beyond the factories and several hundred scattered ranches similar, unspecified kindnesses will be returned at some point—
and farms for raising a few hardy foods, the other noteworthy forms a large fraction of traditional trox economics, though OVERVIEW
surface installation is the Zeffrac Science Platform. Publicly, credits and commerce have become increasingly prominent
it’s a joint research endeavor for observing and recording over the centuries. Nonetheless, gift giving is a trox art form.
CLASSES
Liavara’s weather, helping officials predict gaseous tides that Perhaps the greatest gift a trox might offer is trust, and
might threaten Roselight, the planet’s capital. However, the site among the most important examples of trust is the Leaving:
experienced a mysterious attack several decades ago, where the moment when elders cede responsibility to their next EVOLUTIONIST
its occupants with an intelligent, mind-controlling fungus. The generation, recognizing their descendants have realized the
attack foiled the fungus’s schemes while hinting at more threats expertise and wisdom to take up the mantle of leadership. As a
CLASS
to come. While the science platform is now back in operation, result, trox typically retire well before death, ensuring a careful OPTIONS
only a fraction of its equipment monitors weather anymore. transfer of power. They then explore new hobbies, teach, repair
Secretly, the facility has been reconfigured to monitor covert public works, and occasionally dedicate themselves to some
SPECIES
invaders from beyond the Pact Worlds with teams specialized grand project intended to preserve their legacy. Although the
in identifying the likes of dycepskians, reptoids, grays, and Leaving primarily refers to this transfer of responsibility within
PLAYABLE
more. Understandably, anyone approaching the base is now a community, it’s increasingly also referred to as a community SPECIES
subjected to extensive biological and magical testing to confirm ritually blessing a trox who wishes to travel the stars.
their identity. SPECIES
BUILDER
SOCIETY
Carefully balancing the duality of SPECIES
PROFILES
individuality and community is crucial
in trox society, guided by widespread
NPC
reverence of Hylax. Trox find instinctive GALLERY
comfort in groups and promote the
community’s well-being even at risk INDEX
of their own opportunities. Even
if their behavior falls short of
eusociality, trox peacefully
and graciously provide their
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time and energy to neighbors.


However, duergar enslaved
many trox in the ancient past,
exploiting their community mindset to compel
compliance and labor. The memories of servitude
are distant, yet they nonetheless steel trox
against slavery and encourage them to
embrace their own personal liberties.
This individuality parallels Hylax’s teachings,
recognizing a community’s strength comes
from the individual passions of each member. Trox
encourage nymphs to pursue first their own passions,
at which point elders help instruct them on how those
passions might benefit the community. For example, a
young trox excited about art would be encouraged to hone
their skills, develop a personal style, and then work with
leaders to create art the community could witness and
appreciate together.
Trox societies typically consist of extensive, overlapping
clans that collaboratively raise their young. Membership is
informal and fluid, though status relies on kinship, periodic
residency, service to the community, or some other ongoing
or exceptional impact on the clan. As a result, a trox’s family
isn’t necessarily based on kinship ties or even shared
species, causing many traveling trox to develop found
families they guard with unshakable determination.
Gifts are a significant aspect of maintaining social ties.
General reciprocity—giving goods and services, knowing that

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The two followed the duergar toward her starship, but the more
they listened to her promises, the more Keldunet grew suspicious
SPECIES TRAITS and the more Idzdunet became enthralled. With each concerning
Ability Adjustments: +2 Str, +2 Con, –2 Dex
clue the former noticed, she mentioned it to Idzdunet to convince
Hit Points: 8
him of the growing danger, but he was drunk with purpose—the
Size and Type: Trox are Large monstrous humanoids with a space
duergar needed help! At last, Keldunet decided to turn back,
and reach of 10 feet.
begging her brother to join her, but she respected his decision
Darkvision: Trox have darkvision with a range of 60 feet.
to follow the duergar. Forlorn, she returned home and left her
Bulwark: When a trox fights defensively or takes the total defense
brother to his fate. Her community welcomed Keldunet back yet
action, they can grant half the bonus to AC granted by that action to
reprimanded her for abandoning her twin. Ashamed, she departed
an adjacent ally.
once more to find Idzdunet, and the story typically involves her
Burrower: Trox have a burrow speed of 20 feet.
rescuing her brother from captivity, servitude, and misfortune.
Chitin: Trox chitin can help deflect effects, granting trox a +1
Each trox interprets the tale in a different way. For some, it’s
species bonus to Reflex saves.
a story about never abandoning one’s family and friends or a
Frenzy: Once per day, when a significant enemy causes an ally to
tale about how one should risk one’s own safety to save others.
take Hit Points damage, a trox can fly into a frenzy, gaining a +2 species
Sometimes it’s just a story well-intentioned relatives reference to
bonus to melee attack rolls and a –2 penalty to AC for 1 minute.
guilt their traveling kin to return home for a visit. Others believe
Grappler: Trox gain a +2 species bonus to grapple combat maneuvers.
it teaches that while it’s good to help others, it’s important not
Spiritual Fervor: Trox gain a +2 species bonus to Intimidate and
to let others exploit that generosity. This last lesson in particular
Mysticism skill checks.
makes trox especially protective of skittermanders (sometimes
Swift: Trox have a land speed of 40 feet.
endearingly called “little Dunets”), whose compulsive helpfulness
Vestigial Arms: A trox’s four vestigial arms can be used to hold,
leaves them vulnerable to the Veskarium’s domination.
draw, or put away items of negligible bulk but not to make attacks,
wield weapons, or use items.
NAMES
A nymph’s extended family gives them a birth name that
most keep throughout their lives. As an adult, a trox often
invents an additional name for themself that becomes their
Not all trox have so positive an outlook. With both legends of primary appellation, representing their evolving identity and
past exploitation and a growing number of galactic threats like individualism. Trox deeply respect honorifics and occasionally
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the Swarm, trox increasingly believe their community extends bestow them on one another for great feats performed in service
well beyond Nchak; they’re called to protect other worlds. to others, such as “Hammer of Hylax” for a warrior who saved a
Each generation sees more trox joining the Stewards, adopting town. In most cases, an honorific is spoken after the name, such
vulnerable colonies in the Vast as protectorates, patrolling as “Kembah, Defender of Nine Spikes,” yet it’s uncommon for a
the stars, or joining adventurers to uncover the next threat trox to use only their earned title.
to galactic peace. Thanks in part to remittances regularly sent
back to Nchak, their home world continues to thrive. Sample Names
Bojesah, Dunet, Kasiyah, Kembah, Lyret, Marvad, Nabela,
DUNETS’ TALE Nelkon, Pincot, Rabarah, Renist, Ribiah, Tavaeh, Varasah.
A favorite bedtime story and cautionary fable on Nchak tells of
two clutch-mates, Keldunet and Idzdunet, commonly remembered FEATS
as the Dunet twins. As they reached adulthood, the twins became The following feats and spells are appropriate for trox PCs but
restless, craving some greater purpose than their community might be available to other characters at the GM’s discretion.
could provide. Their family and neighbors sponsored their travels
and encouraged them to discover, yet they were sad to see the Chitinous Wall
twins depart. The galaxy was intoxicating in its size and diversity, Your protective plates can better shield nearby allies.
and the Dunets became lost among the cosmopolitan bustle, Prerequisites: Bulwark species trait
short on cash, and no closer to discovering their destinies. Benefit: When you use your bulwark species trait to grant an
That changed when they spotted a duergar struggling to move ally a bonus to AC, you grant a +5 bonus to AC against ranged
a crate. As properly raised trox, the twins selflessly volunteered attacks and a +1 bonus to Reflex saving throws when providing
to help her. She marveled at the trox’s strength, and each time soft cover to allies until the beginning of your next turn.
they helped the duergar move something, she praised their Normal: Soft cover provides a +4 bonus to AC against ranged
might and bemoaned some even heavier load that needed to attacks and no bonus to Reflex saves.
be relocated. The Dunets preened at the duergar’s compliments
and those of the gathering crowd, eagerly doing her work for Righteous Frenzy
free. At last satisfied, the duergar shared a secret: she had a Your furious defense of injured friends transforms you into a
treasure map leading to untold riches but needed strong friends conduit for divine power, likely Hylax’s, but perhaps that of
to help extract the wealth in exchange for a share. some other patron.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Prerequisites: Frenzy species trait Duration instantaneous
Benefit: When you activate your frenzy species trait, choose When an ally within range is targeted by a non-harmless OVERVIEW
either destructive or healing energy. If you choose destructive spell or spell-like ability, you can redirect the spell so it
energy, whenever you observe an enemy deal Hit Points damage targets you instead. Spell redirection fails if you’re immune
CLASSES
to one of your allies during your frenzy, your next successful to the triggering spell’s effects. It can’t redirect spells that
attack against that enemy before the end of your next turn affect an area, though it can change one target of a spell
deals additional force damage equal to 1 + 1/2 your level. If you that affects multiple targets. The spell’s caster can attempt EVOLUTIONIST
choose healing energy, whenever you observe an enemy deal a Will save to negate this effect. The maximum spell level
Hit Points damage to one of your allies during your frenzy, your spell redirection can affect depends on the spell level of
CLASS
next successful attack against that enemy before the end of your spell redirection. OPTIONS
next turn causes an ally who has 0 Stamina Points to regain a 1st: You can redirect a spell whose level is 2nd or lower.
number of Stamina Points equal to 1 + 1/2 your level. Even if you 2nd: You can redirect a spell whose level is 3rd or lower.
SPECIES
witness enemies harming your allies multiple times, you can’t 3rd: You can redirect a spell whose level is 4th or lower.
deal additional damage or restore Stamina Points in this way 4th: You can redirect a spell whose level is 5th or lower.
PLAYABLE
more than once per round. 5th: You can redirect a spell whose level is 6th or lower. SPECIES

Tunneling Vanguard SPECIES


By taking your time, you can clear a way BUILDER
through soil for your companions, not
just for yourself. SPECIES
PROFILES
Prerequisites: Burrow speed
Benefit: You can leave a tunnel
NPC
when burrowing so long as you move GALLERY
at half your normal burrow speed. A
typical tunnel remains open and usable for a INDEX
day, though tunnels through especially rigid or
loose soils might last longer or shorter at the
GM’s discretion.
Normal: Burrowing creatures
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don’t leave behind tunnels other


creatures can use.

Vestigial Vigor
Whether due to genetics or carefully
targeted exercises, your vestigial arms are especially strong.
Prerequisites: Vestigial arms species trait
Benefit: You can combine the use of your vestigial arms to
perform any one-handed task, including making attacks and
using items. However, your reach with any weapons wielded by
your vestigial arms is reduced by 5 feet.
Special: If you have at least four vestigial arms, you can take
this feat a second time. If you do, your vestigial arms can be
used as if they were two hands, each requiring the dedicated
use of half your vestigial arms.

SPELL
Trox spellcasters were the first to bring this spell to the
wider galaxy, and now many precogs and witchwarpers learn
it to provide additional protection for some of their most
vulnerable allies.

SPELL REDIRECTION
PRECOG 1-5 WITCHWARPER 1-5

School transmutation
Casting Time 1 reaction
Range 20 ft.
Saving Throw Will negates

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UPLIFTED BEARS
Home World: None
Uplifted bears’ fearsome, ursine appearance belies their keen intellect, natural curiosity, and innate telepathic abilities. The
species’ origins are shrouded in mystery, even to uplifted bears themselves.

Though their physical forms resemble those of their mundane HOME WORLD
counterparts, uplifted bears are far from simple animals; those With no memory of their origins, uplifted bears lack a home
who underestimate them do so at great peril. At some point planet of their own. Small communities of uplifted bears exist
in the past, a population of bears—the stories range from throughout the Pact Worlds. Many occupy higher-gravity
an initial group of several dozen to all the bears on a dying planetoids in the Diaspora, while others live on heavily forested
planet—were modified to increase their mental capabilities, or jungle planets such as Castrovel or Landahl in Near Space.
granting them extraordinary intelligence. The details of who These settlements range in size from tiny outposts of a few
modified the bears, and why, were either lost to the Gap or, dozen residents to small villages of a few hundred.
as more conspiratorial takes posit, deliberately concealed. One of the largest uplifted bear settlements is on a Diasporan
While some uplifted bears are obsessed with uncovering their planetoid optimistically named Greenview. Greenview has a
origins, others feel this focus on the past only holds their breathable, if thin, atmosphere, and for the past several decades,
people back. uplifted bear scientists have been attempting to terraform the
planetoid to encourage plant growth, with mixed results. What
PHYSICAL DESCRIPTION began as a research outpost grew into a town of nearly 600
Physically, uplifted bears resemble non-sapient bears, though residents now known as Furmark as trade sprang up to support
their bodies were modified along with their minds to grant them the scientists’ work. Although only limited vegetation has been
a few enhancements. Their clawed forepaws are more dexterous coaxed out of Greenview’s rocky soil thus far, there are plenty
than those of an animal bear, with opposable thumbs to of mineral deposits to support the community in the meantime,
manipulate objects easily. They retain all the physical strength and Furmark does a brisk trade in various valuable ores.
of any bear, and their size is formidable. An uplifted bear can Recently, an uplifted bear team exploring the Vast discovered
be roughly 5 feet tall when on all fours, but when maneuvering a planet in the Ferra system unpopulated by sapient creatures
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bipedally, as most prefer, they stand up to 10 feet tall. and full of skyscraper-sized trees. Since this report spread, a
Like animal bears, they generally have short tails, small contingent of uplifted bears has begun calling for their kind to
rounded ears, and thick fur coats consisting of both long adopt this planet as their home world. Further surveys have
guard hairs and shorter insulating hairs. Though they have the noted that the planet, dubbed Ursana by its original explorers,
teeth and digestive systems common to a carnivorous species, contains ample natural resources and animal life. Ursana still
uplifted bears are typically omnivores and can subsist on a wide has no formal status according to the governments of the Pact
variety of diets—though they need a larger volume of food if Worlds, though several members of this uplifted bear group—
consuming solely vegetarian fare. An uplifted bear’s sense of dubbed the Open Paw for their slogans promising “an open paw”
smell is generally weaker than that of an animal bear. to any bear wishing to settle on Ursana—have filed pending
The original uplifted bears appear to have been drawn from petitions with the Pact Council to have it officially recognized
an assemblage of Pact Worlds species, creating a diverse array as their home world. Though the Pact Council has provided no
of features and pelages. Coat coloring ranges among black, response thus far, the bears’ cause has attracted the support
brown, blonde, and white, including patterns that resemble of several prominent organizations thanks to the efforts of the
those of Lost Golarion’s pandas or Castrovel’s sun bears. Some Open Paw’s de facto leader, Devran Gars, a professor of natural
populations grow especially large, with massive appetites and history at the University of Qabarat.
thick fur to help them stay warm in colder climates. Others In the meantime, some uplifted bears have begun immigrating
have bodies better designed for swimming than clambering to Ursana and building settlements, most of which are still
up trees, and others still have especially long tongues once quite small. An advertising campaign by the Open Paw aimed
designed for insectivorous diets. Whatever their apparent at uplifted bear communities throughout the Pact Worlds hopes
species differences millennia ago, the process that uplifted to encourage more to settle on Ursana, extolling the benefits of
these bears also left them genetically compatible with each having a unified home planet. Not all wish to relocate so far away,
other (but not with animal bears or other ursines). however, especially since Ursana’s location in the Vast would
Strangely, uplifted bears’ brain structure seems to resist prevent it from becoming a member of the Pact Worlds proper.
most technological augmentations, except for datajacks or
custom-designed rigs. Some bears believe it was intended as SOCIETY
a means of protection against external control by whoever As a widely dispersed population, uplifted bears often adopt
modified them, while others fear that it’s a sinister method of cultural characteristics of their neighbors. Regardless of
holding them back from achieving their true potential. location, though, they often have several points of commonality.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Many uplifted bears are more comfortable in natural, vegetated their lifetimes, and they never try for a new one until the first
environments than in large cities or space stations, and their set of cubs are at least 6 years old and require less direct care. OVERVIEW
settlements tend to reflect this preference. A typical uplifted Uplifted bears age more slowly and live longer than their animal
bear town is a marvel of engineering, with structures built counterparts, reaching physical maturity around 12 years old.
CLASSES
into and onto the surrounding trees and walkways twining They’re still considered somewhat mentally immature at this age,
up through branches. In areas where native vegetation is however, and often don’t leave their parents’ home until several
unavailable, uplifted bears often opt for artificial alternatives or years later. Most uplifted bears live between 50 and 60 years, EVOLUTIONIST
expensive imports. This affinity for natural landscapes has given though it isn’t unheard of to encounter an elder in their 70s.
them a reputation for preferring terrestrial living situations
CLASS
over space stations. Though commonly true, it isn’t universal, Spiritual Traditions OPTIONS
and some uplifted bears do make their homes in places like Without a unified history, uplifted bears often experiment
Absalom Station. In general, however, many uplifted bears with new traditions to see what might bind their communities
SPECIES
prefer the company of animals and animal-like humanoids and together, particularly in matters of faith and spirituality. When
choose to settle in less urbanized and populous environments. something works, these communities often dispatch informal
PLAYABLE
Due to their bestial and imposing appearance, uplifted evangelists to share the tradition with other groups, ever SPECIES
bears have an unfair reputation for violent tempers, yet their
personalities are as varied as any other sapient species. While SPECIES
some bears are happy to live up to the stereotype, others frown BUILDER
at the notion that physical might makes one a ferocious brute.
Many uplifted bears, particularly those in scientific or academic SPECIES
PROFILES
professions, deliberately cultivate an erudite and sophisticated
appearance to counter such assumptions.
NPC
As a species scattered across the galaxy, uplifted bears value GALLERY
community and are often delighted to encounter a fellow bear
unexpectedly. Still, uplifted bears also enjoy having their own INDEX
space, and bear families in a settlement typically maintain homes
of their own set away from the central town structures—close
enough to go socialize when they wish, yet far enough that they
can live without feeling as though their neighbors are peeking over
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their shoulders. Uplifted bears don’t typically engage in formal


marriages; bears wishing to formalize a romantic relationship
simply move in together without much fanfare, and bears wishing
to end one just separate with an equal lack of ceremony.
Though community is important to them, uplifted
bears generally consider communities to be rather loose
arrangements; they’re happy to help their neighbors when
needed but prefer maintaining their independence as much
as possible. Accordingly, uplifted bear communities seldom
have formal leadership, with each family deciding its own
affairs. For settlement-wide issues, a forum convenes to
discuss the issue, culminating in adults voting on a course
of action. This method can be inefficient, particularly
when contentious topics are involved, but ideally ensures
that every member of the town gets an equal say.
On Ursana, community governance is slightly more
formalized. Each uplifted bear settlement on the planet is
under the auspices of a town council with a loose network
of mutual-aid agreements between communities. The Open Paw
has advocated the creation of a unified planetary government, an
Ursanian Senate, to represent uplifted bears’ interests to the Pact
Worlds. Aside from a few self-styled bear senators taking the role
upon themselves, such efforts have largely stalled while awaiting
the Pact Council’s decision on Ursana’s status.

Life Cycle
Uplifted bears are born into litters of up to four cubs. A pair
of uplifted bears usually only have one or two litters during

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bear communities have started. This effort has led to the creation
of several holidays, such as a winter solstice festival known as
SPECIES TRAITS Evernight and Trailblazers’ Day, commemorating the discovery of
Ability Adjustments: +2 Str, +2 Int,–2 Wis
Ursana. Attempts to create a constructed uplifted bear language
Hit Points: 6
have been less successful, as most bears view the notion an
Size and Type: Uplifted bears are Large magical beasts with a
interesting thought experiment but impractical for actual use.
space of 10 feet and a reach of 5 feet.
Climber: Uplifted bears have a climb speed of 20 feet.
Ferocious Charge: Uplifted bears have the ferocious charge
MYSTERIOUS ORIGINS
No matter their birthplace or circumstances, every uplifted bear
universal creature rule.
shares one commonality: the knowledge that their people owe
Limited Augmentation: The only augmentations that can be
their sapience to whoever—or whatever—uplifted them. Theories
installed in an uplifted bear’s brain are datajacks and the mechanic’s
differ regarding who might have done so and their motives.
custom rig.
Some uplifted bears believe their sapience was a gift given
Limited Telepathy: Uplifted bears have limited telepathy with
to them by a powerful mystic of the Green Faith, while some
a range of 30 feet.
believe that Oras, god of evolution, chose to transform them
Low-Light Vision: Uplifted bears have low-light vision.
beyond their animal origins. Others fear they were created for
Natural Survivor: Uplifted bears have a +2 species bonus to Life
a darker purpose as an army of sleeper agents and that their
Science and Survival checks.
creator might one day return and carry out nefarious plans.
Natural Weapons (S): Uplifted bears have the natural weapons
Uplifted bears deal with the mystery of their creation
universal creature rule.
in various ways. Many uplifted bear settlements began as
Swift: Uplifted bears have a land speed of 40 feet.
scientific outposts dedicated to studying pre-Gap relics in an
attempt to uncover their origins. Sometimes, an uplifted bear
delving into these matters becomes obsessed with solving the
puzzle, abandoning all other concerns along the way. Uplifted
eager to create some shared cultural zeitgeist. Nature-themed bears refer to such individuals as being “rooted” and view them
traditions are among the most successful, tapping into uplifted with pity tinged with trepidation. Family and friends often try
bears’ instinctive appreciation of the wilderness. As a result, to intervene early with such an obsession, hoping to head it off
many uplifted bears adopt elements of the Green Faith, often before it becomes ingrained.
syncretizing it with other spiritual beliefs or pantheons. Some uplifted bears, especially those of younger generations,
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Of the major Pact Worlds deities, Oras is the most commonly find this focus on the past frustrating. They view it as holding
worshipped amongst uplifted bears, especially by those who their people back, forcing their attention toward their past
believe it was responsible for their sapience. Talavet’s faith is also circumstances rather than looking to the future. Such
common, as the uplifted bears who follow her feel she provides individuals often leave their home communities for areas more
inspiration for a unified sense of tradition their people haven’t heavily populated by other species, building new lives where
yet achieved. Uplifted bears with an academic inclination often their origins are less important than their capabilities. Still, they
follow Yaraesa, appreciating her focus on scientific achievement, too grapple with the mystery of their past, even if only in trying
while those who dedicate their lives to solving the enigma of to ignore it.
their creation might follow Eloritu in the hopes that one of the
many hidden truths he holds contains the key to the puzzle. NAMES
Uplifted bears of a cruel and malicious disposition might follow Uplifted bears generally use a single given name with no
Damoritosh or Lamashtu, believing that their physical might surname, though those who live primarily among other species
makes them superior to others and deserving of whatever they might adopt one. These names tend to sound harsh and
can take from those who are weaker. guttural to the humanoid ear. Uplifted bears also often adopt
epithets throughout their lives, placed after their given names.
Unity or Assimilation? These epithets can refer to physical characteristics, careers,
Arising inexplicably in far-flung locales, uplifted bear communities personality characteristics, or accomplishments and are often
are caught between two impulses: one emphasizing development used as nicknames. Some example epithets are “Firetail,” “the
of a shared cultural unity, the other viewing a bear settlement Engineer,” “Silvertongue,” and “the Starseeker.”
as having more in common with the other peoples in the area
than the distant homes of other uplifted bears. The tug-of-war Sample Names
between the two is currently the central question of uplifted bear Some sample uplifted bear names include Arrak, Baors,
societies, and nearly all uplifted bears have an opinion on the Durran, Girra, Hako, Koroek, Nozobi, Mur, Rauki, Tarrathak,
matter. Many fall somewhere in the middle of the two extremes, Uenka, and Zavranik.
recognizing the benefit of having some shared traditions while
adapting to the worlds on which they’ve made their homes. FEATS
The Open Paw has made some concerted efforts to Uplifted bears have developed numerous combat styles and other
disseminate information about traditions or customs that various techniques to complement their natural strength and cunning.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Bear Hug strike granted by your natural weapons trait, the target also
You can crush grappled opponents in your arms or other limbs, takes bleed damage equal to 1d4 + half your character level. OVERVIEW
squeezing them hard enough to cause injury.
Prerequisites: Improved Combat Maneuver (grapple) Startling Charge CLASSES
Benefit: When you successfully renew a grapple, you can You use your charge mainly to frighten your enemies rather
also deal your unarmed strike’s base damage (not including than to attack them directly.
your Strength modifier or Weapon Specialization) to the Prerequisites: Str 13, Intimidate 1 rank, ferocious charge EVOLUTIONIST
grappled creature. universal creature rule
Benefit: When you charge as a full action, you can attempt
CLASS
Brutal Slash an Intimidate check to demoralize a creature within your melee OPTIONS
You use your finely honed natural attacks to rend an enemy reach at the end of the charge, rather than making a melee
to pieces. attack. If you succeed at your Intimidate check, the target is
SPECIES
Prerequisites: Str 17, Dex 13, base attack bonus +6, Rending shaken for 1 additional round and you gain a +1 morale bonus
Slash to attack rolls to resolve combat maneuvers against the target
PLAYABLE
Benefit: When your unarmed strike inflicts bleed damage until the end of your next turn. SPECIES
using your Rending Slash feat, that unarmed strike deals Special: If you have an ability that allows you to charge
additional slashing damage equal to half your character level. without taking penalties to your attack roll or AC (such as the SPECIES
The bleed damage caused by Rending Slash increases to 1d8 + charge attack ability from the soldier’s blitz fighting style), BUILDER
half your character level, or 2d8 + half your character level if you qualify for this feat as though you had the ferocious
your base attack bonus is +13 or higher. charge ability. SPECIES
PROFILES

Hibernate NPC
You can enter a deep, meditative state to heal yourself of GALLERY
wounds and infirmities.
Prerequisites: Con 13, any species that grants at least 6 Hit INDEX
Points at 1st level
Benefit: When you begin a full night’s rest or begin a full day’s
rest, you can choose to enter a special form of regenerative
torpor instead of sleeping normally. Upon completing your rest,
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you regain twice the normal number of Hit Points, heal twice
the normal points of ability damage, and gain a +2 circumstance
bonus to any saving throws you attempt to remove negative
levels that day. While in this torpor, you’re difficult to rouse;
if awoken before you finish resting, you’re flat-footed and
fatigued until you can rest for at least 8 more hours.

Rallying Roar
You’ve honed your voice to echo over the battlefield.
Prerequisites: Cha 13, Intimidate 1 rank
Benefit: You can roar as a move action,
affecting all creatures within 60 feet.
Affected allies gain a +1 morale bonus
to Will saves, and affected enemies
take a –1 penalty to Will saves.
These effects last until the start
of your next turn. Once you
roar in this way, you can’t do so
again for 1d4 rounds. This is a
sense-dependent, mind-affecting
effect.

Rending Slash
You viciously tear into an opponent’s flesh, leaving behind deep,
jagged wounds.
Prerequisites: Str 13, Dex 13, natural weapons (s) species trait
Benefit: On your turn, the second time you successfully hit
and deal slashing damage to a creature using the unarmed

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UROG
Home World: Dykon (Pact Worlds)
Urogs are silicon-based life-forms who shift between a slug-like relaxed state and a beaked, multi-limbed active state. On
Dykon, they live relatively peaceful lives in pursuit of efficiency and knowledge.

Outside of their home world of Dykon, urogs have a abdomen. In this state, their body temperatures rise to make
reputation as brash know-it-alls who stay engaged only their joints supple enough to move. Maintaining this active
while a topic interests them. Within Dykon’s society, their state is physically taxing on an urog’s body, to the point that
lives of careful study show how they truly engage: sharing a single hour in this state requires the same energy as a single
knowledge, avoiding the waste of precious energy by keeping day in their resting state. This active state is typically reserved
conversations short, and leaving topics that require nuance for academic study, life-or-death situations, reproduction, or
to subject-area experts. However, not all urogs call Dykon interacting with other species.
home; at least one concentrated settlement of urogs on Akiton Urogs control the layering of their shell scales as they return
primarily worship Oras as they expand their understanding to their resting state. Specific combinations act as fashion
of silicon-based life. Urogs often make valuable members of statements, mood indicators, or personal identifiers. They
starship crews as well, especially those who enjoy optimizing can also manipulate their color by purposefully consuming
navigational routes. supplemental minerals. The changed color ranges from iridescent
tone to a saturated dye, depending on the amount consumed,
PHYSICAL DESCRIPTION and fades over time. These supplements are produced solely
As silicon-based life-forms, urog physiology differs drastically on Dykon, so any urog who wishes to maintain their coloration
from their carbon-based counterparts. Their flesh is dense, typically stocks up when visiting, imports through a specialized
heavy, and translucent—supple yet firm and covered in mail-order outfit, or creates a unique blend and processes their
tough shell scales. While these shell scales are sometimes own from locally accessible materials.
identified as an exoskeleton, urogs understand them as an
extension of their segmented limbs and see the exoskeleton HOME WORLD
label as a holdover from carbon-based life being the standard The crystalline Dykon, one of the moons of the gas giant
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paradigm. Many of urogs’ so-called eccentricities come from Bretheda, is a vibrant, silicon-based world. The moon itself is
the fundamental difference between carbon-based and home to a vast array of plant life, most of which is unique in the
silicon-based life. Overall, urogs don’t bother fighting these Pact Worlds due to the moon’s distinctive biochemistry. Urogs,
misunderstandings—likely due to the amount of energy it truly having no other world than Dykon that could easily
would take to correct them. support their biological needs, have undertaken a significant
Energy conservation and efficiency are biological effort to catalog much of their native flora and fauna so they
imperatives for urogs. As their flesh is firm and mostly can maintain a well-tended moon. This planned ecosystem
immobile at comfortable temperatures, they need to expend includes a balance between staple foods, medicinal plants, and
considerable energy to move their limbs. However, it doesn’t the necessary biodiversity to support the scarce fauna that live
affect their mobility, as they typically move by using minute alongside urogs. This control over their planetary environment
cilia to generate electromagnetic currents and float over is possible only because urogs face few threats from the
the ground. A similar electromagnetic process in their natural world and have political independence in all but name.
biology breaks down food into its molecular structure for Dykon formally falls under the leadership of Bretheda, but
consumption, making it so that urogs can consume almost any the planet’s ruling body, Confluence, leaves Dykon to govern
object. However, urogs prefer the easily consumed plant life itself. The urog government on Dykon, the Preeminence, is a
and minerals from their home world since these silicon-based panel of experts on areas of planetary concern. New experts
structures require less energy to digest. Their control over this are nominated for appointment by their research institution
process is precise to the molecular level, enabling urogs to whenever a previous member steps down or the panel decides
consume choice nutrients and leave non-nutritive substances that a new perspective is required.
behind. For efficiency, they only keep their consumption field The majority of Dykon remains undeveloped, with a few
active to purposefully break down food or to safely carry concentrated settlements housing the whole population while a
delicate items. few countryside hermits and academics engage in full-time field
When inactive, urog bodies settle into a resting state, their work. The major population centers serve specific functions
shell scales hanging over their limbs and making them appear and include research centers that specialize in those areas. For
like a scaled slug. When fighting, engaging directly with the example, the city of Zethir, originally carved into the side of
environment around them, or otherwise exerting significant an immense crystal cliff and now encompassing the buildings
physical energy, urogs enter an active state, extending their that have sprung up around it, hosts child-raising centers
beaked head-stalk and unfurling the limbs that line their and life span–development researchers. One of the smaller

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
settlements, the town of Precursor, hosts mostly engineers who society instills that it can be harmful to speak up on a topic
work on prototype structures that give it a cluttered, eclectic on which one isn’t an expert, as doing so inevitably leads to OVERVIEW
appearance: no two buildings are alike. the spread of misinformation and misunderstanding. Even
Venturing outside of these settlements is common, as the in a medical emergency, a traditional Dykonian response is
CLASSES
relative safety of the moon enables urogs to wander without to seek appropriate help instead of risking harm by taking
threat. Scenic depictions of Dykon commonly include classes of amateur action. The common aphorism, “Don’t undo work
urogs engaged in field work, floating cloudlike above silica crystal before it starts,” emphasizes the need to wait for direction EVOLUTIONIST
fields. The moon holds several famous research sites, such as Lake before acting. On Dykon, this approach tends to be effective,
Kellgin, a mile-wide ammonia lake, and the silica run just outside as education typically focuses on specializing in a particular
CLASS
of the spaceport Ekynas. More curious still is the Oscillation Field area of strength or interest, so an expert is never far away. OPTIONS
with a reputation for altering consciousness that attracts urogs Day-to-day life is mostly self-regimented because urogs
who believe they aren’t living up to their full potential. encourage each other to find the daily routine that works
SPECIES
Out of all the various academies and universities, the Dykon best for them. These routines do include unstructured time
Replication Studies Center maintains the most prestige for since being too strict is often inefficient; this contradiction is
PLAYABLE
aspiring urog academics since its research agenda requires colloquially known as the inefficiency paradox. Particularly SPECIES
expertise in multiple fields. Other institutions develop around driven urogs refer to their time away from work or study as
a particular specialty, such as Ekynas’ mathematics institute. paradox days, as not working leads to more efficient work later. SPECIES
While outside scholars are most common at Ekynas, each of Socially, urogs tend to have personal living quarters BUILDER
Dykon’s research institutes encourages scholars from other in their research lab. The majority of housing is built for
worlds to apply—except for the Replication Studies Center. lone urogs with the expectation that group living quarters SPECIES
PROFILES
Urogs have spread from Dykon, often ending up in academic will only be used for brief periods. Most socializing occurs
study or providing technical expertise for starship crews. in weekly knowledge-sharing groups, where urogs in the
NPC
Commonly, urogs will leave Dykon when they feel like they’ve same field come together and share any insights they’ve GALLERY
ceased growing, if they need to get experience not offered on learned. Few religious congregations maintain a consistent
the moon, or after a major professional embarrassment. While service with Eloruti, Ibra, Yaraesa, and Weydan being the INDEX
these rovings are most often solitary, a community of urogs most common. Individual urogs dedicated to one deity
has developed alongside the contemplatives of Akiton, calling aren’t uncommon, though it can seem rarer since devotion is
itself the Pillarist Meld. treated as a private matter.
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SOCIETY Education
Culture on Dykon prioritizes efficiency whenever possible. After efficiency, advancing knowledge is the strongest value in
While biological necessity drives conservation of energy, Dykonian urog society. Formal education begins once children
cultural values drive optimization far beyond the need to can move independently, which typically comes soon after
avoid overexertion and into its own art form. These values
touch nearly every aspect of everyday life, from the way
meals are prepared for quickest consumption to Renewal
Day, a single day dedicated to the implementation of many
low-priority changes all at once. Social interactions follow
a similar structure, with the expectation that conversations
outside of close relationships should focus only on necessary
information and avoid small talk.
While this belief leads to stereotypes of curt urogs who
walk away when conversations bore them, urogs see this
avoidance as polite. Even in crisis situations, Dykonian

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much growth the individual feels this milestone represented.


Typically, these appellations indicate rising in height, using
SPECIES TRAITS terms such as “elevated” or the names of atmospheric layers.
Ability Adjustments: +2 Con, +2 Int, –2 Cha
Going extended periods without these milestones is sometimes
Hit Points: 6
seen as matter of concern.
Size and Type: Urogs are Large magical beasts with a space of 10
feet and a reach of 5 feet.
Blunt: Urogs speak directly and with purpose, a trait other species
DYKON REPLICATION STUDIES CENTER
After urogs began traveling off their moon, especially with the
have difficulty getting used to. Urogs take a –2 penalty to Bluff and
advent of Drift Travel in the Pact Worlds, academic research
Diplomacy checks.
boomed. With urogs able to safely leave Dykon and easily return
Darkvision: Urogs have darkvision with a range of 60 feet.
in case of inhospitable conditions, the Preeminence declared it
Electrical Resistance: Urogs have electricity resistance 5,
time to advance research by gathering knowledge from other
which stacks with one other source of electricity resistance.
worlds. This declaration lasted for only a few scant years
Electrolocation: An urog who’s in contact with a crystalline or
before an agricultural researcher, Second-Learned-Harvesting,
metallic surface can detect the presence of other creatures within
attempted to change cultivation practices in the Dykonian berry
60 feet that are also in contact with the same surface, even through
fields. The fields nearly collapsed from the technique, and the
walls and other obstacles. This otherwise functions as blindsense
experiment came to a sudden halt. The Preeminence charged
(electromagnetism).
a task force with outlining appropriate research methods and
Limited Telepathy: Urogs can communicate telepathically with
summarizing other near-catastrophes.
any creatures within 30 feet with whom they share a language.
The resulting report outlined a root cause: Dykon’s
Low-Light Vision: Urogs can see in dim light as if it were normal light.
silicon‑based life created such fundamentally different
Plodding: Urogs have a base speed of 20 feet.
conditions that the accuracy of most offworld research couldn’t
Skilled: Urogs gain an additional skill rank at 1st level and each
be trusted on the moon. However, the knowledge exchange
level thereafter.
brought in some advances. The task force recommended a new
focus on replicating research from other worlds to truly test the
difference between silicon- and carbon-based life.
Shortly after the founding of the Dykon Replication Studies
they develop telepathic abilities. Their first lessons take place Center, its research team gained a reputation for precise
in large child-rearing centers, mostly in Zethir. There, they experimentation and intriguing results. The center’s focus
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learn rudimentary urog skills: reading, writing, conservation remains on replicating research done in carbon-based settings
of energy, and maintaining an efficient routine. Before they to see if it remains true on Dykon and using differences between
leave this school as adolescents, they undergo aptitude- and results to illuminate the fundamental nature of differing types of
interest testing; the results determine initial placement into life. Official posts at the research center are highly competitive,
specialized academies. and ambitious urogs specialize in interdisciplinary fields and
These academies cover a wide variety of topics, treating engage in offworld research to strengthen their application.
both scientific and practical fields with equal respect. After Unlike other institutions, the center accepts only urog scholars
initial placement, switching areas of study is encouraged, so that its tight focus on the species’ needs remains central.
especially when a student struggles with coursework or seems
disinterested. Specialized study within these academies takes NAMES
another four years, at which point an urog graduates into Traditional names for Dykon-based urogs follow a uniform
adulthood. Urogs immediately post-graduation are known structure, which efficiently identifies an individual’s context
as dendrites, taken from a philosophical text likening urog within their society upon first meeting. Typically, names are
academic lineage to branching rock formations. structured in this order: family name with tree, branch, and
In the immediate years after completing formal education, node; followed by an individual name with birth order, education
urogs are expected to find an academic mentor in the field of level, and area of specialty. Outside of Dykon society, urogs use
their choice. The mentorship and cohort experience is highly a shortened version of their individual name, choose a name
valued, with some urogs eventually finding full-time work in that matches the culture in which they live, or adopt a nickname
mentoring newly graduated students. During this period, urogs given by their crewmates.
become experts in their chosen area of study by performing
independent research and networking in their mentor’s wider Sample Names
professional circle. Once a mentor has determined that their Betula Sprig Node One Second-Dendrite, Fifth-Exosphere, Fir,
protege has mastered the subject, the partnership dissolves, Navigeer, Xenii Epicore Node Three First-Elevated-Xenobiology.
and the protege changes from dendrite to learned.
However, education never stops. After significant milestones PERSONAL ITEMS
in their careers, such as publication of research or novel Urogs have created personal items (Core Rulebook 230) to help
findings, urogs can choose to identify their education level by a them master their academic fields and create efficient routines;
new term. These terms are self-chosen, typically based on how many of these innovations have become widespread for usage.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
TABLE 2–15: PERSONAL ITEMS Speech Encoder
ITEM LEVEL PRICE HANDS BULK This handheld device can be attached to a datapad or computer OVERVIEW
Attentive Guidebook, Pact Worlds 1 200 — L to automatically scribe to text any clear audio source, such as a
Crystalline codex, mk 1 3 1,400 — L dictated message or a conversation at the next table in a quiet
Crystalline codex, mk 2 7 7,000 — L CLASSES
cafe. The text is automatically scribed in real time as the written
Crystalline codex, mk 3 11 25,000 — L form of the language spoken. To get an accurate transcription,
Crystalline codex, mk 4 15 115,000 — L
a speech encoder must be within 10 feet of the speaker (in a EVOLUTIONIST
Crystalline codex, mk 5 19 600,000 — L
quiet area) or spoken into directly (in a noisy area). Speech
Mineral dye 1 25 — L
encoders are popular with urog researchers contemplating a
Researcher’s helper 2 165 — L CLASS
particular theory but have gained widespread popularity with OPTIONS
Speech encoder 1 100 — L
Sure collector 2 500 — 1 workers who need to maintain clear communication in loud
environments and users with audio-processing disorders.
SPECIES

Attentive Guidebook, Pact Worlds Sure Collector


PLAYABLE
This tightly written guidebook provides an overview of the Urogs created this rotating arm and its carousel of attachments SPECIES
cultural practices of most settlements and species common to to ensure efficient and safe collection of crystals while
the Pact Worlds, including taboos, preferred greeting styles, conserving their own energy. It has a pincher hand, a scoop, a SPECIES
and acceptable topics of casual conversation. Referencing this low-power suction hose, and a strainer, each of which can be set BUILDER
guidebook provides a +4 circumstance bonus to Diplomacy as the active attachment. A sure collector can be attached to any
checks to Gather Information in the Pact Worlds. flat surface that can support it with a full action. As a standard SPECIES
PROFILES
action, you can extend one of the collector’s attachments up to
Crystalline Codex 10 feet and move one object of up to 1 bulk up to 10 feet. The
NPC
This case attaches to a limb and expands to show disks sure collector includes a battery and uses 1 charge per minute GALLERY
inscribed with detailed charts and illustrations of key of use.
concepts of Life Science, Mysticism, or Physical Science. The INDEX
skill must be chosen upon item creation and can’t be changed.
Meditating for an hour while holding the codex’s crystal
handles makes the charts appear on your skin in crystalline
writing for 24 hours. While consulting these charts, you gain
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an insight bonus to the appropriate skill equal to the item’s


mark. You can benefit from only one crystalline codex at
a time.

Mineral Dye
When consumed, this single-use packet of minerals changes
the color of a creature’s hair, scales, or exoskeleton to a vibrant
hue. The dye lasts for one month before it fades, transforming
slowly to an iridescent shimmer of that color.

Researcher’s Helper
Preferred by discerning solo researchers or urogs without
access to capable research assistance, this small sphere of
silicone stretches to cover one of your visual sensors. When
it does, it generates an electromagnetic field that assists
with reviewing information. You can apply the researcher’s
helper as a standard action. When you do, it
automatically aids you on your
next Life Science, Mysticism,
or Physical Science skill
check. You can’t receive
aid from any other source
while using this item. After
one skill check or 10 minutes,
the researcher’s helper becomes inert and can be easily
digested by urogs. The lingering electromagnetic field
prevents you from benefiting from another researcher’s helper
for 24 hours.

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VLAKA
Home World: Lajok (The Vast)
Wolflike vlakas experience the world in many ways, but they share one thing: a sense of community and nose for diplomacy
that may save their dying world.

The vlaka home world is dying. The already frigid planet personal interest over the protection and maintenance of their
Lajok orbits a fading sun and grows steadily colder each year. city’s outer walls.
Eventually, not even the thick fur of the wolflike vlaka will be able Within each city, streets and buildings are arranged in
to protect against its bitter chill. But until that day, the vlaka stand concentric rings, each corresponding to an area of interest or
together. On a harsh world like Lajok, with a population who has profession. Rings are connected through numerous passages
different ways of physically experiencing the world around it, it and alleyways and ordered differently in each city, with two
takes community to survive, and vlakas view their many circles exceptions—the outer ring of every city is always its ring
of trust—from family to social circles to crewmates—as both a of defense against the ravages of the weather, while the
source of strength and the key to their long-term survival. innermost core is dedicated to plant life and agriculture. While
the placement of other rings varies by city, each type utilizes
PHYSICAL DESCRIPTION a consistent paving style throughout the planet which, in
Physically, vlakas resemble bipedal wolves. They stand between conjugation with the underlying scents distinct to each district’s
5-1/2 and 6-1/2 feet tall, weigh between 175 and 250 pounds, societal function, ensures that all vlakas raised on the planet
and have a thick coat of mostly white fur, often with scattered can always determine their own location both by smell and the
patches colored brown, grey, or pale blue. Two-thirds of all pattern of the ground beneath their feet.
vlakas are born on a spectrum of deaf, blind, or deafblind, with The separation of vlaka cities into rings is both a reflection of
subtle corresponding fur patterns and scents; the remaining the important role circles of trust play within vlaka society and
one-third are hearing/sighted. a holdover from the days when each city had its own area of
Vlaka don’t generally walk on four legs except during their expertise. While remnants of that history can still be seen today
first year of life, before reaching maturity. Not only is walking in the many libraries of Horjan or the repurposed hospitals of
on all fours thought to be childish (a reason that “four-legged” is Tekir, the loss of years of scientific research with the fall of
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often the vlaka word of choice to describe something immature Falore led to a push for cities to include space for each major
or reckless), but the length of a vlaka’s torso compared to area of interest within their walls. Vlakas who can’t find room to
their extremities also makes four-legged movement somewhat work within their preferred ring in their current city can either
awkward and uncomfortable. Still, some vlaka scientists believe use this as motivation to move elsewhere or build down into
that the species did once live on four legs, using the tendency the ground. The recent discovery of an extensive existing cave
of modern vlaka to balance on their toepads instead of their system beneath the city of Aarul has many vlakas debating
heels as evidence. whether and how this expansion by excavation should continue,
with some wanting to preserve and explore the caves and others
HOME WORLD wanting to seal them off, concerned that further exploration
Lajok’s sun, Sota, is slowly fading, bringing increasingly cold might weaken the structural integrity of the buildings above.
temperatures and bitter icy winds to a world of vast, semi‑barren
plains and frozen topsoil. Vegetation on Lajok is mostly sparse The Space Between
and consists of low-lying shrubs, mosses, and bushes in muted While the vast majority of vlakas on Lajok live in cities, a few
colors. This changes during the planet’s relatively warm season, prefer to explore the frigid land outside of city walls, known as
called valai, when shallow lakes appear across the surface and The Space Between. Their reasons vary—some search for new
marshy plants heavy with berries quickly grow, reproduce, ways to use the planet’s resources, some map sites for potential
and die, leaving their colorful imprints and distinctive scents new cities, and still others mark the changes in the planet’s
across the planet’s surface. Traditionally the season for farming, climate from year to year. A few from the Circle of Journeys
foraging, and hunting, valai grows shorter every year, and the have even attempted to excavate the ruins of Falore in search
food supply on Lajok is now made up mostly of imports from of the knowledge lost beneath the ice. In recent years, though,
other planets and crops from greenhouse farms. many have turned away from overland exploration in favor of
exploring the newly discovered Aarul caves, which may hold
Cities clues to vlakan survival during The Gap.
Densely populated and circular in shape, each city on Lajok is
ringed by tall buildings designed to conserve heat and protect SOCIETY
against wind and ice storms. Vlakan cities are time-tested; only The harsh environment on Lajok naturally drives vlakas to put
one, Falore, has ever fallen to the elements. Its frozen-over ruins community above all else—there is strength (and warmth) in
remain a cautionary tale to anyone who might think of putting numbers and interdependence is key. Cooperation and communal

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
living also help vlakas benefit from the different ways that Formal circles are led by councils made up of a few trusted and
deaf, blind, deafblind, and hearing/sighted members of the long-standing members. These councils each approach leadership OVERVIEW
community experience the world, with each group bringing differently. Some make decisions by consensus, choosing a leader
their own perspectives to everything from a search for food to from among their ranks only when internal division or external
CLASSES
a new scientific discovery. Today, though technological advances pressures demand it, while others always have a leader, but
have lessened the immediate dangers of the environment and regularly rotate the role between council members. This is true
made communication easier, vlakas still believe strongly that even of the Circle of Lajok, the closest thing the vlaka have to EVOLUTIONIST
the communities they belong to—called circles—are the most a planetary government, which consists of representatives from
important source of any individual’s support, knowledge, and every circle with either significant membership, broad influence,
CLASS
overall well-being. or a track record of creating meaningful change. OPTIONS
The process for making the choice of leader or council
Circles member varies from circle to circle—some vote, some come
SPECIES
Each vlaka may belong to many circles, from the immediate family to consensus during open discussion, and a few use games
of their birth pack to the crew of a starship on which of chance or trials of skill. Whichever method is used, a circle
PLAYABLE
they serve. The process for joining each circle ranges leader marks themselves by shaving off a ring of fur SPECIES
in formality. Some, like birth packs and cities of origin, around their collar known as the Leader’s Band. Once it
are innate. Friend groups or social packs are often grows back fully, it’s considered time for the leader to SPECIES
informal, naming themselves at will and having step down from their role. Most vlakas consider the BUILDER
undefined membership criteria. Circles of profession, idea that a single individual would lead a group for
on the other hand, most often have their own an extended period of time to be a bit odd. SPECIES
PROFILES
processes in place for application and acceptance.
Vlakas believe it enriches the spirit to belong to Relations with Other Species NPC
a wide variety of circles, so there is no limit to Among other species, vlakas are generally GALLERY
how many a single individual can join, but known for their quiet joie de vivre and
they must be chosen carefully. Once a vlaka pragmatic wisdom. They tend not to INDEX
belongs to a circle, they’re expected to come be overly flashy, and they prioritize
to its aid if the circle or one of its members listening well over speaking quickly,
needs their help, no matter how much it adding their thoughts at the moment
may inconvenience them or how they may when they will do the most good.
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currently feel about their fellow members. This, along with their tendency to
Birth packs include both a vlakas’ avoid power grabs, offer support
immediate siblings as well as the children to their shipmates, and look for
of their parents’ childrearing circle. the win-win solution makes them
Vlakas usually join their first circle popular with other travelers.
outside of their birth pack at the first Vlakas’ ability to get along with
valai festival held after they reach the others is helped by their sense of
age of physical maturity. These festivals smell, something they often rely
are a time of celebration: one marks on in understanding the motives
the day the “warm” season historically of members of other species. This
began, one celebrates its midpoint at what is made easier by the extensive
was once the warmest day of the year, and reports made by vlakan explorers
one marks its conclusion. After celebrating the about the species they meet, going back
start of valai in their own cities, young vlakas to the days before the Absalom Pact was
group up to make the trek to cities nearby, having signed. Over time, these field reports have been
spontaneous celebrations wherever groups meet in compiled into a vlaka database of offworlder
The Space Between and learning first‑hand the need pheromones and the emotional responses they
to have a strong community around them to complete correspond to, called the pheromap. While not
the journey. By the time the young vlakas reach a new used by all vlakas, and frowned on by some who
city at mid-valai, most have found a circle to call their think of it as an emotional cheat, the pheromap
own. Some older vlakas now object to this tradition, as can be an invaluable tool during first meetings
the increasingly cold weather during early valai has led and tense situations.
to the stranding and occasional injury of young vlakas Vlakas’ congenial relationship with other
during their trek, but they have been unsuccessful so species is also due in part to the influence of
far at convincing traditionalists who hold the the Circle of Salvation, which sponsors and
valai travels as an important part of vlakan prepares the vast majority of vlaka who take
culture to say nothing of the young vlakas to the stars. The Circle’s hope is that the
eager for their first tastes of independence. key to saving Lajok from its slow death will

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from this though, vlakas tend to make even-tempered and positive


SPECIES TRAITS addition to any group, eager to bring their sense of community to
Ability Adjustments: +2 Wis, +2 Cha, –2 Int the stars.
Hit Points: 4
Size and Type: Vlakas are Medium humanoids with the vlaka subtype. VLAKAN COMMUNICATION
Buoy: As a standard action, a vlaka can spend 1 Resolve Point to Vlakan communication has been shaped by the fact that vlakas
restore 1 RP to an ally within 30 feet. A vlaka can’t use this ability again may be deaf, blind, deafblind, or hearing/sighted, and thus it
until they have taken a 10-minute rest to regain Stamina Points. This is uses multiple senses whenever possible. Traditional written
a sense-dependent, mind-affecting ability. Vlakan is grooved so it can be read by touch as well as sight—
Cold Resistance: Vlakas have cold resistance 5 that stacks with one in an era of technology, this grooving is replicated on haptic
other source of cold resistance. touchscreens and often supplemented with audio description.
Cooperative: Vlakas gain a +2 bonus to skill checks for the aid another Vlakan sign language has two variants, visual and tactile,
action and to attack rolls to provide harrying fire. A creature using the aid with the touch-based variant dominating within close circles
another action to assist a vlaka gains a +2 bonus to the skill check. and other intimate settings. The visual variant is used for
Perceptive: Vlakas gain a +2 bonus to Perception and Sense more formal group occasions, where vocal description can be
Motive checks. provided for the blind. Most vlakas, especially if raised on Lajok,
Versed: Vlakas can speak, read and write their native language, Vlakan. sign and speak simultaneously and interchangeably. Those who
They also know the signed and tactile versions of this language. explore with mostly non-vlakan crews sometimes even teach a
Vlaka Senses: Vlakas can be born with one of three possible sets of variant of basic signed Vlakan to their crewmates once they feel
senses. During character creation, determine a vlaka’s senses by choosing they have formed an intimate enough circle.
from those available. A vlaka born with functional sight or hearing who The two senses that almost all vlakas share are scent and
becomes permanently blind or deaf doesn't gain the abilities of a vlaka touch. While touch is used primarily in tactile sign language,
born with blindness or deafness. scent is a crucial form of non-verbal communication. Scents are
Blind: A blind vlaka has blindsight (hearing) with a range of 60 feet, incorporated into everything on Lajok from construction materials
blindsight (scent) with a range of 30 feet, and the blinded condition (Core to clothing, though their complexities are typically not noticed by
Rulebook 273). The vlaka is naturally sightless, so the blinded condition those without a vlaka’s keen sense of smell and knowledge of
can be removed only by effects that grant sight to creatures with no how to interpret the various layers of a particular scent.
natural vision. In all forms, vlakan communication has two primary modes—
terse and direct, typically used when stakes are high (and often
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Deaf: A deaf vlaka has blindsight (scent) with a range of 30 feet, low-
light vision, and the deafened condition (Core Rulebook 275). However, useful in cutting through the minutiae of a diplomatic situation),
this condition imposes no penalty to initiative rolls or opposed Perception and symbolic and metaphorical, with a heavy reliance on scent
checks that aren’t based on hearing. The vlaka is naturally without and touch as descriptors. The latter is less well-known outside
hearing, so the deafened condition can be removed only by effects that of the vlaka community, and vlaka explorers have been amused
grant hearing to creatures with no natural ability to perceive sound. to find “Vlakan poetry” on other worlds that is in truth nothing
Deafblind: A deafblind vlaka has blindsight (scent) with a range of 60 more than a to-do list or mundane scouting report.
feet and the blinded and deafened conditions; these can be removed only
by effects that grant sight or hearing to creatures with no natural vision NAMES
or ability to perceive sound. Vlakan first and last names are determined by their birth pack.
Hearing and Sighted: A vlaka who has hearing and sight also has Different circles of childrearing have different approaches to the
blindsense (scent) with a range of 30 feet and lowlight vision. first name, with the three most common being that the parents
determine the names of their biological offspring completely
independently, parents determine the names within guidelines
agreed to by the whole circle (such as names starting with a
come from other worlds. They emphasize to all who seek to go particular letter or incorporating a specific syllable), or the circle
offworld that it will benefit the entire planet if they lean into decides names as a group, either through discussion or random
the type of community building that has helped vlakas survive draw. Everyone born to the birth pack will share the same last
for generations. While some explorers believe this has led to name, chosen by the childrearing circle when it originally formed.
vlakas being taken advantage of by other species, others note As vlakas join new circles, they sometimes are given a nickname by
that while a single vlaka may have an unpleasant experience, the circle and add it as a middle name. In addition, on first meeting,
the knowledge they bring back to Lajok is worth the cost. vlakas will usually list their circles as an extension of their name,
Most vlakas who leave Lajok do return eventually when they to let strangers know which communities they belong to. Thus, a
“catch the scent of home,” a feeling that combines homesickness full vlaka introduction might be “Jilavo Daran Two-Hands Tak, of
and a sense of obligation to the home world. Vlakas who the circles Tak, Aruul, Snow Skaters, Silver Wings, and Salvation,”
communicate frequently with Lajok or who have a strong circle shortened to Jilavo for most purposes.
of support around them are less likely to experience it and can
weather it better, but if ignored the scent can often lead to Sample Vlaka Names
irritability, unnecessary risk-taking, and mild depression. Aside Alaza, Carok, Delevana, Jikant, Kalvek, Kapleth, Parva, Poskari, Tarnat

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
SYSTEM
TECHNOLOGICAL ITEM HAPTIC DATABASE  Hand

Vlakas have developed several tools to make physical and social AUGMENTATION CYBERNETIC OVERVIEW
navigation easier, including the valai band, which any creature can use. PRICE 500  LEVEL 2
The skin of one hand is lined with a thin layer of sensors
LEVEL 2 CLASSES
VALAI BAND that provide information about an object at a touch. You
PRICE 1,100BULK L can identify a creature or object physically in contact with
CAPACITY 15USAGE 1/8 HOURS your hand using the guidelines of identify creature (Core EVOLUTIONIST
Developed by the Circle of Journeys to provide safer travel for young Rulebook 133), identify technology (Core Rulebook 142), or
vlakas during valai season, this metal band is traditionally worn identify magic item (Core Rulebook 143). You substitute your
CLASS
around the neck in an echo of the vlakan Leader’s Band, but can Perception modifier for the relevant skill modifier, and you can OPTIONS
also be worn on an arm, leg, or similar appendage. When activated, do this even if untrained. Having this augmentation counts as
it provides environmental protection within a 10-foot radius of having access to an information network for the purposes of
SPECIES
the wearer that is equivalent to wearing armor (Core Rulebook taking 20 on a check to identify a creature.
196). It may also, at the wearer’s discretion, emit a homing signal
PLAYABLE
every 10 seconds for 24 hours at the cost of additional charge. SPECIES
The homing signal can be picked up by most devices capable of
receiving signals and tracked back to the source with a successful SPECIES
DC 15 Engineering or Survival check. A single valai band’s homing BUILDER
signal has a range of 100 miles over flat terrain (halved in forests
or hills and quartered in mountainous terrain or underwater). If SPECIES
PROFILES
multiple valai bands are present within the same 10-foot radius, the
homing range increases by a factor of 2 for each additional band, to
NPC
a maximum of a planetary range. GALLERY

CYBERNETIC AUGMENTATIONS INDEX


While Lajok cities are built for the variety of primary sense
experiences found in vlakas, vlakan explorers have sometimes found
offworld exploration to be less naturally hospitable. In response, a
Circle of Adaptation has sprung up, developing cybernetics that
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help vlakas (and others) feel more at home wherever they travel.
SYSTEM
PHEROMAP, BASIC Brain

AUGMENTATION CYBERNETIC
PRICE 1,300  LEVEL 3
Your olfactory senses are enhanced and connected to the
vlaka pheromap, giving you access to the connection between
pheromones and emotions for many other species.
When a living creature is within the radius of your blindsight
(scent) as a move action you can attempt a Perception skill
check to identify it. The DC of the check is determined by the
creature’s rarity, as presented on the Creature Rarity table
(Core Rulebook 133). If you have blindsense (scent) or blindsight
(scent), you gain a +5 enhancement bonus to this check. If
successful, you also determine its initial attitude toward you
(Core Rulebook 140). You can attempt this check untrained
regardless of the DC, and having this augmentation counts as
having access to an information network for the purposes of
taking 20 on a check to identify a creature.
SYSTEM
PHEROMAP, ADVANCED Brain

AUGMENTATION CYBERNETIC
PRICE 2,750  LEVEL 5
This functions as the basic pheromap augmentation (see
above), but your pheromap includes more detailed information
about familiar species, granting you a +4 insight bonus to Sense
Motive checks against living creatures you’ve successfully
identified with your pheromap augmentation.

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WORLANISI
Home World: Worlan (Near Space)
Blue and four-armed, worlanisi are nimble climbers and explorers. They wield luck in extraordinary ways, but their luck draws
on psychic gifts that can leave them vulnerable to mental attacks.

Worlanisi are charming and intrepid nomads, and love to travel it a popular location for top athletes from other planets to train.
for years at a time, valuing the journey more than the destination. Due to the constant movement of its tectonic plates, Worlan is
They’re outdoorsy, competitive, and welcoming to strangers. Due geographically active and known for its earthquakes, volcanoes,
to their small stature and blue skin, worlanisi appear deceptively steaming geysers, and soaring mountain ranges. One prominent
delicate. They are slight but strong humanoids with four arms and feature of Worlan’s terrain is its environmental memory, a unique
horn-cones on either side of their head. These horn-cones once let combination of minerals and innate psychic energy that retains
them use their psychic powers to stalk prey across Worlan, but faint traces and memories of the people and creatures who travel
this use has since atrophied. Modern horn-cones allow worlanisi it. Ghost sightings are common on Worlan, where the environment
to communicate telepathically and wield luck like no other species might replay a poignant memory of high emotion or a tragic
in the galaxy. Unfortunately, the horn-cones also amplify incoming death. This environmental memory has caused many of Worlan’s
and outgoing psychic energy with a painful reverberation. predators to adapt variations of the worlanisi horn-cone, allowing
them to track prey by residual psychic energy.
PHYSICAL DESCRIPTION Worlan’s primary spaceport is located on the largest and oldest
The planetary pressures of Worlan molded the worlanisi to be strong, of its many islands, Nasceri. Nasceri has always been Worlan’s
lucky, and telepathic. Traditionally hunter-gatherers, worlanisi main technological hub, with its port and factories built during the
evolved into lithe and able climbers, using their four arms to climb Gap and powered by geothermal energy. The city’s architecture
through trees while wielding weapons. The average worlanisi has is well-integrated with its parks, and many of its buildings are
a small but wiry frame. The tallest of them stand about three and built around gigantic trees and rivers. Even its night clubs are
half feet in height, but their average weight ranges from only 22 integrated with the jungle environs, with retractable roofs that
to 27 pounds. Their slight frames are deceptively strong, allowing allow patrons to dance under the sky. Some of Nasceri’s many
worlanisi to carry burdens much heavier than themselves. attractions include a wildlife preserve, yachting, and various
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One of the most important evolutionary pressures that schools and meditation centers. The most famous of these is
worlanisi faced was an environment filled with traces of residual the Spiral, a soaring conical temple that resembles a horn‑cone.
psychic energy. In response, worlanisi developed their distinctive The Spiral attracts students throughout Near Space who wish to
horn-cones: a pair of structures on the sides of their head that better control their psychic abilities.
amplify incoming and outgoing psychic signals. Ancient worlansisi The oldest part of Nasceri includes a significant archaeological
used their large, imposing horn-cornes to track the psychic site, discovered in 33 AG: a fully buried and preserved city,
traces their prey left behind, placing them a cut above the other complete with calcified remains of four-limbed giants who died
Worlan predators. Throughout the millennia of the pre-Gap era, in a volcanic eruption. These giants possessed less prominent
the worlanisi shifted to incorporate more luck and cunning into horn‑cones than modern worlanisi, who refer to them as “the
their survival, and with the advent of advanced technology their luckless.” There are many legends about these lost giants, who
reliance on psychic tracking lessened. As a result, their horn- were likely more physically capable than modern worlanisi, but
cones have shrunk over the generations and become practically less able to harness psychic abilities. Scholars have debated the
vestigial, but remain a sometimes painful source of amplification question of the luckless: was their species a separate evolutionary
for incoming psychic signals. Mental attacks reverberate within branch from modern worlanisi or were they a genetic mutation
them, leaving untrained worlanisi more vulnerable than other that simply died out? Either way, the luckless appear to have
species with telepathic abilities. Despite this disadvantage, the died out before the Gap, though some worlanisi tales talk of their
horn-cones are a source of pride to worlanisi, who adorn and paint flight to create a new life under the mountains. Though Nasceri’s
them in a wide variety of ways. volcanic mountains have been long dormant, pre-Gap legends tell
Worlanisi are known for the rare ability to consistently gift their of the day when worlanisi luck will falter and the volcanoes will
luck to allies as well as themselves. Some scholars theorize this luck once again bury Nasceri in lava and ash.
originates from their horn-cones, along with their limited telepathic Worlan has thousands of islands, and traveling from one to
gifts. Indeed, a worlanisi’s ability to wield and control luck grows in another by boat or light flyer is a time-honored tradition for
adolescence as their horns develop more concentric rings, adding worlanisi youth. The volcanic soil is fertile, supporting lush
credence to this theory. forests and diverse wildlife. Although some worlanisi engage in
agricultural activities, the island’s ecosystems make it easy for
HOME WORLD even modern worlanisi to adapt a hunter-gatherer lifestyle. Some
The worlanisi evolved on Worlan, an ocean world covered in island do this throughout their lives, while others only do it for a few
chains. The gravity level is slightly higher than average, making years as part of their transition to adulthood or a retirement plan.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
Although hunting and fishing are revered activities, both can grew along the way. After the Signal, jaunts began to extend to
be perilous. Many of Worlan’s fauna are dangerous and cunning the stars themselves. As ship crews across the galaxy learned OVERVIEW
monsters that attack not just their prey’s bodies but their minds. of the worlanisi’s extraordinary luck, eagerness to learn, and
The most infamous of these is the reekseel, a long-horned aquatic boundless optimism, fortunauts were welcomed everywhere as
CLASSES
mammal that muddles the minds of fisherfolk before goring them lucky charms and insurance for the riskiest of ventures.
to death and pulling them into the water to feast. Most modern day fortunauts are young, and their jaunts
herald the transition between childhood and adult responsibility. EVOLUTIONIST
SOCIETY They sign onto ships, taking travel as it comes. When they
As perpetual children of good fortune, worlanisi enjoy an return, they tell the stories of their travels and about what
CLASS
easy-going and trusting society. Luck is so central to worlanisi their journeys taught them. Hospitality is sacred on Worlan. If OPTIONS
society that most of them credit it for every major event of a worlanisi comes home to find a stranger sleeping in their bed,
their lives. Good outcomes, no matter how hard they were they clean the stranger’s gear, restock their supplies, and make
SPECIES
worked for or how much one prepared for them, are evidence them breakfast before waking them to ask about their journey.
of one’s luck. Indeed, most worlanisi view luck as a seed that The jaunt is so important to worlanisi culture that it’s almost
PLAYABLE
needs hard work and the right conditions to grow properly. impossible to start a family, enter politics or hold any position SPECIES
Even times of disaster and tragedy can be viewed of authority without one. Fortunauts bring back not just
later as blessings in disguise for the growth and experience, but important offworld contacts and SPECIES
changes they brought. Because luck needs help, learning that enriches the rest of worlanisi society. BUILDER
worlanisi also value achievement and skill. They Even once they return home, worlanisi crave
take great pleasure in artisan crafting, clever adventure throughout their lives, taking time off to climb SPECIES
PROFILES
solutions, and improving their communities. mountains, hunt, surf, or simply see someplace new.
Despite their psychic hypersensitivity, worlanisi
prefer telepathic communication to spoken language. Family Life NPC
GALLERY
To them, telepathic conversation is both intimate Worlanisi families tend to be polyamorous and
and practical. Telepathy can allow a boat crew sprawling, with each person recognizing multiple INDEX
to communicate in a storm, two hunters to partners that they love in a committed fashion.
stealthily sneak up on prey, or friends to chat In a culture that embraces change, travel and
while dancing in a loud night club. Spoken word individualism, casual love affairs are widely
is for formal occasions or for songs and accepted. However, they’re considered
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other entertainments. temporary until everyone in a family agrees


Worlanisi get along well with to welcome the newcomer. Marriage vows
most other cultures, adapting to on Worlan are less about connecting
local customs while traveling and to a single person romantically and
bringing back their favorite practices more about agreeing to join the work,
to Worlan. Still, they have little patience child‑rearing duties, and finances of an
for any customs they find self‑destructive; extended family. Family time, especially
destroying an ecosystem for short‑term with children and elders, is sacred
gain largely baffles them. Worlanisi and valued, perhaps more so because
also tend to completely dismiss other worlanisi family structure is set up to
species’ attempts to artificially boost luck give everyone breaks and support.
with talismans and other superstitions. Through trades and covering for one
From the worlanisi viewpoint, true luck is another, everyone in the family gets some
inherent. Chasing luck with toys isn’t just foolish, time away to pursue new experiences.
but dangerous, since it leads people believe
themselves protected. Worlanisi take pride Politics
in being living good luck charms and know no Worlanisi government councils, whether island
trinket can replace their skills. or planetary, are elected with staggered terms
and strict term limits to encourage the politicians
Fortunauts of Worlan to work without worrying about the
In the chaos after the Gap, most worlanisi lived next election. However, some elected officials
fully nomadic lives, aided by high-tech sporting still manage to be incompetent, corrupt, and
gear manufactured in Nasceri. They traveled with self-serving. Some families try to monopolize a
no fixed destination, trying to find meaning and council position by holding it with successive
a sense of their own identity. Over time, these candidates all from the same family group.
travelers became known as fortunauts, and These shenanigans are tolerated and even
their journeys were called jaunts. Trusting respected when the family sharing the job
Desna to guide them, they learned and does good work despite protecting some

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obligated to an uncaring and immoral corporation. The Reivolan


Institute enrolled these worlanisi in a military project that
SPECIES TRAITS genetically boosted their self-confidence, aggression and
Ability Adjustments: +2 Str, +2 Cha, –2 Wis
cunning. Several worlanisi died in the brutal experiments that
Hit Points: 4
followed. Instead of trusting luck, the test subjects learned to
Size and Type: Worlanisi are Small humanoids with the worlanisi
rely on each other, defying fate to forge their own opportunities.
subtype.
They eventually rebelled, building their own military base on
Limited Telepathy: Worlanisi have limited telepathy with a
the smoldering remains of their former testing facility. They
range of 60 feet.
named this base the Vault of Vorlath, after a worlanisi word that
Multiarmed (4): Worlanisi have the multiarmed (4) universal
means “the defiant.”
creature rule.
The Vault of Vorlath mercenaries have since thrived in
Psychic Reverb: Worlanisi take a –1 penalty to saving throws
Preluria’s perpetual faction wars, becoming one of the most
against mind-affecting effects and takes +1 damage per damage die
lucrative and effective military groups in Near Space, eventually
from mind-affecting spells, weapons, and other effects.
employed even by their former captor, who initially sneered at
Worlanisi Gamble: Once per day as a reaction when a worlanisi
their steep fees. In response, the Vault of Vorlath sided with
or an ally they can see within 15 feet rolls an attack roll, saving
one of the institute’s rivals, trashing their facilities and freeing
throw, or skill check, the worlanisi causes that creature to roll twice
every experimental subject they could find. “Pay up or get out”
and take the better result.
became the mercenaries’ official motto, emblazoned on uniforms,
Worlanisi Luck: The first time each day that a worlanisi rolls a
equipment, and on the walls of the conference room where
natural 1 on a d20 roll, they treat it as a natural 20 instead.
they meet clients. The next time they had a job for the Vault
Worlanisi Movement: Worlanisi have a land speed of 30 feet
of Vorlath, the institute meekly paid their fees in advance. The
and a climb speed of 20 feet.
mercenaries became known for their teamwork, planning daring
rescue missions and efficient coups. Ten years ago, the Vorlath
mercenaries started recruiting soldiers from other species to
fulfill the constant demand for their services, bringing in new
of their private interests. Still, if any crisis arises during their talent while maintaining tightly knit fighting teams.
tenure, elections can become violent. More than one corrupt Most worlanisi from Worlan delight in tales of their most
political official has perished or had suspicious accidents while famous offshoot colony. They eagerly take an optimistic view
traveling on the job. of the mercenaries’ history. Scholars note the unlikely survival
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and success of the mercenary group show a consistent history


Recreation of defying the odds. Perhaps luck never truly abandoned them,
Worlanisi love games and competitions of all sorts. Most of and the pirate attacks, mistreatment, and entrapment by the
the games they favor tend to minimize or offset luck, such as Reivolan Institute were all good fortune in disguise, ensuring
the strategy card game Seven Suns. The only casino to feature that the mercenary group got the resources and training that it
games of chance on Worlan is the Short Straw, located in needed to be a success.
Nasceri’s spaceport. Catering to offworlders, the draw of the The Vorlath mercenaries’ response to this was to eject scholars
Short Straw is the challenge of gambling against the luckiest from Worlan and find other historians to chronicle their group.
people in the Galaxy. Most tourists come expecting to lose, with Having lived through horror and survived, the Vorlath mercenaries
bragging rights accruing for how long they were able to hold refuse to see the time of their imprisonment as anything other
their own against such overwhelming odds. than an atrocity. The Vorlath mercenaries themselves often scoff
The most famous worlanisi sporting competition is Fortune’s at luck and double-check every plan to make certain to rely on it
Regatta, a race across Worlan in the most inhospitable conditions, as little as possible.
including sailing during hurricane season, mountaineering near an
active volcano, and long treks through monster-infested jungles. NAMES
The viewing of this annual competition, which draws thousands Worlanisi usually have two names: an evocative nickname based
of offworld spectators and athletes, is more popular as an offworld on their experiences, personality or skills and a last name from
broadcast than it is among local worlanisi, however. Fortune’s their island (or squad for those from the Vault of Vorlath). Island
Regatta, while a notable personal experience, can be an event that names tend to be multisyllabic with melodious consonants.
relies heavily on luck, and where is the excitement in that? Although nicknames are preferred, those travelling offworld may
go by an island name if they haven’t found a proper nickname yet.
VAULT OF VORLATH Because of Nasceri’s size, worlanisi from there often identify with
Thirty years ago, a group of intrepid worlanisi fortunauts specific neighborhoods rather than the entire city.
traveling in Preluria (Near Space 100) were attacked by pirates
and lost their ship. Following the attack, the worlanisi accepted Sample Names
sanctuary and employment from the Reivolan Institute. Their Aces, Azular, Catch-of-the-Day, Cazuma, Dapper, Duruli, Floater,
relief was short-lived when they soon discovered they had all Hardsell, Lightfingers, Kinemo, Rush-and-Flush, Ramuli, Sanzi,
been signed up as experimental test subjects, contractually Trollbait, Wirecharm, Wasama

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 2
SPECIES GRAFT Benefit: Once per day as a reaction, when an enemy within
Worlanisi have mastered numerous ways to either enhance 15 feet rolls an attack roll, saving throw, or skill check you can OVERVIEW
their luck or work with their psychic abilities. The species graft force them to roll twice and take the worst result.
augmentation below is available to non-worlanisi characters
CLASSES
and follows the rules presented on Starfinder Alien Archive 4, Lucky Guess
page 140. Even if you don’t know an answer, sometimes you arrive at the
SYSTEM
solution anyway with a lucky guess. EVOLUTIONIST
GAMBLER’S RISK GRAFT Brain Prerequisites: Any species trait or feat that allows you to
PRICE 3,100  LEVEL 5 reroll a d20.
CLASS
Worlanisi have the rare ability to gift their luck to others. This Benefit: Once per day when recalling knowledge, you can roll OPTIONS
augmentation uses specially modified horn-cones, connected on an untrained skill as if it were a trained class skill and you
to your brain, that channel your had ranks in it equal to your level.
SPECIES
mental energy into luck. Once
per day as a reaction, when you Psychic Stalking
PLAYABLE
or an ally you can see within 15 With extensive training, you have begun to sense the faint SPECIES
feet rolls an attack roll, saving psychic trails left behind by intelligent and psychic creatures.
throw or skill check, you can You can use this newfound sensitivity to track prey with your SPECIES
cause that creature to roll twice psychic powers. BUILDER
and take the better result. Prerequisites: Telepathy or limited telepathy
In addition, any psychic sensitivity species trait. SPECIES
PROFILES
you have increases. If you have either Benefit: You gain a +2 species bonus to
the telepathy or limited telepathy track intelligent or psychic creatures and can use
NPC
species trait, its range increases by Mysticism in place of Survival for tracking. GALLERY
30 feet, but you also gain the psychic
reverb species trait, taking a –1 penalty to Soothing Focus INDEX
saving throws against mind-affecting effects Through meditation and
and taking +1 damage per damage die from mind- continual psychic training, you
affecting spells, weapons, and other effects. have learned to tune out the
worst of the psychic echoes
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FEATS that rattle you.


The following feats, while inspired by worlanisi, are Prerequisites: Psychic
available to any characters who meet the prerequisites. reverb species trait,
character level 7th.
Amplified Outgoing Signals Benefit: You no
Through profound pain and headaches connected longer suffer any ill
to psychic contact has come wisdom. You have effects from your psychic
studied your own psychic reverb and can impose the reverb.
effect on opponents.
Prerequisites: Psychic reverb species trait, character Trading Places
level 5th. You have trained with the Vault of Vorlath
Benefits: You add 1 damage per damage die to your or another tight-knit mercenary group and
mind-affecting spells, weapons and other effects. have learned their advanced positioning
and teamwork skills. The Vorlath
Escaped Experimental Subject mercenaries are known for their ability to
Like the Vorlath mercenaries, you escaped from a weave in and out of combat, tossing allies
laboratory. While there, you were exposed to a wide and clients to safety.
variety of procedures and your body learned to fight off an Prerequisites: Character level 7th.
array of harmful substances. Benefit: You can take a move action
Benefits: You gain a +2 bonus on saves against to switch places with a willing or
biohacker inhibitors, drugs, medicinals, and poisons. unconscious ally within range of your
normal movement that’s no larger than
Jinx one size category larger than you. This
You have learned to tweak the luck of not just your allies, requires spending one Resolve Point.
but your enemies as well. By changing an enemy’s This movement doesn’t trigger attacks
fate at a critical moment, you can deny them a of opportunity. You can’t use this ability
moment of victory. again until you take a 10-minute rest to
Prerequisites: Character level 9th. recover Stamina Points

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NPC GALLERY
3

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INTRODUCTION
Nonplayer characters are an essential part of the Starfinder Roleplaying
Game, and having a wide suite of pre-built NPCs to choose from can
be a boon to any gamemaster. This chapter presents 72 NPCs of
varying themes and CR, complete with stat blocks and suggestions for
incorporating them into your game. Populate cities and space stations
with a variety of compelling NPCs, or flesh out a story for one and have
them serve as the PCs’ primary antagonist—use them as you wish!

NPCS BY CR
CR NPC PAGE CR NPC PAGE
1/2 Con artist 158 9 Trophy hunter 182
1/2 Off-gridder 182 9 Viper 152
1 Conspiracist 170 10 Bounty hunter 154
1 Pickpocket 184 10 Brutaris lock-back 178
1 Postgrad student 176 10 Elite rescuer 163
1 Skip tracer 154 10 Overwatch captain 180
2 Grifter 158 10 Paranormal investigator 171
2 Parabolas revivalist 178 10 Safecracker 184
2 Streamer 156 11 Fortunate warlord 186
3 Career ranger 182 11 Plenipotentiary 161
3 Combat medic 164 11 Scholar of magic 177
3 Emissary 160 11 Shapeshifter 169
3 EMT 172 12 Officer 164
3 Hazard response crew 162 13 Captains Club guide 167
3 Personal concierge 166 13 Special forces medic 173
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3 Vidgamer 156 14 Champion 174


4 Excommunicant 174 14 Colveare heirarch 186
4 Performer 156 14 Deadeye 152
4 Psychic seer 170 14 Mysterious hermit 183
5 Hacker 168 14 Notorious bounty hunter 155
5 Masked assassin 152 14 Spy 169
5 Stewards data analyst 180 15 Ops infiltrator 181
5 Subject expert 176 15 Phantom thief 185
6 Hazard professional 162 16 Battleflower master 179
6 Impostor 158 16 Spec-ops veteran 165
6 Magical duelist 178 18 Specter 153
6 Mugger 184 19 Underworld mastermind 187
6 Pact Worlds delegate 160 20 Divine avatar 175
6 Physician 172
6 Recovery agent 154
7 Stewards constable 180 USING THE NPC GALLERY
7 Courier 166 There are a number of ways to make use of this collection of
7 Detective 170 72 NPCs.
7 Field biologist 176
7 Influencer 157 NPCs as Enemies
7 Religious peacekeeper 160 The most obvious way to use nonplayer characters is in combat
7 Singularity accelerationist 186 encounters. Simply select a stat block (or several) of the
8 Double agent 168 appropriate CR and theme, and you’re ready to roll! Even NPCs
8 False prophet 159 who seem less combat-oriented (such as celebrities or scholars)
8 Prophet 174
can surprise PCs with special abilities, spells, clutch skill
8 Quartermaster 164
checks, and their ability to support other enemy combatants.
9 Enercopter pilot 162
You can also use these NPCs to help you create skill encounters
9 Psychic healer 173
or other scenarios in which having level-appropriate statistics
9 Stowalong 166
handy is helpful.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
OVERVIEW

CLASSES

EVOLUTIONIST

CLASS
OPTIONS

SPECIES

PLAYABLE
SPECIES

SPECIES
BUILDER

SPECIES
PROFILES

NPC
GALLERY

INDEX

NPCs as Allies memorable. You can also use these special abilities across
You can also use NPCs in combat on the PCs’ side. Note that NPCs of the same category, or even one of your own creation.
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NPC statistics are best balanced to serve as adversaries against


player characters, not against other NPCs. Also keep in mind the CUSTOMIZING NPCS
PCs should be the stars of most encounters—on top of which, it Like any set of NPC statistics in Starfinder, you can customize
can also be wearisome for everyone at the table (including the those presented here. Below are some tips for doing just that.
GM) when a prolonged exchange takes place between two or
more characters controlled by the same person. Adjusting CR
However, having an NPC ally to provide covering fire, a You might want to change an NPC’s CR to present a more
temporary alternative target for a formidable foe, or a minor appropriate challenge for the level of the adventuring party.
(or sometimes major) tactical advantage via a special ability at In that case, use the tables starting on page 129 in the Alien
just the right moment can provide for some great storytelling Archive to note important statistics such as Hit Points, AC, and
moments and make the world of your adventures feel that attack, saving throw, and skill check bonuses.
much more authentic. Alternatives to adjusting CR include using multiple lower-CR
NPCs or giving an NPC only half HP and the shaken condition.
NPCs as... NPCs!
One of the least obvious but potentially most rewarding ways Changing Species
to use these NPCs is as inspiration for a recurring nonplayer An NPC’s species can also grant some special abilities, which
character you want to introduce to the PCs, whether as a are marked with an asterisk (*) so you can easily swap them for
dastardly nemesis who always seems to get away by the skin a different species’ abilities. Remember to add the new species’
of their teeth or a reliable fixer who always has a job to offer the abilities! Rules for these abilities are detailed in the associated
PCs. Use any facet of these NPCs’ art, thematic introductions, or species’ section in this book. Other statistics—languages, senses,
special abilities—mixing and matching as you see fit—to inspire size, and speeds—might also change, though you can generally
your own creations, and you’ll never lack an interesting character adjust these on the fly.
for players to meet!
Adding Class Grafts
Special Abilities You can also add a class graft to an NPC to further customize
Most of the NPCs presented in this chapter have unique special their role. The rules for class grafts appear on page 137 of the
abilities you can use regardless of any adjustments you make Alien Archive and the evolutionist class graft appears on page
to their CR or species, helping to make NPCs thematic and 5 of this book.

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ASSASSINS
Assassins are skilled killers who excel in eliminating single must succeed at a Perception check to realize this is a
targets. Often using various forms of stealth and subterfuge, disguise (DC = 20 + 1.5 × the masked assassin’s CR). This
they can pass between guards undetected and skillfully effect lasts for 10 minutes or until the effect is ended.
navigate traps to quickly dispatch their marked query.
High‑profile corporations, cults, or criminal syndicates may VIPER
employ assassins, but most work alone or as part of secretive Vipers rely on poison to take out their targets. They often craft
guilds for hire and by contract. their own toxins, using various aspects of their bodies, such as
Assassins work in the shadows, with some operating blood, tears, or chitin. They typically work alone. Vipers pride
discreetly among the underbellies of society and others themselves on their calling cards, which can be used to trace
conducting their business while hiding in plain sight. Regardless assassinations back to them. Their ability to create novel venoms
of their methods, they’re valued for their ability to hide their makes it difficult for natural defenses to resist the effects of the
tracks and maintain their employer’s anonymity. The most poison and for medical staff to treat those affected.
skilled assassins can take out high-profile figures without Vipers are skilled bioengineers who are likely to work or have
leaving any evidence for investigators to follow. The more previously worked in laboratories. They see assassinations as a
difficult the job and the greater the prominence of the target, chance to show off their talent and research, and they revel in
the higher the fee they command. the fear instilled by their creations.

MASKED ASSASSIN VIPER CR 9


Masked assassins use masks to skillfully disguise their XP 6,400
appearance. They can change their entire aspect in the blink Astriapi (page 52)
of an eye, making it easy to approach their targets unnoticed CE Medium monstrous humanoid
and escape into the crowd after eliminating the target. Masked Init +6; Senses blindsense (scent) 30 ft., darkvision 60 ft.;
assassins rely primarily on their ability to work in plain sight, Perception +17
and are most likely to be encountered by guards and hired DEFENSE  HP 145
hands while hunting. They’re typically hired to assassinate EAC 22; KAC 24
lower-value targets. If discovered, they typically flee rather Fort 11; Ref +13; Will +10
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than fight and risk capture or death. OFFENSE


Speed 30 ft., fly 30 ft. (Ex, average)
MASKED ASSASSIN CR 5 Melee sintered starknife +19 (4d4+9 P) or
XP 1,600 bite* +19 (2d10+9 P)
Worlanisi (page 144) Ranged advanced nightarch needler +22 (2d6+9 P; critical
CE Small humanoid (worlanisi) injection DC +2)
Init +3; Perception +16 STATISTICS
DEFENSEHP 65 Str +0; Dex +6; Con +0; Int +3; Wis +0; Cha +4
EAC 17; KAC 18 Skills Acrobatics +22, Bluff +17, Disguise +17, Life Science + 17,
Fort +4; Ref +6; Will +8; –1 vs. mind-affecting effects* Stealth +22
Weaknesses psychic reverb* Languages Astriapi, Common
OFFENSE Other Abilities envenom, honey production*
Speed 30 ft., climb 20 ft. Gear advanced nightarch needler PW with 10 darts, sintered
Melee tactical knife +12 (2d4+5 S) starknife, viper poison (functions as ungol dust; 3 doses)
Ranged azimuth laser pistol +10 (1d4 F; critical burn 1d4) SPECIAL ABILITIES
STATISTICS Envenom (Ex) Each viper has a signature poison, sometimes
Str +0; Dex +3; Con +0; Int +5; Wis –2; Cha +2 concocted with material from their own body. Each day they
Skills Acrobatics +16, Bluff +11, Disguise +11, Perception +11, can produce three doses of this poison, which acts as an
Stealth +16 existing poison at a level lower than or equal to their CR. This
Languages Common, Worlanisi; limited telepathy 60 ft.* poison can’t be sold and loses its toxicity after 24 hours.
Other Abilities masked aspect, multiarmed (4), worlanisi
gamble*, worlanisi luck* DEADEYE
Gear azimuth laser pistol, tactical knife Deadeyes specialize in neutralizing targets at ranges so long
SPECIAL ABILITIES their bullets lodge within their targets long before the target
Masked Aspect (Ex) Twice per day, when a masked assassin hears the weapon firing. Some can temporarily bend their
dons a mask or other full-face covering, they can bullets into different planes, making them even harder to
instantaneously take on the appearance of any creature protect against. Deadeyes are notoriously difficult to track after
they’ve seen in person within the past 24 hours. A creature an assassination attempt since they can alter the trajectory of

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
their fired ammunition. Their bullets sometimes appear to come
from walls. OVERVIEW
During major events and ceremonies, the slightest threat of
a deadeye can increase the required security perimeter tenfold.
CLASSES
Their skill at eliminating their targets in public settings makes
deadeyes particularly coveted assassins for clients seeking to
cause panic and societal unrest. EVOLUTIONIST

DEADEYE CR 14
CLASS
XP 38,400 OPTIONS
Formian (page 68)
NE Medium monstrous humanoid
SPECIES
Init +8 (+12 with hive mind); Senses blindsense (scent) 30 ft.,
darkvision 60 ft.; Perception +25 (+29 with hive mind)
PLAYABLE
DEFENSE  HP 250 SPECIES
EAC 28; KAC 30
Fort +16; Ref +18; Will +14 SPECIES
Resistances sonic 10* BUILDER

OFFENSE
Speed 40 ft. SPECIES
PROFILES
Melee claw* +25 (8d6+16 S)
Ranged elite shirren-eye rifle +28 (4d10+14 P)
NPC
Offensive Abilities skip shot GALLERY
STATISTICS
Str +2; Dex +8; Con +2; Int +6; Wis +4; Cha +0 INDEX
Skills Acrobatics +30, Stealth +30
Languages Common, limited telepathy 60 ft.*
Other Abilities hive mind*
Gear freebooter armor IV, elite shirren-eye rifle with 6
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sniper rounds
SPECIAL ABILITIES
Skip Shot (Su) When a deadeye fires a sniper weapon, the
ammunition blinks onto a different plane and then
reappears just before reaching the target. As long as
a deadeye has line of sight to their target, they don’t Fort +19; Ref +19; Will +18
need line of effect to make a ranged attack. OFFENSE
Speed 30 ft.
SPECTER Melee white star plasma sword +29 (8d8+29 E & F; critical
Even among assassins, there are those who are so highly severe wound)
skilled that few dare to speak their names. Often referred to as Ranged elite seeker rifle +32 (9d8+18 P)
specters for their ability to appear and vanish like ghosts, these STATISTICS
killers can silence their targets without a single witness to the Str +11; Dex +8; Con +6; Int +6; Wis +2; Cha +0
act, leaving nothing but a corpse as evidence. Skills Athletics +36, Stealth +31
Specters prefer to stay hidden, even to their employers. They Languages Common, Hadrogaan
are often hired for high-level assassinations and work with Other Abilities dual nervous systems*, unobserved
clients on recommendations only. Untrustworthy clients who Gear freebooter armor V, elite seeker rifle with 18 sniper
are put on a specter’s block list soon find themselves out of rounds, white star plasma sword
favor with most other assassins within their network. SPECIAL ABILITIES
Unobserved (Su) Twice per day for 15 minutes each, a specter
SPECTER CR 18 can reduce their presence to the point where they become
XP 153,600 unobserved even while standing in plain sight. To observe a
Hadrogaan (page 72) specter while they’re in this mode, a creature must succeed
CE Medium humanoid (hadrogaan) at a Will save (DC = 8 + the specter’s CR) or be unable
Init +8; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; to detect the presence of the specter using any sense
Perception +36 (including blindsense and blindsight). A success grants a
DEFENSE  HP 375 creature the ability to see the specter for only 1 round, after
EAC 32; KAC 34 which they must attempt another Will save.

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BOUNTY HUNTERS
Anyone who seeks and catches those who don’t want to be RECOVERY AGENT
caught may be called a bounty hunter, though in practice, the Recovery agents are often veteran skip tracers who act across
term comprises an array of professionals. Most bounty hunters a larger region and handle harder cases. These hunters confront
have legal sanction, such as a license to hunt fugitives, but many criminals, sometimes on quasi-legal or violent terms. A recovery
also work in a gray area between legal authority and vigilantism. agent opens with investigation and diplomacy but is prepared
Bounty hunters take jobs from legitimate authorities, but what for a fight. Pursuit often leads a recovery agent from city streets
legitimate means varies by location. Little stops a bounty hunter into the wilderness, where their survival skills provide an edge.
from acting as an agent of a private party, and many are enforcers
for the unscrupulous. Some clever bounty hunters double as RECOVERY AGENT CR 6
private investigators, tracking down missing people or runaways. XP 2,400
Maraquoi (page 88)
SKIP TRACER N Medium humanoid (maraquoi)
Skip tracers track those who renege on legal obligations—civil Init +9; Senses blindsense (sound) 30 ft., low-light vision;
or criminal—usually for those who skip out on bail, court dates, Perception +13
or private contracts. Side jobs tracking down missing people DEFENSE  HP 80
are within a skip tracer’s purview, too. The typical skip tracer EAC 18; KAC 19
prefers investigation, negotiation, and nonlethal methods to Fort +4; Ref +6; Will +8
retrieve their quarry, working within the bounds of the law. OFFENSE
Speed 40 ft., climb 20 ft., fly 30 ft. (jetpack, average)
SKIP TRACER CR 1 Melee tactical dueling sword +12 (1d6+6 S)
XP 400 Ranged tactical semi-auto pistol +14 (1d6+6 P) or
Blue-scaled kobold (page 84) stickybomb grenade II +14 (explode 15 ft., entangled 2d4
LN Small humanoid (kobold) rounds [DC 16])
Init +5; Senses darkvision 60 ft.; Perception +5 STATISTICS
DEFENSE  HP 15 Str +0; Dex +5; Con +1; Int +1; Wis +2; Cha +3
EAC 12; KAC 13 Skills Culture +11, Diplomacy +16, Intimidate +11, Piloting +11,
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Fort +1; Ref +3; Will +4 Profession (bounty hunter) +16, Sense Motive +11, Stealth +11,
Resistances electricity 5* Survival +11
OFFENSE Languages Brethedan, Common, Maraquoi
Speed 30 ft. Other Abilities mark, prehensile tail*, swift stalker
Melee tactical baton +4 (1d4+1 B) Gear freebooter armor II (jetpack), tactical dueling sword,
Ranged static arc pistol +6 (1d6 E; critical arc 2) tactical semi-auto pistol (inertial dampenerAR) with 27 small
STATISTICS arm rounds, stickybomb grenade II, binder restraints (5),
Str +0; Dex +1; Con +1; Int +1; Wis +2; Cha +2 manacles; Augmentations minimal speed suspension
Skills Bluff +5, Culture +5, Diplomacy +10, Profession (bounty SPECIAL ABILITIES
hunter) +10, Sense Motive +10, Stealth +5 Mark (Ex) As skip tracer (insight bonus +2).
Languages Common, Draconic, any 1 other Swift Stalker (Ex) A recovery agent reduces the penalty for
Other Abilities mark following tracks using Survival while moving at full speed
Gear second skin (quick-release sheathe), static arc pistol to 0. The agent also reduces the penalty for moving at more
with 2 batteries (20 charges each), tactical baton, binder than half speed while using Stealth to hide to –5.
restraints (5); Augmentations voice modulator
SPECIAL ABILITIES BOUNTY HUNTER
Mark (Ex) A skip tracer can choose one sapient creature as a The bounty hunters of the public imagination are hardened
mark, provided the skip tracer can identify that creature experts who use combat, investigation, and legal knowhow to
by a specific identity and has studied the mark for 1 hour track fugitives across the stars. Such bounty hunters can be
using available information, or directly observed the mark military or law enforcement personnel who hang up official duties
for 1 minute outside of combat or as a full action in combat. for freelance ones. Others arose as civilian contractors, learning
The skip tracer gains an insight bonus on skill checks made the rougher parts of the trade as they went. Whatever the case,
to investigate, track, or gather information on the mark, these bounty hunters take on riskier contracts and don’t shy from
as well as on Sense Motive checks against the mark. This jobs that might require hurting or killing the mark.
bonus equals 1 + the skip tracer’s CR divided by 6 (+1 total
at CR 1). Also, the skip tracer can use Sense Motive instead BOUNTY HUNTER CR 10
of Perception to use the pierce disguise or search tasks of XP 9,600
the Perception skill against the mark. Pahtra (page 96)

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
N Medium humanoid (pahtra) Motive +25, Stealth +25, Survival +25
Init +11; Senses darkvision 60 ft., low-light vision; Perception +19 Feats Cleave, Great Cleave OVERVIEW
DEFENSE  HP 150 Languages Common, up to 2 others
EAC 23; KAC 24 Other Abilities intimidating, mark, maze mind*
CLASSES
Fort +9; Ref +11; Will +13; +2 vs. charm and compulsion Gear freebooter armor IV (auto-injector AR [mk 3 serum of
Defensive Abilities nimble* healing]), forcepack), advanced magnetar rifle (grenadier
OFFENSE bracket AR with squad NIL grenade launcher) with 120 EVOLUTIONIST
Speed 50 ft., fly 60 ft. (forcepack, average) longarm rounds, grindblade (inertial dampener AR), riot
Melee aurora polarity gauntlets +20 (2d6+12 E) grenades IIIAR (2), binder restraints (5), efficient bandolier,
CLASS
Ranged tactical magnetar rifle +20 (2d8+10 P) or mk 3 serums of healing (2); Augmentations complete speed OPTIONS
stickybomb grenade III +20 (explode 20 ft., entangled 2d4 suspension
rounds [DC 19]) SPECIAL ABILITIES SPECIES
STATISTICS Intimidating (Ex) A notorious bounty hunter can demoralize
Str +2; Dex +7; Con +1; Int +1; Wis +4; Cha +3 using Intimidate as a move action. As a full action, the
PLAYABLE
Skills Acrobatics +19, Culture +19, Diplomacy +19, Intimidate bounty hunter can demoralize up to 10 creatures within 60 SPECIES
+19, Piloting +19, Profession (bounty hunter) +23, Sense feet; the Intimidate DC equals the highest DC to demoralize
Motive +19, Stealth +19, Survival +19 among the targets. If the check succeeds, the shaken SPECIES
Feats Mobility, Parting Shot condition lasts only 1 round for all affected targets. BUILDER
Languages Common, Pahtra, Vesk, any one other Mark (Ex) See page 154 (insight bonus +3).
Other Abilities mark, swift stalker SPECIES
PROFILES
Gear freebooter armor III (forcepack), aurora polarity gauntletsAR
with 1 high-capacity battery (40 charges), tactical magnetar
NPC
rifle (inertial dampenerAR) with 90 longarm rounds, manacles GALLERY
(4); Augmentations standard speed suspension
SPECIAL ABILITIES INDEX
Mark (Ex) See page 154 (insight bonus +2).
Swift Stalker (Ex) See page 154.

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A notorious bounty hunter has not only a reputation for success,


but also one of mercilessness and resilience. Such bounty hunters
take on the toughest targets, preferring dead-or-alive contracts
that can increase their renown. These bounty hunters prefer
intimidation, using crowd control tactics and few nonlethal
options. Even when apparently killed, these professionals rarely
stay dead, ensuring they’re as immortal as their legends are.

NOTORIOUS BOUNTY HUNTER CR 14,


Nuar (page 92)
N Medium monstrous humanoid
Init +12; Senses darkvision 60 ft., low-light vision;
Perception +25
DEFENSE  HP 235 RP 5
EAC 28; KAC 29
Fort +12; Ref +14; Will +17
OFFENSE
Speed 70 ft., fly 60 ft. (forcepack, average)
Melee grindblade +25 (4d10+17 S; critical bleed 2d8) or
unarmed strike +25 (1d3+21 B)
Ranged advanced magnetar rifle +23 (4d8+14 P) or
riot grenade III +23 (explode 15 ft., 1d8 S nonlethal and
staggered [DC 22])
Offensive Abilities gore*
STATISTICS
Str +3; Dex +8; Con +1; Int +1; Wis +4; Cha +3
Skills Acrobatics +25, Athletics +30, Culture +25, Intimidate
+25, Piloting +25, Profession (bounty hunter) +30, Sense

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CELEBRITIES
Celebrities shine in ways that often draw admiration, adoration, VIDGAMER
or amusement from fans across their home worlds and beyond. Vidgamers are professionals who game competitively, filling
They regularly engage with fans through interviews, social stadiums with cheering fans as they play in competitive
media, and special appearances, boosting their sway in the court tournaments. To make it to the professional stage, vidgamers
of public opinion. Some celebrities use their massive platforms must have sharpened senses and near-perfect reflexes that set
to influence policy and elections, and it’s not uncommon for them apart from millions of other gamers. Like other athletes,
groups with specific political or corporate interests to secretly they train for hours every day to stay in peak condition.
plant or sponsor celebrities to advance particular agendas.
VIDGAMER CR 3
STREAMER XP 800
Streamers present content live via digital platforms, attracting Kobold (page 86)
avid audiences that love these celebrities’ skill, conversation, N Small reptilian humanoid (kobold)
idiosyncrasies, and knowledge. Streamed content might Init +6; Senses darkvision 60 ft.; Perception +10
encompass anything from cooking hacks to gladiatorial home- DEFENSE  HP 35
and-garden tips for growing giant carnivorous plants like a pro. EAC 15; KAC 16
Streamers who provide content in public places sometimes Fort +2; Ref +4; Will +6
catch unique footage of crimes or major events, becoming Resistances electricity 5
spontaneous journalists or invaluable witnesses. While these OFFENSE
serendipitous recordings can earn a streamer fame, chronicling Speed 30 ft.
illicit activity can also create dangerous enemies. Ranged frost subduer +9 (1d3+3 nonlethal C; critical staggered)
Offensive Abilities get good
STREAMER CR 2 STATISTICS
XP 600 Str +0; Dex +6; Con –2; Int +2; Wis +1; Cha +2
Uplifted bear (page 134) Skills Bluff +10, Computers +15, Engineering +15, Intimidate
CG Large magical beast +10, Physical Science +10, Profession (vidgamer) +15
Init +0; Senses low-light vision; Perception +7 Languages Common, Draconic
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DEFENSE  HP 23 Gear second skin, frost subduer AR with 1 battery (20 charges),
EAC 13; KAC 14 tier 2 computer (miniaturization [2])
Fort +3; Ref +3; Will +5 SPECIAL ABILITIES
Defensive Abilities relatable Get Good (Ex) When a vidgamer scores a critical hit against a
OFFENSE creature within 60 feet, they can also attempt an Intimidate
Speed 40 ft., climb 20 ft. check to demoralize that creature as a reaction before the
Melee claw +9 (1d4+4 S) end of their turn. When a vidgamer rolls a natural 20 for a
Space 10 ft.; Reach 5 ft. Profession (vidgamer) check to play a game, they can also
Offensive Abilities ferocious charge* attempt to demoralize one other participant in that game as
STATISTICS a reaction before the end of their turn.
Str +2; Dex +0; Con +2; Int +2; Wis –1; Cha +4
Skills Athletics +7, Computers +12, Culture +12, Profession PERFORMER
(video personality) +12, Sense Motive +7 Performers captivate and entertain their audiences with a
Languages Common, limited telepathy 30 ft. wide range of art forms, including singing, dancing, playing
Other Abilities relatable instruments, acrobatics, magic tricks, and more. While many
Gear video camera scanner celebrities rise to fame on digital platforms, performers thrive
SPECIAL ABILITIES best in front of a live audience.
Relatable (Ex) After spending at least 1 minute nonviolently
interacting with a creature, a streamer develops a special PERFORMER CR 4
rapport with that creature for 1d4 hours. If that creature XP 1,200
attempts to directly attack the streamer while the rapport Cephalume (page 56)
lasts, the creature must attempt a Will save (DC = 10 + the N Medium aberration (plantlike)
streamer’s CR). If the save fails, the creature can’t complete Init +0; Senses darkvision 60 ft.; Perception +10
the attack, that part of its action is lost, and it can’t attempt DEFENSE  HP 45
to directly attack the streamer again for 1 round. If the save EAC 16; KAC 17
succeeds, the creature can attack the streamer normally Fort +3; Ref +3; Will +9; +2 vs. mind-affecting effects, paralysis,
for the duration of the rapport. If the streamer attacks the poison, polymorph, sleep, and stunning
creature or one of the creature’s allies, the rapport ends. Defensive Abilities depth inured*; Resistances cold 5

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
OFFENSE Skills Bluff +19, Computers +14, Culture +19, Diplomacy +14,
Speed 10 ft., swim 30 ft. Profession (video personality) +19 OVERVIEW
Melee traditional battle ribbon +10 (1d8+6 S) Languages Akitonian, Common, Ysoki; telepathy 100 ft.
Space 5 ft.; Reach 10 ft. Other Abilities brand ambassador
CLASSES
Offensive Abilities beguiling glow* (DC 15), star of the show SPECIAL ABILITIES
(DC 15) Brand Ambassador (Ex) An influencer can spend 1 hour
STATISTICS creating and distributing media about an item, location, or EVOLUTIONIST
Str +2; Dex +1; Con +1; Int +0; Wis +2; Cha +5 person, after which the influencer attempts a Profession
Skills Acrobatics +10, Culture +10, Diplomacy +15, Profession (video personality) check with a DC equal to 10 + 1-1/2 × the
CLASS
(dancer) +15 subject’s CR, item level, or the CR of the location’s owner. OPTIONS
Languages Common, Lumos If the influencer succeeds at the check, they attract large
Other Abilities bioluminescence*, plantlike*, symbiote adaption* crowds to the subject. If the media was positive, this allows
SPECIES
(tentacle krikik) anyone who attempts to earn income with a Profession
Gear second skin, traditional battle ribbon AR check related to the subject that week to roll their check
PLAYABLE
SPECIAL ABILITIES twice and use the better result. For negative media, the SPECIES
Star of the Show (Ex) Three times per day as a full action, a unfriendly coverage disrupts business, forcing anyone
performer can begin a captivating show that fascinates attempting to earn income with a Profession check related SPECIES
creatures within 60 feet (Will negates) for as long as the to the subject that week to roll their check twice and use BUILDER
performer keeps performing (a standard action each round). the worse result. After using this ability, the influencer can’t
Once during the effect’s duration, the performer can continue affect that subject for another week. SPECIES
PROFILES
performing as a full action instead of as a standard action to
also impart a suggestion to one fascinated creature, as the
NPC
spell (Will negates). This is a sense-dependent effect, and the GALLERY
suggestion effect is language-dependent.
INDEX
INFLUENCER
Influencers build their reputations as subject matter
and lifestyle experts. They inspire their followers to
mirror the example they set, whether that means
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cooking the same recipes, adopting the same


magical shortcuts, or assuming the same political
stance. They act as advocates, reviewers, and brand
ambassadors. However, they must sustain viewership
and their reputations, and any threat to either of these
can transform the influencer into an implacable foe. An
accomplished influencer wields fearsome power, potentially
generating or crushing demand for a new product.

INFLUENCER CR 7
XP 3,200
Contemplative (page 60)
N Medium monstrous humanoid
Init +2; Senses blindsense (thought) 60 ft., darkvision 60 ft.;
Perception +14
DEFENSE  HP 95
EAC 19; KAC 20
Fort +5; Ref +7; Will +11
Weaknesses atrophied*
OFFENSE
Speed 5 ft., fly 30 ft. (Su, perfect)
Melee claw +16 (1d8+6 S)
Offensive Abilities applied knowledge*
Spell-Like Abilities CL 7th
1/day—detect thoughts (DC 16), mind thrust (3rd level, DC 18)
At will—daze (DC 15), psychokinetic hand
STATISTICS
Str –1; Dex +1; Con +0; Int +3; Wis +3; Cha +6

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CHARLATANS
Throughout the galaxy charlatans run countless cons, scams, their temper. Most pick pockets or run street-corner hustles,
and tricks, from small scale to large, from harmless to downright but many work at festivals and circus midways, or play or rig
dangerous. Although their methods, modes, and goals vary, games at casinos and gambling dens. Some work in groups,
charlatans are nearly always selfish, greedy, and unscrupulous. with one grifter distracting an audience or mark while another
Occasionally, a charlatan uses their skills to entertain, inspire, relieves them of their credits, possessions, or vehicle. The most
and astound—or to rip off oppressors, villains, and faceless benevolent work as magicians and use their skills to entertain.
mega corporations—but they’re the exception, not the rule. The
following charlatans represent a diverse array of con artists, GRIFTER CR 2
scammers, and impostors. XP 600
Worlanisi (page 144)
CON ARTIST CN Small humanoid (worlanisi)
Con artists are small-time scammers who bilk the gullible of credits Init +4; Perception +7
by convincing them something false is true. The street corner DEFENSE  HP 25
psychic spins fortunes for credits, the down-on-their-luck billionaire EAC 13; KAC 15
needs a favor, and the lawyer requests banking information to Fort +4; Ref +6; Will +1; –1 vs. mind-affecting effects*
transfer a distant relative’s inheritance. Most rely on fast talk, quick Weaknesses psychic reverb*
wits, and a well-told lie, but others excel in technological scams. OFFENSE
Speed 30 ft., climb 20 ft.
CON ARTIST CR 1/2 Melee tactical switchblade +10 (1d4+3 S)
XP 200 Ranged diffraction perforator pistol +7 (1d4+2 So; critical bleed
Vlaka (page 140) 1d4)
CN Medium humanoid (vlaka) STATISTICS
Init +1; Senses blindsense (scent) 30 ft., low-light vision; Str +1; Dex +4; Con +1; Int +0; Wis +1; Cha +2
Perception +9 Skills Acrobatics +7, Bluff +7, Sleight of Hand +12
DEFENSE  HP 12 RP 3 Feats Improved Feint
EAC 10; KAC 11 Languages Common, Worlanisi; limited telepathy 60 ft.*
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Fort +0; Ref +0; Will +5 Other Abilities distracting prattle, multiarmed (4)*, worlanisi
Resistances cold 5* gamble*, worlanisi luck*
OFFENSE Gear freebooter armor I, diffraction perforator pistol AR with 2
Speed 30 ft. batteries (20 charges each), tactical switchblade AR
Melee survival knife +2 (1d4 S) SPECIAL ABILITIES
Ranged pulsecaster pistol +4 (1d4 E) or Distracting Prattle (Ex) As a move action, the grifter talks
smoke grenade +4 (explode [20 ft., smoke cloud 1 min., DC incessantly, covering their motions and distracting their
15 + 1 per previous check]) marks with misleading conversation. The grifter gains a +2
STATISTICS circumstance bonus to Bluff and Sleight of Hand checks
Str +0; Dex +1; Con +0; Int +1; Wis +2; Cha +3 until the end of their turn.
Skills Bluff +9, Computers +4, Culture +9, Diplomacy +9, Sense
Motive +9*, Stealth +4 IMPOSTOR
Languages Common, Vlakan (signed, spoken, and tactile), up Impostors are expert actors and liars, trained to look like countless
to 1 other species and to portray these species in conjunction with other
Other Abilities buoy*, cooperative*, practiced liar cultures, social strata, jobs, and personalities. Impostors are
Gear flight suit stationwear, pulsecaster pistol with 2 batteries perceptive, think on their feet, and always ready to adapt to
(20 charges each), survival knife, smoke grenade (2) changing circumstances. More benign impostors find work as
SPECIAL ABILITIES actors, celebrity impersonators, and comedians.
Practiced Liar (Ex) When a con artist attempts a Bluff check to lie,
they can spend 1 Resolve Point to make the DC of their Bluff IMPOSTOR CR 6
check equal to 10 + the target’s total Sense Motive bonus, even XP 2,400
if the target is suspicious of the con artist. The con artist also Astrazoan (page 48)
gains a +2 circumstance bonus on such a Bluff check. NE Medium aberration (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +13
GRIFTER DEFENSE  HP 80
Grifters work up close and personal, earning their credits EAC 18; KAC 19
through sleight of hand and misleading prattle, and are always Fort +5; Ref +5; Will +11
ready to flee if they’re caught cheating or their marks lose Defensive Abilities friendly face

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
OFFENSE Astriapi (page 52)
Speed 30 ft. LE Medium monstrous humanoid OVERVIEW
Melee distortion mirage dagger +14 (1d4+8 F) Init +1; Senses blindsense (scent) 30 ft., darkvision 60 ft.;
Ranged corona laser pistol +12 (2d4+6 F; critical burn 1d4) Perception +16
CLASSES
STATISTICS DEFENSE  HP 105 RP 4
Str +2; Dex +1; Con +0; Int +3; Wis +2; Cha +5 EAC 19; KAC 20
Skills Bluff +18, Culture +18, Diplomacy +13, Disguise +18, Fort +7; Ref +9; Will +13 EVOLUTIONIST
Intimidate +13, Sense Motive +13 OFFENSE
Languages Common, up to 2 others Speed 30 ft., fly 30 ft. (Ex, average)
CLASS
Other Abilities change form*, compression*, cover slip-up, deep Melee ultrathin sword cane +14 (2d4+8 P; critical bleed 1d4) or OPTIONS
cover, many forms* bite* +14 (1d12+8 P)
Gear lashunta mind mail I AR (glamer projector AR), corona laser Ranged advanced semi-auto pistol +16 (2d6+8 P)
SPECIES
pistol with 2 batteries (20 charges each), distortion mirage Offensive Abilities excommunicate
dagger AR with 2 batteries (20 charges each) Spell-Like Abilities (CL 8th)
PLAYABLE
SPECIAL ABILITIES 1/day—dispel magic, psychokinetic strangulation (DC 20) SPECIES
Cover Slip-Up (Ex) The first time each day a creature would 3/day—hold person (DC 19), inflict pain (DC 19), mind thrust
succeed at a Perception check to see through the impostor’s (2nd level, DC 19), mystic cure (2nd level) SPECIES
disguise or a Sense Motive check to disbelieve the At will—command (DC 18), detect thoughts (DC 18) BUILDER
impostor’s lie, treat that creature’s result as if it STATISTICS
rolled a natural 1 on its check. Str +0; Dex +1; Con +1; Int +2; Wis +4; Cha +6 SPECIES
PROFILES
Deep Cover (Ex) Twenty-four hours after initially Skills Acrobatics +16, Bluff +21, Diplomacy +21,
adopting a persona, an impostor gains a +2 bonus on Bluff Mysticism +21, Sense Motive +16
NPC
checks to lie and Disguise checks made to maintain Languages Astriapi, Common, up to 2 others GALLERY
that persona. The impostor loses these bonuses Other Abilities honey production*, powerful
immediately upon impersonating another person prophecy INDEX
with Disguise or change form. Gear advanced lashunta tempweave,
Friendly Face (Ex) As a reaction when advanced semi-auto pistol with 24 small
the impostor is the target of an arm rounds, ultrathin sword cane PW
attack roll, they can temporarily
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SPECIAL ABILITIES
shift their facial features and Excommunicate (Ex) As a move
demeanor to resemble an innocent action, the false prophet denounces
or someone their attacker knows. a foe within 60 feet as an enemy of
The impostor attempts a Disguise their god or their divine purpose. The false
check with a DC equal to 10 + their prophet and their allies gain a +1 morale
attacker’s Sense Motive modifier. bonus to attack rolls made against that target
On a success, the attacker takes a –2 for 1d4 rounds. That target is then immune to
penalty to the triggering attack roll. excommunicate for 24 hours.
Powerful Prophecy (Su) As a full action, the
FALSE PROPHET false prophet spends 1 Resolve Point and acts
False prophets are con artists as if they were receiving a command or vision
who pose as priests, oracles, directly from their god that they transmit to
or even chosen vessels bystanders. This manifests as either a blessing
for a deity, often with a or a curse.
supposed divine mission If the false prophet invokes a blessing, all
or purpose that sets them allies of the false prophet within 30 feet
apart from the bulk of the who can see and hear the false prophet
faith, all to take advantage gain a number of temporary Hit Points
of the faithful. While the least equal to the false prophet’s CR for 1
ambitious false prophets visit minute.
members of a faith to gather donations or beg If the false prophet invokes a curse, all
hospitality and favors, most false prophets insinuate enemies of the false prophet within 30
themselves into at-risk or unhappy communities and feet are shaken for 1d4 rounds unless
gather a congregation or cult around themselves, using they succeed at a Will save (the DC is
innocents as resources, tools, or shields. equal to the ability DC for a spellcaster of
the prophet’s CR; 18 for a CR 8 prophet).
FALSE PROPHET CR 8 A false prophet can have only one
XP 4,800 powerful prophecy in effect at a time.

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DIPLOMATS
Diplomats are ambassadors for their people, working to establish PACT WORLDS DELEGATE
better relationships with those from other cultures, find ways Protectorates and Pact Worlds alike send delegates to the Pact
for groups to collaborate, and realize peaceful solutions when Council, where these diplomats promote their respective worlds’
violence seems imminent. Given the stakes for fumbling a interests (though only Pact Worlds’ delegates have full voting
negotiation, diplomats are highly trained professionals who are rights). With such influence, a helpful delegate might direct the
equally capable of charming others and evading political traps. star system’s resources toward a favorite cause. Conversely,
However, diplomats aren’t necessarily the PCs’ allies. An evil an offended delegate could become a project’s nemesis by
empire might employ diplomats who suppress internal dissent consistently maligning its operations and blocking support. This
and international complaints through clever misdirection. power makes delegates targets of corruption or threats, and
Diplomats might introduce well-intentioned political these dignitaries often hire armed guards while abroad.
entanglements in defense of their own objectives, even if these
limit the PCs’ abilities to thwart some greater evil. A diplomat PACT WORLDS DELEGATE CR 6
is often a non-combat threat, challenging PCs to employ logic, XP 2,400
guile, and charm to discourage, discredit, or sway their rival. Raxilite (page 108)
NG Tiny plant
EMISSARY Init +1; Senses low-light vision; Perception +13
Emissaries are professional negotiators who communicate, DEFENSE  HP 80
advocate for, and verbally defend their patron’s interests. This EAC 18; KAC 19
might require appearing before a trade commission to dispute Fort +7; Ref +5; Will +9; +2 vs. mind-affecting effects,
a contract, courting Pact Council favor to push for a planet’s paralysis, poison, polymorph, sleep, and stun*
admission as a protectorate, or smoothing over an awkward Defensive Abilities limited plant benefits*
incident. More often, an emissary plays a subtle and sustained OFFENSE
role by building connections and keeping their patron on Speed 30 ft.
another party’s figurative radar. Whatever their objectives, Melee tactical switchblade +12 (1d4+5 S)
these diplomats do whatever is necessary to fulfill their mission. Ranged static arc pistol +14 (1d6+6 E; critical arc 2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with a one-handed weapon)
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EMISSARY CR 3 STATISTICS
XP 800 Str –1; Dex +1; Con +0; Int +3; Wis +2; Cha +5
Pahtra (page 96) Skills Bluff +18, Computers +13, Culture +13, Diplomacy +18,
CG Medium humanoid (pahtra) Sense Motive +18
Init +0; Senses darkvision 60 ft., low-light vision; Perception +8 Languages Brethedan, Common, Castrovelian, Raxi, Vercite
DEFENSE  HP 35 RP 3 Other Abilities diplomatic staff, LFAN*, LFAN symbiosis*,
EAC 14; KAC 14 secure channel
Fort +2; Ref +4; Will +6 Gear elite stationwear, static arc pistol with 1 battery (20
Defensive Abilities nimble* charges), tactical switchblade AR, personal comm unit,
OFFENSE professional clothing
Speed 30 ft. SPECIAL ABILITIES
Melee unarmed strike +7 (1d3+3 B nonlethal) Diplomatic Staff (Ex) Helpful functionaries assist a Pact
Ranged static arc pistol +9 (1d6+3 E; critical arc 2) Worlds delegate, who automatically gains the benefit of Aid
STATISTICS Another on checks to recall knowledge and can make such
Str +0; Dex +1; Con +0; Int +2; Wis +4; Cha +1 checks untrained while in contact with their staff.
Skills Bluff +13, Culture +8, Diplomacy +13, Disguise +8, Sense Secure Channel (Ex) By spending 10d6 minutes coordinating
Motive +13 with contacts, a delegate can use a personal comm unit to
Languages Common, Pahtra, Vesk send a message as though it were a system-wide comm
Other Abilities focused purpose unit, and they can use a system-wide comm unit to send a
Gear second skin, static arc pistol with 1 battery (20 charges), message as though it were an unlimited comm unit.
professional clothing
SPECIAL ABILITIES RELIGIOUS PEACEKEEPER
Focused Purpose (Ex) Once per day by concentrating for 1 Whether uniting warring factions with shared beliefs or mediating
minute, an emissary can dedicate themself to a goal that schisms driven by divergent dogma, religious peacekeepers
lasts for 24 hours. Before attempting a saving throw, skill wield divine authority to bring riled parties to the bargaining
check, or ability check that would directly help the emissary table. Good-aligned diplomats might convey compassion, and
fulfill their goal, they can spend 1 Resolve Point to roll the the lawful-aligned might leverage tradition and treaties. On the
check twice and use the better result. other hand, chaotic-aligned negotiators might keep everyone off

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
balance, promoting short-term solutions that are fuel for future OFFENSE
conflict. Evil-aligned peacekeepers are especially insidious, Speed 30 ft. OVERVIEW
tempting weary factions with peace and disarming heroic forces Melee advanced retractable spike +22 (3d4+11 P)
so tyrants can continue to rule unchallenged. Ranged aphelion laser pistol +20 (3d4+11 F; critical burn 1d4)
CLASSES
Spells Known (CL 11th)
RELIGIOUS PEACEKEEPER CR 7 3/day—augury, share language
XP 3,200 At will—telepathic message EVOLUTIONIST
Trox (page 128) STATISTICS
LN monstrous humanoid Str +0; Dex +2; Con +1; Int +5; Wis +8; Cha +3
CLASS
Init +4; Senses darkvision 60 ft., Perception +14 Skills Culture +25 Diplomacy +25, Intimidate +20, Mysticism OPTIONS
DEFENSE  HP 105 +20, Sense Motive +25
EAC 19; KAC 21 Feats Connection Inkling
SPECIES
Fort +9; Ref +11; Will +8 Languages Common, Psacynoa, up to 16 others
Defensive Abilities bulwark* Other Abilities multilimbed (4)*
PLAYABLE
OFFENSE Gear clearweave II AR, advanced retractable spike AR, aphelion SPECIES
Speed 40 ft., burrow 20 ft. laser pistol with 1 battery (40 charges), professional clothing
Melee static stun staff +17 (1d10+11 E; critical staggered) SPECIAL ABILITIES SPECIES
Space 10 ft.; Reach 10 ft. Instinctive Command (Ex) As a move action, a plenipotentiary BUILDER
Offensive Abilities frenzy*, grappler* can issue an order with hypnotizing confidence to a
creature within 60 feet. This functions as command (Will SPECIES
STATISTICS PROFILES
Str +4; Dex +0; Con +4; Int +0; Wis +2; Cha +2 DC 20 negates). After using this ability, the plenipotentiary
Skills Diplomacy +14, Intimidate +19, Mysticism +14 can’t do so again for 1d6 rounds, though at any time they
NPC
Languages Common, Nchaki can reduce the number of rounds by 3 for every Resolve GALLERY
Other Abilities calm down, vestigial arms* Point they spend.
Gear commander ceremonial plate, static stun staff AR, holy INDEX
book of Hylax, ceremonial clothing AR
SPECIAL ABILITIES
Calm Down (Ex) Once every 1d4 rounds, a religious
peacekeeper can target two creatures within range when
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using Intimidate to demoralize; they attempt a single


Intimidate check and apply the result to both targets. When
the peacekeeper successfully demoralizes a creature, they
can reduce the duration of the shaken condition by 1 round
to also make the target staggered for 1 round.

PLENIPOTENTIARY
A plenipotentiary is an elite diplomat vested with
the full power of their government to act and
craft novel treaties without prior clearance. They
command potent tools: state secrets, communication
magic, and often an entourage of capable assistants.
They rarely achieve this role without showing exemplary
wisdom and self-control; however, power corrupts some
plenipotentiaries, turning them into terrifying
political juggernauts who can spread chaos
unless their patrons intervene quickly.

PLENIPOTENTIARY CR 11
XP 12,800
Psacynoid (page 100)
LG Medium monstrous humanoid
Init +2; Perception +8
DEFENSE  HP 155 RP 6
EAC 24; KAC 25
Fort +10; Ref +12; Will +16; +4 vs. language-dependent and
mind-affecting effects
Resistances sonic 10*

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EMERGENCY WORKERS
Emergency workers administer medical care, handle hazardous before they can endanger others. This risky work often exposes
materials, evacuate disaster victims, and provide myriad these professionals directly to the peril they combat. Although
other services in the wake of tragedy. They can be selfless catastrophic mistakes are often fatal, the experts pack heavy
idealists, exhausted municipal workers, or mercenaries who protection that deflects radiation, toxins, and shrapnel that
don’t lift a finger unless they’re under contract. Whatever their might exist even when everything goes right. A typical hazard
motivations, emergency workers are capable, resourceful, and professional is trained to understand and deactivate a wide range
tough, able to work long hours under difficult conditions. of threats, including both technological and magical devices.
Though usually used to remove threats, hazard professionals
HAZARD RESPONSE CREW can easily weaponize their skills. Military units, terrorist
Corporations and governments alike maintain hazard response organizations, and crime rings all welcome a canny demolitionist.
crews, ensuring dedicated personnel can arrive within hours
of disaster to clear roads, repair infrastructure, clear debris, HAZARD PROFESSIONAL CR 6
and track down victims. Crew gear typically includes tools XP 2,400
for cutting apart barriers and extinguishing flames, many of Winterborn ryphorian (page 112)
which are easily weaponized in case a crew needs to fend off LN Medium humanoid (ryphorian)
scavengers, escaped animals, or other threats. Init +5; Senses low-light vision; Perception +18
DEFENSEHP 80
HAZARD RESPONSE CREW CR 3 EAC 18; KAC 19
XP 800 Fort +5; Ref +7; Will +9
Formian (page 68) Resistances cold 5*
LN Medium monstrous humanoid OFFENSE
Init +1; Senses blindsense (scent) 30 ft., darkvision 60 ft.; Speed 30 ft., fly 30 ft. (average)
Perception +13 Melee light sap +12 (1d4+6 B nonlethal)
DEFENSE  HP 40 RP 3 Ranged wave modulator II +14 (1d6+6 F or So)
EAC 14; KAC 16 STATISTICS
Fort +5; Ref +7; Will +4 Str +0; Dex +5; Con +1; Int +3; Wis +2; Cha +0
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Resistances sonic 5* Skills Acrobatics +13, Athletics +13, Engineering +18,


OFFENSE Mysticism +18, Physical Science +18
Speed 30 ft., climb 20 ft. Languages Common, Triaxian, up to 3 others
Melee personal cryospike +12 (1d4+7 C plus extinguish) Other Abilities cut that wire
Ranged static arc pistol +9 (1d6+3 E; critical arc 2) or Gear d-suit II (jetpack), light sap AR, wave modulator II AR
foam grenade I +9 (explode [10 ft., extinguish, DC 12]) with 2 batteries (20 charges each), rad-out serums COM (2),
Offensive Abilities emergency preparedness chemalyzer AR, fire extinguisher, radiation sweeper AR, spy
STATISTICS drone, survival knife, trapsmith’s tools
Str +4; Dex +1; Con +2; Int +0; Wis +0; Cha +1 SPECIAL ABILITIES
Skills Athletics +13, Engineering +8, Physical Science +8 Cut That Wire (Ex) When disabling a hazard or trap, a hazard
Languages Castrovelian, Common professional doesn’t trigger it unless they fail their roll to
Gear second skin, personal cryospike AR with 2 batteries disable by 10 or more.
(20 charges each), static arc pistol with 2 batteries (20
charges each), foam grenade I AR, mk 1 serum of healing, ENERCOPTER PILOT
fire extinguisher, medpatch (5), radiation badge PW; When disaster strikes beyond reach of intact infrastructure,
Augmentations climbing suckers, voice amplifier AA aerial support is crucial to delivering supplies, surveying
SPECIAL ABILITIES damage, and extracting survivors. Enercopter pilots are airborne
Emergency Preparedness (Ex) A hazard response crew can daredevils who brave narrow landing zones, hazardous weather,
spend 1 Resolve Point as a swift action to change either and live fire to save lives. Although the stat block below doesn’t
one type of energy damage dealt by one of their weapons include a vehicle, these pilots are typically encountered with a
into another energy type, or change their energy resistance recon enercopter (Armory 138).
to resist a different type of energy. This ability can affect
and apply to only the following energy types: acid, cold, ENERCOPTER PILOT CR 9
electricity, fire, and sonic. Either effect lasts for 1d4+1 rounds. XP 6,400
Worlanisi (page 144)
HAZARD PROFESSIONAL CG Small humanoid (worlanisi)
Hazard professionals neutralize and clean up dangerous Init +6; Senses darkvision 60 ft., low-light vision; Perception +22
substances and explosive devices, disarming lethal obstacles DEFENSEHP 135

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
EAC 22; KAC 23 Languages Common, Vlakan (spoken, signed, and tactile), up
Fort +10; Ref +8; Will +12; –1 vs. mind-affecting effects* to 8 others OVERVIEW
Weaknesses psychic reverb* Other Abilities buoy*, on your feet
OFFENSE Gear freebooter III (forcepack), sintered handaxe AR, elite
CLASSES
Speed 30 ft., climb 20 ft., fly 60 ft. (average) semi-auto pistol with 24 small arm rounds, mk 3 serums
Melee buzzblade dueling sword +17 (2d6+12 S) of healing (2), spell gem of tongues, advanced medkit,
Ranged screamer decoupler +19 (1d10+9 A; critical demoralize) emergency beacon AR, grappler, sprayflesh (4), titanium alloy EVOLUTIONIST
Offensive Abilities lucky stunt cable line (150 ft.); Augmentations synchronous heart AR
STATISTICS SPECIAL ABILITIES CLASS
Str +3; Dex +6; Con +0; Int +4; Wis +0; Cha +1 On Your Feet (Ex) When an elite rescuer uses Medicine to OPTIONS
Skills Bluff +17, Computers +22, Engineering +22, Piloting +22, treat deadly wounds and exceeds the check’s DC by 5 or
Stealth +17 more, they also suppress one of the following conditions
SPECIES
Languages Common, Worlanisi, up to 4 others; limited the target might have for 1d4 hours: dazzled, deafened,
telepathy 60 ft.* fatigued, nauseated, shaken, sickened, or staggered.
PLAYABLE
Other Abilities multiarmed (4)*, worlanisi gamble*, worlanisi luck* Alternatively, the elite rescuer can reduce any SPECIES
Gear d-suit III (forcepack), buzzblade dueling sword with movement speed penalty a target’s
1 battery (20 charges), screamer decoupler AR with 2 experiencing by 10 feet for 1d4 hours. SPECIES
batteries (40 charges each), mk 3 serum of healing; BUILDER
Augmentations advanced darkvision capacitors
SPECIES
SPECIAL ABILITIES PROFILES
Lucky Stunt (Ex) When performing a vehicle stunt,
an enercopter pilot rolls the Piloting check twice
NPC
and uses the better result. GALLERY

ELITE RESCUER INDEX


For disasters covering a huge area or with several victims,
magically adept rescuers can use divinations and specialized
senses to search for survivors. These experts often work
alone, and must be fit enough to clamber over terrain, remove
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obstacles, and potentially carry their charges back to safety.

ELITE RESCUER CR 10
XP 9,600
Vlaka (page 140)
NG Medium humanoid (vlaka)
Init +5; Senses blindsight (scent) 30 ft., blindsight (life, dying
and stable living creatures only) 30 ft., deafened, low-light
vision; Perception +24
DEFENSE  HP 140 RP 4
EAC 22; KAC 23
Fort +11; Ref +9; Will +13
Resistances cold 10*
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee sintered handaxe +16 (2d6+12 S)
Ranged elite semi-auto pistol +18 (3d6+10 P)
Offensive Abilities cooperative*
Spell-Like Abilities (CL 10th)
1/day—know coordinates COM
Spells Known (CL 10th; ranged +18)
4th (3/day)—arcane eye, remove radioactivity (DC 22)
3rd (6/day)—clairaudience/clairvoyance, dispel magic,
healing junkbot, slow (DC 21)
2nd (at will)—caustic conversion, mirror image
STATISTICS
Str +2; Dex +4; Con +3; Int +6; Wis +3; Cha +0
Skills Acrobatics +19, Medicine +24, Survival +24

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FORMER MILITARY
Military training hones experts with varied skillsets, tempering QUARTERMASTER
them in battlefield conditions. Mercenary work is an obvious A quartermaster ensures equipment and supplies get where
outlet for their skills, but former military pros function well as they need to go, are stored in good order, remain serviceable
security forces and rescue teams, and on exploration missions until needed, and oversees distribution. They’re not only
and supply delivery in dangerous areas. They might be found in capable bargainers: they also learn the basics of powered armor
more mundane settings, such as corporate facilities or research to operate cargo lifters and similar rigs.
labs, especially in places where people or facilities need extra
protection. Each of these NPCs has the following ability. QUARTERMASTER CR 8
Unit Tactics (Ex) Before rolling initiative, the character can XP 4,800
choose to roll twice and take the lower result, and an ally within Quorlu (page 104)
30 feet can roll their initiative check twice and use the better N Medium monstrous humanoid
result. When the character successfully uses covering fire, Init +0; Senses darkvision 60 ft., low-light vision; Perception +16
the selected ally gains the circumstance bonus to AC against DEFENSE  HP 115 RP 5
the next two attacks made against them by creatures in the EAC 20; KAC 21
character’s line of effect. Fort +7; Ref +9; Will +13; +2 vs bleed, disease, and poison
Defensive Abilities endothermic*, lithic*, stable*, unflankable*;
COMBAT MEDIC Immunities disease*, poison*; Resistances fire 5*;
A combat medic learns to perform emergency first aid on the Weaknesses susceptible to cold*
battlefield—skills that transfer directly to paramedic roles in OFFENSE
civilian situations. A combat medic is valuable to a fighting Speed 45 ft.
unit because, in addition to providing fire support, the medic Melee fangblade +18 (1d12+12 S; critical bleed 1d8)
can patch up allies and get them back into the fight or enable Ranged frostbite-class frost projector +16 (1d10+8 C; critical
their retreat. staggered) or
advanced rail gun +16 (1d10+8 P)
COMBAT MEDIC CR 3 Offensive Abilities resourceful fighter
XP 800
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STATISTICS
Luma hadrogaan (page 72) Str +4; Dex +0; Con +1; Int +3; Wis +5; Cha +1
N Medium humanoid (hadrogaan) Skills Athletics +16, Computers +16, Diplomacy +16, Engineer
Init +2; Senses blindsense (vibration) 30 ft.; Perception +8 +16, Pilot +16, Profession (manager) +21, Sense Motive +16
DEFENSE  HP 35 Feats Barricade
EAC 14; KAC 15 Languages Common, Quorlu, up to 3 others
Fort +2; Ref +4; Will +6 Other Abilities multiarmed (3)*, tunneler*, unit tactics
OFFENSE Gear estex suit III (frostbite-class frost projector AR with 2
Speed 30 ft. batteries [40 charges each], quicksuit AR), advanced rail
Melee tactical dueling sword +7 (1d6+4 S) gun AR with 75 longarm rounds, fangblade with 1 battery
Ranged autotarget rifle +9 (1d6+3 P) (20 charges), engineering tool kit, personal comm unit;
STATISTICS Augmentations standard speed suspension
Str +1; Dex +2; Con +0; Int +4; Wis +1; Cha +1 SPECIAL ABILITIES
Skills Athletics +8, Life Science +13, Medicine +13, Physical Resourceful Fighter (Ex) A quartermaster can spend 1 Resolve
Science +8 Point as a move action to draw a set of ammunition, healing
Languages Castrovelian, Common, up to 4 others; limited serum, technological item, personal item, grenade, or similar
telepathy 30 ft. small device at the GM’s discretion. The item’s level can’t
Other Abilities combat medic, dual nervous system*, unit tactics exceed one-third the quartermaster’s CR and can’t be more
Gear regimental dress I AR (easy access kit AR [basic medkit]), than 1 bulk. The item functions until the quartermaster
autotarget rifle (light bayonet bracket AR with tactical dueling regains their Resolve Points.
sword) with 50 longarm rounds, chemalyzer AR, personal
comm unit, 2 batteries (20 charges each) OFFICER
SPECIAL ABILITIES A retired military officer retains tactical, strategic, and logistical
Combat Medic (Ex) When a combat medic exceeds a Medicine expertise. In combat, they provide commands and inspiration,
check DC by 5 or more, the combat medic can also perform all while providing ranged support to rattle the enemy.
the treat deadly wounds task on the target without spending
additional time. If the check exceeds the DC by 10 or more, OFFICER CR 12
the combat medic also applies their Intelligence modifier to XP 19,200
the amount healed by treat deadly wounds, as normal. Worlanisi (page 144)

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
N Small humanoid (worlanisi) Melee zero-edge longsword +26 (7d8+21 S; critical severe
Init +7; Senses darkvision 60 ft., low-light vision; Perception +27 wound) or OVERVIEW
DEFENSE  HP 185 unarmed strike +28 (5d6+21 B)
EAC 26; KAC 27 Ranged parallax laser pistol +28 (5d4+16 F) or
CLASSES
Fort +11; Ref +13; Will +15 elite shirren-eye rifle +28 (4d10+16 P)
Weaknesses psychic reverb* Offensive Abilities spec-ops shooter, unnerving precision
OFFENSE STATISTICS EVOLUTIONIST
Speed 30 ft., climb 20 ft. Str +5; Dex +8; Con +1; Int +3; Wis +5; Cha +1
Melee tactical plasma sword +22 (2d8+15 E&F; critical severe Skills Acrobatics +33, Athletics +28, Culture +28, Intimidate
CLASS
wound) +28, Pilot +28, Sense Motive +28, Stealth +33, Survival +28 OPTIONS
Ranged tactical magnetar rifle +22 (2d8+12 P) Languages Common, up to 4 others
Offensive Abilities unit command, unnerving precision Other Abilities change form*, compression*, rapid revival*,
SPECIES
STATISTICS spec-ops stealth, unit tactics
Str +3; Dex +3; Con +1; Int +3; Wis +3; Cha +5 Gear shiftskin II AR (forcepack), elite shirren-eye rifle (combined
PLAYABLE
Skills Athletics +22, Bluff +22, Computers +22, Diplomacy flash suppressor AR and silencer AR) with 36 longarm SPECIES
+22, Intimidate +27, Pilot +22, Profession (mercenary) +27, rounds, parallax laser pistol (2 batteries with 80 charges);
Sense Motive +22 Augmentations standard speed suspension, mk 5 dermal SPECIES
Feats Suppressive Fire plating BUILDER
Languages Common, Worlanisi, up to 3 others; limited SPECIAL ABILITIES
telepathy 60 ft.* Spec-Ops Shooter (Ex) A spec-ops veteran treats their target’s SPECIES
PROFILES
Other Abilities multiarmed (4)*, unit tactics, worlanisi gamble*, AC bonus from cover as 2 lower and reduces any miss
worlanisi luck* chance due to concealment or total concealment by 10%.
NPC
Gear regimental dress II AR (courage module AR), tactical The spec-ops veteran reduces the penalty to Stealth checks GALLERY
magnetar rifle (light bayonet bracket AR with tactical plasma for moving or sniping by 5.
sword with 1 battery [20 charges]) with 90 longarm rounds, Unnerving Precision (Ex) See page 165. INDEX
personal comm unit; Augmentations advanced darkvision
capacitors, voice amplifierAA
SPECIAL ABILITIES
Unit Command (Ex) As a standard action, the officer can issue
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a command to a willing ally within 60 feet that can hear or


precisely sense the officer. The target can take one standard
action, one move action, or one swift action. A creature can’t
benefit from this ability more than once per minute.
Unnerving Precision (Ex) Once per round
when an officer’s attack exceeds their
target’s AC by 5 or more,
the target becomes shaken
for 1 round (Will negates,
DC = 10 + the officer’s CR).

SPEC-OPS VETERAN
A spec-ops veteran is an elite soldier
trained in reconnaissance, combat, and
myriad other skills that make them a
one‑person army or capable commander.

SPEC-OPS VETERAN CR 16
XP 76,800
Astrazoan (page 48)
N Medium aberration (shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +28
DEFENSE  HP 280
EAC 30; KAC 31
Fort +14; Ref +14; Will +21
DR 5/—; Weaknesses many forms*
OFFENSE
Speed 50 ft., fly 60 ft. (forcepack, average)

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GUIDES
Guides provide safe passage for a fee, shepherding travelers two other creatures, a personal concierge can attempt a
through dangerous or unfamiliar territory. Most specialize Stealth check to hide from enemies within 60 feet, even
in a specific region, using their knowledge, connections, and without cover or concealment.
adaptability to bring clients to their destination in one piece. Used
to situations where they and their clients are on their own, guides COURIER
tend to prefer finesse to force in tough situations, but if charm Couriers’ knowledge of an area comes from their work delivering
doesn’t work, they’ll do whatever it takes to get the job done. goods throughout their city, planet, or system of choice. They
While the most straightforward way for players to encounter make it their business to be friendly with their customers,
a guide is by hiring one, guides offer a variety of other potential who range from small businesses and long-distance lovers
encounters. Players might find a stowalong on their ship, retrace to underground criminal enterprises. Couriers get to know
a captains club guide’s adventure, use a personal concierge to their delivery area well, gathering information on shortcuts,
gain access to power, or help a courier track down a local rumor. hotspots, and landmarks usually known only to locals. They fit
Guides also often have valuable information about planetary in guide work between deliveries and usually pick up customers
conditions, know the location of unexplored sites, and can make while on the job, learning to keep an eye out for those new to
connections with influential locals. an area who might be willing to pay to get the lay of the land.

PERSONAL CONCIERGE COURIER CR 7


For those who can afford it, personal concierges offer a XP 3,200
customized introduction to an unfamiliar place. Usually affiliated Transitional ryphorian (page 112)
with one of several large firms, concierges use their deep pockets N Medium humanoid (ryphorian)
and company reputation to gain access to rare and unavailable Init +2; Senses low-light vision; Perception +19
locales. Many work directly with powerful interests and are DEFENSEHP 100
dispatched to give visitors a positive view of a new place or EAC 19; KAC 20
discreetly boost tourism. It isn’t all luxury travel though—some Fort +6; Ref +8; Will +10
concierges are known to help with prisoner extraction or the Resistances cold 2*, fire 2*
procurement and trade of high-level secrets.
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OFFENSE
Speed 30 ft.
PERSONAL CONCIERGE CR 3 Melee ultrathin sword cane +15 (2d4+7 P; critical bleed 1d4)
XP 800 Ranged flare compliance ray +13 (2d4+7 F; critical blind)
Astriapi (page 52) STATISTICS
NG Medium monstrous humanoid Str +0; Dex +2; Con +2; Int +5; Wis +2; Cha +4
Init +2; Senses blindsense (scent) 30 ft., darkvision 60 ft.; Skills Acrobatics +14, Bluff +19, Diplomacy +19, Sense Motive
Perception +8 +14, Stealth +14
DEFENSEHP 35 Languages Common, Triaxian
EAC 14; KAC 15 Other Abilities local shortcut
Fort +2; Ref +4; Will +8 Gear elite stationwear, flare compliance ray AR, ultrathin sword
OFFENSE cane PW
Speed 30 ft., fly 30 ft. (Ex, average) SPECIAL ABILITIES
Melee tactical switchblade +8 (1d4+3 S) or Local Shortcut (Ex) In locations the courier is familiar with
bite* +8 (1d4+3 P) they increase their speeds by 10 feet and the speeds of
Ranged tactical nightarch needler +10 (1d6 P; critical injection allies within 50 feet by 5 feet.
DC +2)
STATISTICS STOWALONG
Str +0; Dex +2; Con +1; Int +1; Wis +1; Cha +4 Stowalongs trade their knowledge and skills for free passage
Skills Acrobatics +8, Culture +13, Diplomacy +13, Sense Motive on spacefaring vessels. Often experts in an entire system, they
+13, Sleight of Hand +8 are well-connected fixers who everyone seems to know or owe
Languages Astriapi, Common a favor to. This allows them to do high-risk work, escorting
Other Abilities honey production*, wily wallflower customers through disputed or war-torn areas that other guides
Gear casual stationwear, tactical nightarch needler PW with 10 avoid. Between jobs, stowalongs look for clients in trade hubs
darts, tactical switchblade AR and encourage crews they have traveled with to refer them to
SPECIAL ABILITIES trusted associates.
Wily Wallflower (Ex) A personal concierge can fade into the
background at will, leaving others as the focus—or target—of STOWALONG CR 9
attention. As a move action while within 15 feet of at least XP 6,400

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
Worlanisi (page 144) STATISTICS
CN Small humanoid (worlanisi) Str +4; Dex +4; Con +8; Int +6; Wis +4; Cha +3 OVERVIEW
Init +4; Perception +17 Skills Athletics +23, Intimidate +23, Survival +28
DEFENSE  HP 135 Feats Laugh at Danger COM
CLASSES
EAC 22; KAC 23 Languages Common; limited telepathy 30 ft.*
Fort +8; Ref +12; Will +10; –1 vs. mind-affecting effects* Other Abilities known far and wide
Weaknesses psychic reverb* Gear d-suit IV, aurora arc pistol with 2 high-capacity batteries EVOLUTIONIST

OFFENSE (40 charges each), ultrathin doshakari NS


Speed 30 ft., climb 20 ft. SPECIAL ABILITIES CLASS
Melee sintered handaxe +19 (2d6+12 S) Known Far and Wide (Ex) A captains club guide is legendary in OPTIONS
Ranged aphelion laser pistol +17 (3d4+9 F; critical burn 1d4) the places they’ve traveled to. Lower the DC of Diplomacy
STATISTICS and Intimidate checks the guide and their allies attempt in
SPECIES
Str +3; Dex +4; Con +3; Int +3; Wis +1; Cha +6 places the guide is familiar with by 5.
Skills Bluff +22, Culture +17, Diplomacy +22, Piloting +17,
PLAYABLE
Stealth +22 SPECIES
Feats Cultural Chameleon GEM
Languages Common, Worlanisi; limited telepathy 60 ft.* SPECIES
Other Abilities multiarmed (4)*, take it easy, worlanisi gamble*, BUILDER
worlanisi luck*
Gear kasatha microcord III, aphelion laser pistol with 2 high- SPECIES
PROFILES
capacity batteries (40 charges each), sintered handaxe AR
SPECIAL ABILITIES NPC
Take It Easy (Ex) As a standard action, a stowalong can target GALLERY
an unfamiliar creature within 30 feet that isn’t engaged in
combat. The target must attempt a Will save (DC = 11 + the INDEX
stowalong’s CR). If it fails, the target’s attitude toward the
stowalong and their allies improves by one category for one
hour. This doesn’t count toward the once-per-day limitation
for using Diplomacy to change a creature’s attitude.
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CAPTAINS CLUB GUIDE


Guides in this unofficial alliance of retired explorers—most of
whom weren’t actually captains—can usually be coaxed away
from retirement for “one last jaunt” to somewhere they visited
in their more active days. While their information is occasionally
out of date, they make up for it with quick thinking, a higher-
than-expected ability to defend themselves, and the weight
of their name and reputation. That reputation is also usually
the way they gain work, often spreading news of their exploits
around a sector and hinting there might be more adventures
yet to come.

CAPTAINS CLUB GUIDE CR 13


XP 25,600
Uplifted bear (page 132)
LN Large magical beast
Init +4; Senses low-light vision; Perception +23
DEFENSE  HP 225
EAC 27; KAC 29
Fort +17; Ref +17; Will +12
OFFENSE
Speed 40 ft., climb 20 ft.
Melee claw* +24 (3d12+17 S) or
ultrathin doshakari +24 (5d4+17 P; critical wound)
Ranged aurora arc pistol +27 (3d6+13 E; critical arc 2d6)
Space 10 ft.; Reach 5 ft.
Offensive Abilities ferocious charge*

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INFILTRATORS
Infiltrators are skilled at sneaking in and out of restricted The device’s owner can take a move action and attempt
places. Although different types of infiltrators may have an Engineering check with a DC equal to 10 + 1-1/2 × the
similar goals, their methods for avoiding or compromising hacker’s CR + their Dexterity modifier (DC 20 for this
guards and security measures differ greatly: shapeshifters hacker). If they succeed, they reactivate the device.
rely on their ability to become someone else, spies are masters Natural-Born Hacker (Ex) Equipped with integrated tools,
of remaining undetected, hackers can easily break into both a hacker always counts as having the appropriate tool or
physical locations and computer systems to steal information, basic kit for any Computer or Engineering skill check they
and double agents are trained to maintain a cover and lie attempt. Additionally, they can attempt Computers and
about their allegiances. Engineering skill checks at a range of 30 feet. When they
In adventures, infiltrators are most often encountered as use this ability to remotely hack a mechanism or computer,
antagonists who are planning to break into a secure facility to a clearly visible holographic keyboard manifests in front of
carry out acts of espionage or sabotage or to exfiltrate prisoners. them, making it obvious they’re the origin of the activity.
Depending on the type of gig in question, infiltrators may work
with assassins (page 152) or thieves (page 184). DOUBLE AGENT
A double agent is a spy ostensibly employed by one organization
HACKER to spy on a rival, but is secretly working for that rival, providing
Hackers are experts at bypassing security measures and getting accurate but useless information to their employer. However, the
into computer systems. They usually aim to steal intellectual loyalties of a double agent are hard to predict. If their real mission
property or sensitive personal records to blackmail people, or is discovered, they may be coerced to switch sides, and indeed
use malware to compromise systems. Hackers take pride in some double agents are simply opportunists who play both sides.
their skills but value their lives even more. Rather than getting Regardless, a double agent is privy to many secrets and can be an
directly involved in combat, a hacker prefers to partner with asset to anyone who can convince them to cooperate.
muscle to keep hostiles at bay.
DOUBLE AGENT CR 8
HACKER CR 5 XP 4,800
XP 1,600 Kobold (page 84)
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SRO (page 124) N Small humanoid (kobold)


CN Small construct (technological) Init +4; Senses darkvision 60 ft.; Perception +16
Init +3; Senses darkvision 60 ft.; Perception +11 DEFENSE  HP 115
DEFENSE  HP 65 EAC 20; KAC 21
EAC 17; KAC 18 Fort +7; Ref +7; Will +13
Fort +2; Ref +2; Will +6 Resistances fire 5*
Defensive Abilities robotic* OFFENSE
OFFENSE Speed 30 ft.
Speed 30 ft. Ranged drake dragon pistol +17 (3d4+8 F; critical burn 2d4) or
Ranged swagger handcannon +13 (1d12+5 P; critical knockdown) smoke grenade I +17 (explode [20 ft., smoke cloud 1 minute,
Offensive Abilities hack equipment DC 12])
STATISTICS Offensive Abilities disorienting twitch
Str +0; Dex +3; Con +0; Int +5; Wis +2; Cha +0 STATISTICS
Skills Computers +16, Engineering +16, Physical Science +11, Str +0; Dex +4; Con +0; Int +2; Wis +0; Cha +6
Sleight of Hand +11, Stealth +16 Skills Acrobatics +16, Bluff +21, Engineering +21, Piloting +16,
Languages Common Stealth +21
Other Abilities healing circuit*, integrated equipment*, natural- Languages Common, Draconic
born hacker Gear estex suit III, drake dragon pistol AR with 20 petrol, smoke
Gear business stationwear, swagger handcannon AR with grenades (2)
12 scattergun shells, integrated high-density datajack, SPECIAL ABILITIES
integrated personal comm unit Disorienting Twitch (Ex) As a reaction when a creature makes
SPECIAL ABILITIES a ranged attack against the double agent, they can yelp,
Hack Equipment (Ex) As a standard action, a hacker can twitch, or jump in such a sudden and unexpected way that
attempt to temporarily deactivate one weapon, piece of it momentarily disorients the attacker. The double agent
equipment, or armor upgrade within 30 feet, provided it’s selects a creature within 10 feet; the attacker must succeed
a technological or hybrid item. They roll 1d20 + their CR; at a Will save or attack the selected creature instead. The
the DC is equal to 10 + the item level. If they succeed, they DC is equal to 10 + the double agent’s CR (DC 18 for this
deactivate the device until the beginning of their next turn. double agent).

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
SHAPESHIFTER Speed 40 ft., swim 40 ft.
One of the most insidious types of infiltrators, a shapeshifter Melee tentacle* +24 (8d6+18 A & B) OVERVIEW
can impersonate almost anyone, hiding in plain sight to gain Ranged onslaught meduza rifle +27 (7d8+14 A & S; critical bindAR)
access to restricted data or locations. They could be the android Offensive Abilities acidic tentacles*
CLASSES
summoned to repair workstations, the serious vesk security STATISTICS
guard who checks everyone’s clearance upon entrance, or the Str +4; Dex +8; Con +1; Int +6; Wis +0; Cha +0
driven drow CEO who wants to hear more about the newest Skills Acrobatics +26, Engineering +26, Stealth +31 EVOLUTIONIST
prototype weapon. Feats Shot on the Run
Shapeshifters are also highly trained killers who must often Languages Common, Scyphozoan
CLASS
dispose of the people whose identities they steal. They carry Other Abilities amphibious* OPTIONS
only equipment they can easily hide, taking everything else Gear freebooter armor IV, commander meduza rifle (page 119)
they might need from their victims. with 2 super-capacity batteries (80 charges each)
SPECIES

SHAPESHIFTER CR 11
PLAYABLE
XP 12,800 SPECIES
Astrazoan (page 48)
LE Medium aberration (shapechanger) SPECIES
Init +8; Senses darkvision 60 ft.; Perception +21 BUILDER

DEFENSE  HP 180
EAC 24; KAC 26 SPECIES
PROFILES
Fort +10; Ref +13; Will +15
OFFENSE NPC
Speed 30 ft. GALLERY
Melee returning throwing ultrathin doshko +23
(4d12+16 P) INDEX
Ranged returning throwing ultrathin doshko +20
(4d12+11 P)
STATISTICS
Str +5; Dex +8; Con +0; Int +0; Wis +0; Cha +3
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Skills Acrobatics +21, Bluff +21, Disguise +26


Feats Flashmorph (page 51), Improved Feint, Morphing Feint
(page 51)
Languages Common, Drow, Lashunta, Triaxian
Other Abilities change form*, compression*, many forms*
Gear white carbon carbon skin, returning throwing AR ultrathin
doshko

SPY
Spies often engage in corporate espionage, infiltrating secure
locations to steal intellectual property such as plans or
prototypes for new types of weapons, engines, medicine, or
cybernetics. In times of war, spies are needed to gather military
intelligence behind enemy lines. In either case, a spy most often
relies on stealth to sneak past guards, leaving as little evidence
as possible about their presence.
Despite their preference for subterfuge, spies rarely hesitate
to dispatch with anyone who gets in the way of their mission.

SPY CR 14
XP 38,400
Scyphozoan (page 116)
NE Medium aberration
Init +8; Senses blindsense (vibration) 30 ft.; Perception +26
DEFENSE  HP 250
EAC 28; KAC 30
Fort +16; Ref +16; Will +14
OFFENSE

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INVESTIGATORS
Investigators uncover secrets and sift truth from lies. This often PSYCHIC SEER CR 4
places investigators on the side of the law, but when the powers XP 1,200
that be are corrupt, investigators might find themselves labeled Hanakan (page 76)
vigilantes or ostracized. Yet they aren’t easily discouraged, and NG Small magical beast
can become relentless foes. Init +1; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE  HP 43 RP 3
CONSPIRACIST EAC 15; KAC 16
Conspiracists are obsessed with the unexplained, their passion Fort +5; Ref +5; Will +7
often earning them a reputation as eccentric or weird. Yet Defensive Abilities atmospheric adaptation*
a conspiracist’s passion sometimes leads them to imagine OFFENSE
connections where none exist, getting them into trouble. Speed 40 ft., climb 20 ft.
Melee tactical handaxe +5 (1d6+4 S)
CONSPIRACIST CR 1 Ranged murmur sonic suppressor +9 (1d4+4 So; critical stifle)
XP 400 Offensive Abilities foretell
Contemplative (page 60) Hanakan Spell-Like Abilities (CL 4th)*
CN Medium monstrous humanoid 1/day—wisp ally
Init +1; Senses blindsense (thought) 30 ft., darkvision 60 ft.; At will—detect magic, token spell
Perception +10 Spell-Like Abilities (CL 4th)
DEFENSE  HP 17 1/day—augury, zone of truth (DC 15)
EAC 11; KAC 12 3/day—detect thoughts (DC 14), mindlink, share memory
Fort +1; Ref +3; Will +6 (+8 vs. confusion) At will—ghost sound (DC 13), telepathic message
Weaknesses atrophied* Constant—tongues
OFFENSE STATISTICS
Speed 5 ft., fly 30 ft. (Su, perfect) Str +0; Dex +1; Con +1; Int +1; Wis +5; Cha +3
Melee cestus battleglove +5 (1d4 B) Skills Bluff +10, Mysticism +15, Sense Motive +15
Ranged survival flare gun +7 (1d3+1 F; critical burn 1d6) or Languages Akan, Common, and up to 1 other
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pulsecaster pistol +7 (1d4+1 E) Gear basic defrex hide, murmur sonic suppressor AR with 2
Offensive Abilities applied knowledge*, convoluted conspiracy batteries (20 charges each), tactical handaxe AR
STATISTICS SPECIAL ABILITIES
Str –1; Dex +1; Con +0; Int +4; Wis +2; Cha +1 Foretell (Su) Before attempting an attack roll, saving throw, or
Skills Computers +5, Culture +5, Diplomacy +5, Life Science skill check, a psychic seer can spend 1 Resolve Point to roll
+5, Physical Science +5, Sense Motive +10 that check twice and use the better result.
Languages Akitonian, Common, Ysoki, and up to 3 others;
telepathy 100 ft.* DETECTIVE
Gear second skin, cestus battleglove, pulsecaster pistol with 1 Detectives pursue and apprehend those deemed criminals,
battery (20 charges), survival flare gun with 3 flares leaving matters of judgment and incarceration to the courts to
SPECIAL ABILITIES handle. They specialize in subduing their foes, often considering
Convoluted Conspiracy (Ex) As a full action, a conspiracist lethal tactics to be unprofessional or beyond their jurisdiction.
can expound on a brilliantly confusing theory. Each Most detectives work within the law, but some work outside
creature within 30 feet of the conspiracist that can hear or even against it, particularly in areas where government
the conspiracist is dazed for 1 round, unless they succeed authorities can’t be counted upon to uphold the law.
at a Will saving throw (DC = 11 + CR). Whether or not
the creature succeeds at the saving throw, they are then DETECTIVE CR 7
immune to this conspiracist’s convoluted conspiracy for 1 XP 3,200
minute. This is a language-dependent, mind-affecting ability. Nuar (page 92)
LG Medium monstrous humanoid
PSYCHIC SEER Init +1; Senses darkvision 60 ft.; Perception +19
Psychic seers read the thoughts and intentions of others as DEFENSE  HP 105
easily as most would read a story. Due to the intrusive nature EAC 19; KAC 21
of their abilities, psychic seers sometimes experience legal Fort +9; Ref +11; Will +8
limitations or even prejudice. Thus, these investigators often OFFENSE
don’t advertise their talents openly, instead framing their skills Speed 40 ft.
as uncanny hunches and specialized know-how. However, in Melee medium sap +18 (1d6+9 B) or
more tolerant communities, psychic seers often serve as leaders. horn* +18 (2d6+9 P)

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
Ranged merciful advanced semi-auto pistol +15 (2d6+7 P) or SPECIAL ABILITIES
mk 3 riot grenade +15 (explode [15 ft., staggered, DC 15]) Banish the Paranormal (Su) As a move action, the paranormal OVERVIEW
Offensive Abilities apprehend, gore*, pursue suspect investigator can spend 1 Resolve Point to imbue a weapon
STATISTICS they’re wielding with mysterious power for 1 minute. The
CLASSES
Str +2; Dex +1; Con +2; Int +5; Wis +4; Cha +1 weapon gains one of the following fusions: anarchic, axiomatic,
Skills Athletics +14, Culture +14, Diplomacy +14, Intimidation charge disrupting, ghost killer, holy, limningAR, or unholy.
+14, Sense Motive +14 Elucidate (Su) As a full action, the paranormal investigator EVOLUTIONIST
Languages Common, and up to 5 others can share their knowledge about one incorporeal creature,
Other Abilities maze mind* outsider, or undead they’ve identified, granting their allies
CLASS
Gear freebooter armor II, medium sap AR, merciful advanced within 60 feet a +1 insight bonus to AC and attack rolls OPTIONS
semi-auto pistol with 20 rounds, mk 3 riot grenade AR (2), against creatures of that kind for 1 minute.
detective’s badge, manacles with key (4) Paranormal Scholar (Ex) The paranormal investigator gains a
SPECIES
SPECIAL ABILITIES +4 bonus to identify and recall knowledge about incorporeal
Apprehend (Ex) If a detective’s melee attack roll equals or creatures, outsiders, planes, and undead.
PLAYABLE
exceeds its target’s KAC + 8 (or KAC + 4 if the detective SPECIES
is using a nonlethal weapon), the detective automatically
grapples the target. SPECIES
Pursue Suspect (Ex) A detective can designate a target BUILDER
they can see and suspect has committed a crime as a
suspect as a move action. A target remains a suspect until SPECIES
PROFILES
apprehended, proven innocent, or until the detective clears
the target of suspicion as a full action. A detective can have
NPC
a maximum number of suspects equal to their half their GALLERY
Wisdom modifier at one time. A detective gains a +2 bonus
on attack rolls and skill checks against their suspects. INDEX

PARANORMAL INVESTIGATOR
Paranormal investigators study, confront, and banish that which
doesn’t belong in the galaxy, including extraplanar beings, souls
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that refuse to pass on, and most undead. Most paranormal


investigators are made, not born, their lives disrupted by the
paranormal or occult. This makes many indifferent to the
desires and plights of their targets—a “good” or “benevolent”
intruder is no different than one who’s actively harmful to them.

PARANORMAL INVESTIGATOR CR 10
XP 9,600
Hadrogaan (page 72)
N Medium humanoid (hadrogaan)
Init +3; Senses blindsense (vibration) 30 ft.; Perception +24
DEFENSE  HP 150 RP 5
EAC 23; KAC 24
Fort +9; Ref +9; Will +15
OFFENSE
Speed 30 ft.
Melee sentinel spear +18 (2d6+11 P)
Ranged aurora polarity rifle +20 (2d8+10 E)
Offensive Abilities banish the paranormal, elucidate
STATISTICS
Str +1; Dex +3; Con +2; Int +5; Wis +8; Cha +2
Skills Acrobatics +19, Life Science +19, Medicine +19,
Mysticism +24, Physical Science +19, Sense Motive +24
Languages Common, Hadrogaan, and up to 5 more
Other Abilities dual nervous systems*, paranormal scholar
Gear white carbon carbon skin, aurora polarity rifle AR with 2
batteries (40 charges each), sentinel spear; Augmentations
cerebral countermeasures AA2

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MEDICAL STAFF
In many societies, practicing medicine requires extensive (and PHYSICIAN
often formal) education and even certification. Yet the galaxy is a Physicians are accomplished medical staff with ample hands-on
big, dangerous place, and some of the best healers are self-taught, knowledge. However, exposure to suffering sometimes erodes
work outside of official networks, or both. Altruism, prestige, or a physician’s moral compass, driving them to violate medical
profit motivate most medics to provide life-saving care. However, taboos in a misguided attempt to invent new cures. Not only
medics can be villains, with criminals, charlatans, and unethical might this harm patients, but it could even lead to vengeful
innovators willing to provide risky surgeries, experimental drugs, undead and other aggressive creations in the name of science.
or cure-all placebos for the right price.
PHYSICIAN CR 6
EMT XP 2,400
Emergency medical technicians (sometimes abbreviated as EMTs) Maraquoi (page 88)
are often first on the scene, providing field care and stabilizing NG Medium humanoid (maraquoi)
seriously injured patients for transportation to a medical facility Init +2; Senses blindsense (sound) 30 ft., blindsight (dying,
for more intense procedures. Although not included in their gear, live, and stable creatures only) 30 ft., low-light vision;
EMTs typically operate with an ambulance, such as a hover truck Perception +13
(Armory 138) with a medical lab expansion bay (Armory 136). DEFENSE  HP 80
The stats presented here also work well for a medic early in their EAC 18; KAC 19
career, such as a doctor in residency or self-trained street clinician. Fort +5; Ref +7; Will +9
This could also represent a criminal, such as an organ thief. OFFENSE
Speed 30 ft., climb 20 ft.
EMT CR 3 Melee light sap +12 (1d6+6 B nonlethal)
XP 800 Ranged voltaic anchor pistol +14 (1d6+6 E nonlethal; critical bind)
Formian (page 68) Offensive Abilities anatomical specialty (animals and humanoids)
LG Medium monstrous humanoid STATISTICS
Init +2; Senses blindsense (scent) 30 ft., darkvision 60 ft.; Str +0; Dex +2; Con +0; Int +5; Wis +1; Cha +3
Perception +13 Skills Diplomacy +13, Intimidate +18, Life Science +13,
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DEFENSE  HP 35 Medicine +18, Profession (Doctor) +18


EAC 14; KAC 15 Languages Common, Maraquoi, and up to 4 others
Fort +2; Ref +4; Will +8 Gear basic lashunta tempweave, light sapAR, voltaic anchor
Resistances sonic 5* pistolAR with 2 batteries (40 charges each), mk 2 serums
OFFENSE of healing (3), advanced medkit, chemalyzerAR, sprayflesh;
Speed 40 ft. Augmentations synchronous heartAR
Melee claw* +8 (1d4+5 P) or Other Abilities bedside manner
survival knife +8 (1d4+5 S) SPECIAL ABILITIES
Ranged static arc pistol +10 (1d6+3 E stun; critical arc 2) or Anatomical Specialty (Ex) Against creatures of their own creature
tactical needler pistol +10 (1d4+3 P; critical injection DC +2) type or of one other creature type the physician chooses, they
Offensive Abilities injection weapon training add their Intelligence modifier as a bonus to damage with
STATISTICS weapon attacks.
Str +2; Dex +0; Con +1; Int +3; Wis +0; Cha +0 Bedside Manner (Ex) Whenever a physician uses Medicine to
Skills Athletics +8, Computers +8, Life Science +13, Medicine treat deadly wounds and exceeds the DC by 5 or more, they
+13, Piloting +13 add both their Intelligence bonus and Charisma bonus to the
Languages Castrovelian, Common, Shirren; limited telepathy 60 ft.* number of Hit Points regained.
Gear clearweave IAR, static arc pistol with 2 batteries (20
charges each), survival knife, tactical needler pistolCOM PSYCHIC HEALER
with 16 darts, mk 1 serums of healing (2), amblareeCOM (3), Psychic healers use magic to unravel curses, banish malevolent
chemalyzerAR, medkit spirits, and burn away diseases. These miraculous remedies
SPECIAL ABILITIES can make psychic healers into self-serving celebrities or cult
Injection Weapon Training (Ex) An EMT gains a +5 leaders. Others are hermits or iconoclasts who disdain social
circumstance bonus to attack rolls using weapons with the obligations and demand potential clients prove their worth.
injection special property when attacking a willing target.
On a successful attack with an injection weapon against a PSYCHIC HEALER CR 9
willing target, the EMT can choose to deal no damage to the XP 6,400
target while still affecting the target with any drug, serum, Uplifted bear (page 132)
or similar substance loaded into the injection weapon. CG Large magical beast

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
Init +0; Senses low-light vision; Perception +22 mk 3 serums of healing (3), advanced medkit, white nanite
DEFENSE  HP 120 hypopensAR (3); Augmentations mk 2 force solesAR OVERVIEW
EAC 21; KAC 22 SPECIAL ABILITIES
Fort +10; Ref +10; Will +12; +4 vs. curses Rapid Treatment (Ex) A special forces medic can spend 1
CLASSES
OFFENSE Resolve Point to use Medicine to treat deadly wounds as a
Speed 40 ft., climb 20 ft. standard action rather than requiring 1 minute of treatment.
Melee claw* +18 (3d4+13 S) If the Medicine check is successful, the target receives EVOLUTIONIST
Ranged rime subduer +16 (1d12+9 C nonlethal; critical staggered) twice as many Hit Points as normal.
Space 10 ft.; Reach 5 ft. Shield the Fallen (Ex) When the medic uses Medicine to
CLASS
Offensive Abilities ferocious charge* provide first aid, treat deadly wounds, treat disease, or treat OPTIONS
Spells Known (CL 9th) drugs or poison, they gain Bodyguard and In Harm’s Way as
3rd (3/day)—remove affliction (DC 20), synaptic pulse (DC 20) bonus feats for 1 minute, but they can only use these feats
SPECIES
2nd (6/day)—hold person (DC 19), lesser restoration (DC 19), to protect the target of their Medicine check.
mystic cure (DC 19), status (DC 19)
PLAYABLE
1st (at will)—command (DC 18), lesser remove condition, SPECIES
mystic cure (DC 18)
STATISTICS SPECIES
Str +4; Dex +0; Con +0; Int +2; Wis +6; Cha +2 BUILDER
Skills Bluff +22, Medicine +17, Mysticism +22
Languages Common; limited telepathy 30 ft.* SPECIES
PROFILES
Other Abilities soothing magic
Gear lashunta mind mail IAR, rime subduerAR with 2 batteries
NPC
(20 charges each), mk 3 serum of healing, advanced medkit GALLERY
SPECIAL ABILITIES
Soothing Magic (Su) When a psychic healer restores Hit Points INDEX
to a creature, the target also gains a +2 morale bonus to
their next saving throw against a curse, mind-affecting, or
pain effect attempted in the next 10 minutes.
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SPECIAL FORCES MEDIC


For elite combat medics, doing their job often means exposing
themselves to the same fangs and gunfire that wounded their
comrades a moment earlier. These doctors are typically part of
a military unit and receive training in combat and infiltration.

SPECIAL FORCES MEDIC CR 13


XP 25,600
Nuar (page 92)
N Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +28
DEFENSEHP 225 RP 7
EAC 27; KAC 29
Fort +15; Ref +17; Will +14
OFFENSE
Speed 35 ft.
Melee horn* +27 (3d12+21 P) or
called returning alto singing disk +27 (3d6+21 So; critical
confuse)
Ranged called returning alto singing disk +24 (3d6+21 So;
critical confuse)
Offensive Abilities friendly fireCOM, gore*
STATISTICS
Str +8; Dex +1; Con +4; Int +6; Wis +2; Cha +0
Skills Athletics +23, Medicine +28, Survival +23
Languages Common, Orc, and up to 3 others
Other Abilities maze mind*, rapid treatment, shield the fallen
Gear pinion skyfire armor, called returning alto singing diskAR,

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RELIGIOUS FIGURES
Religious figures are typically individuals who rise in their energy pulses, or even direct conversations with their deities.
faith’s ranks due to their unrivaled devotion and skill—or While some prophets embrace their gift and serve as impartial
even due to the blessings bestowed upon them by their deity. messengers, others become overwhelmed by their prophecies,
Religious figures don’t just lead the devout; they often also steer either in the hope of bringing their visions to fruition or in an
nonreligious discourse. Depending on their congregation and attempt to stop some unfavorable future. These prophets often
ambitions, the leader might even overshadow the government of fall victim to exploitative opportunists who try to use them as a
a city or planet. Although this arrangement might bring peace, it tool to foresee and manipulate the future.
could as easily realize a terrible regime of divine tyranny or terror.
PROPHET CR 8
EXCOMMUNICANT XP 4,800
Excommunicants once belonged to a religion, but their divergent Scyphozoan (page 116)
beliefs led mainstream followers to cast them out. While many NG Medium aberration
truly believe they’re following the will of their deities, others Init +0; Senses blindsense (vibration) 30 ft.; Perception +16
have cast their gods aside and work solely to cause trouble for DEFENSE  HP 105
their previous congregations. EAC 19; KAC 20
Fort +7; Ref +7; Will +11
EXCOMMUNICANT CR 4 OFFENSE
XP 1,200 Speed 30 ft., swim 30 ft.
Summerborn ryphorian (page 112) Melee void staff +15 (1d10+9 C; critical suffocate)
N Medium humanoid (ryphorian) tentacle* +15 (1d10+9 A)
Init +0; Senses low-light vision; Perception +10 Spell-Like Abilities (CL 8th)
DEFENSE  HP 45 1/day—break enchantment, contact other plane, reincarnate,
EAC 16; KAC 17 retrocognition, telepathy
Fort +5; Ref +3; Will +7 3/day—divination, mystic cure (4th level)
Resistances fire 5* At will—clairaudience/clairvoyance, tongues
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OFFENSE STATISTICS
Speed 30 ft. Str +1; Dex +0; Con +1; Int +2; Wis +6; Cha +4
Melee tactical baton +8 (1d4+5 B) Skills Diplomacy +21, Mysticism +21, Stealth +16 (+20 in water)
Ranged tactical semi-auto pistol +10 (1d6+4 P) Languages Aquan, Common, Scyphozoan
STATISTICS Other Abilities amphibious*, fortuitous prophecy
Str +1; Dex +0; Con +2; Int +1; Wis +2; Cha +5 Gear lashunta mind mail IAR, crypt-class void staffAR, holy symbol
Skills Bluff +15, Computers +10, Diplomacy +15, Mysticism +10, SPECIAL ABILITIES
Sense Motive +15 Fortuitous Prophecy (Su) By performing a personalized ritual
Languages Common, Triaxian for 10 minutes, a prophet can bestow a prophecy on a
Other Abilities proselytize (DC 15) willing creature within 30 feet. Once during the next year,
Gear casual stationwear, tactical baton, tactical semi-auto the creature can invoke the prophecy before attempting an
pistol (9 rounds), holy symbol attack roll, skill check, or saving throw to roll the check 5
SPECIAL ABILITIES times and use the best result. Once a creature benefits from
Proselytize (Ex) As a full action, an excommunicant can engage a fortuitous prophecy, they’re immune to further uses of
up to 20 creatures within 60 feet in vigorous debate. Each this ability for 10 years.
affected creature becomes fascinated (Will negates’ DC = 11 +
the excommunicant’s CR) for as long as the excommunicant CHAMPION
continues debating as a standard action each round, maximum Champions are warrior-scholars of the faith who fearlessly
10 minutes. As a move action once per hour after debating a defend their fellow believers. Some operate alone, roaming
creature for at least 1 minute, an excommunicant can charm widely to avenge wrongs committed against their gods. Others
that creature for 1d4 hours, as charm monster (Will negates). are leaders whose bravery inspires the faithful. Although the
This ability’s save DCs increase by 3 for any creature whose term champion might evoke images of justice and honor, a
patron deity is the same as that of the excommunicant. This is champion’s behavior reflects their respective god’s will, and an
an auditory, language-dependent effect. evil divinity often acts through equally vile paragons.

PROPHET CHAMPION CR 14
Prophets are chosen by the gods to foretell the future, though XP 38,400
they rarely have a choice in the matter. Their prophecies Astriapi (page 52)
manifest as waking visions, astrological readings, cosmic LN Medium monstrous humanoid

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
Init +2; Senses blindsense (scent) 30ft., darkvision 60 ft.; STATISTICS
Perception +25 Str +5; Dex +2; Con +3; Int +4; Wis +13; Cha +10 OVERVIEW
DEFENSE  HP 250 Skills Diplomacy +34, Medicine +34, Mysticism +39
EAC 28; KAC 30 Languages Common, Vlakan (signed, spoken, and tactile)
CLASSES
Fort +16; Ref +18; Will +14 Other Abilities ascendant, buoy*
Immunities charm, compulsion, fear SPECIAL ABILITIES
OFFENSE Ascendant (Ex) At the beginning of their turn, a divine avatar EVOLUTIONIST
Speed 30 ft., fly 30 ft. (Ex, average) can channel their god’s overwhelming power to strengthen
Melee axiomatic grindblade +28 (4d10+20 S; critical bleed 2d8) their mortal body. This grants the divine avatar 50
CLASS
bite +28 (6d6+20 P) temporary Hit Points, increases the save DCs of their spells OPTIONS
Ranged axiomatic perihelion laser rifle +24 (5d6+14 F; critical by 2, doubles the range of their special senses, and grants
burn 2d6) them a +2 bonus to their AC, attack rolls, saving throws,
SPECIES
STATISTICS and skill checks. At the beginning of each subsequent turn,
Str +6; Dex +2; Con +4; Int +0; Wis +6; Cha +3 the divine avatar must succeed at a Fortitude save (DC = 25
PLAYABLE
Skills Acrobatics +30, Diplomacy +25, Mysticism +25 + 1 for each turn spent using ascendant in the last minute) SPECIES
Languages Astriapi, Common or the ability ends immediately. When the ability ends, the
Other Abilities honey production* divine avatar becomes fatigued for 1 round, and they can’t SPECIES
Gear squad hardlight series, axiomatic grindblade, axiomatic use this ability again for 1 minute. BUILDER
perihelion laser rifle with 1 high-capacity battery (100 Rebuke (Su) As a standard action, a divine avatar can speak a
charges), astriapi honey (functions as mk 3 serum of destructive word as a ranged attack with a range increment SPECIES
PROFILES
healing), holy symbol of 60 feet.
SPECIAL ABILITIES NPC
Sacred Strike (Su) A champion can use this ability before GALLERY
making an attack to roll the attack twice and use the better
result. The attack deals damage as though all of the target’s INDEX
damage reduction, hardness, and resistances were 5 lower
(minimum 0). Once a champion performs a sacred strike,
they can’t do so again for 1d10 rounds.
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DIVINE AVATAR
Divine avatars have ascended beyond the traditional bounds of
their religion and primarily serve as the mouthpieces of their
deities. There are few, if any, divine avatars within each religion,
and their words and authority are second only to the gods they
serve. Though they would never admit so publicly, some see
being chosen as an avatar of their deity as a curse, especially
when a strong-willed deity demands much from them.

DIVINE AVATAR CR 20
XP 307,200
Vlaka (page 140)
LN Medium humanoid (vlaka)
Init +0; Senses blinded, blindsight (hearing) 60 ft., blindsight
(scent) 30 ft.; Perception +34
DEFENSE  HP 395
EAC 34; KAC 35
Fort +19; Ref +17; Will +22
Resistances cold 20*
OFFENSE
Speed 30 ft., fly 30 ft. (Su, perfect)
Melee touch +28 (6d10+25 E)
Ranged rebuke +30 (6d10+20 So; critical deafen)
Spell-Like Abilities (CL 20th)
1/day—enshrining refuge (DC 29), mass inflict pain (DC 29),
mass mystic cure (6th level), shadow walk (DC 29)
3/day—break enchantment, call cosmos, greater dispel magic
At will—discern lies (DC 25), mind thrust (4th level, DC 25)

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SCHOLARS
Though many are students and educators at formal institutions, SUBJECT EXPERT CR 5
scholars are as likely to be solitary academics or self-taught. XP 1,600
Adventurers might seek a scholar to decipher a mysterious Urog (page 136)
text or perform a complicated spell. A scholar could be a party’s LN Large magical beast
patron, sending them to retrieve artifacts or data from faraway Init +0; Senses darkvision 60 ft., electrolocation*, low-light
planets. Villainous scholars might seek nefarious lore or publish vision; Perception +11
dangerously fabricated research for profit or prestige. DEFENSE  HP 65
These scholars have Intelligence-focused skills, yet you can EAC 17; KAC 18
replace these skills to represent other studies, such as a scholar Fort +6; Ref +6; Will +8
of the arts having Profession (painter) instead of Engineering. Immunities poison; Resistances electricity 5*
OFFENSE
POSTGRAD STUDENT Speed 20 ft.
Postgrad students have attained one of their field’s highest Melee tactical switchblade +13 (1d4+7 S)
academic degrees, typically involving years of study and perhaps Ranged sheet lightning pistol +11 (1d6+5 E)
also a portfolio of published works. Postgrad students often Space 10 ft.; Reach 5 ft.
experience pressure to make a name for themselves, which can STATISTICS
motivate risky or even unethical decisions, such as dangerous Str +2; Dex +0; Con +3; Int +5; Wis +0; Cha –1
experiments that endanger bystanders or stealing data. Skills Acrobatics +11, Athletics +11, Bluff –3, Computers +16,
Diplomacy –3, Engineering +16, Physical Science +16
POSTGRAD STUDENT CR 1 Languages Brethedan, Common, Urog, up to 4 others; limited
XP 400 telepathy 30 ft.*
Contemplative (page 60) Other Abilities lecture
N Medium monstrous humanoid Gear business stationwear, sheet lightning pistolAR with 2 high-
Init +0; Senses blindsense (thought) 60 ft., darkvision 60 ft.; capacity batteries (40 charges each), tactical switchbladeAR
Perception +5 SPECIAL ABILITIES
Lecture (Ex) A subject expert can spend 1 minute delivering
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DEFENSE  HP 17
EAC 11; KAC 12 a lecture about an Intelligence-based skill to a number of
Fort +1; Ref +3; Will +6 creatures that doesn’t exceed their CR. When one of the
Weaknesses atrophied* lectured creatures attempts a check using that Intelligence-
OFFENSE based skill within the next 8 hours, they can either use the
Speed 5 ft.; fly 30 ft. (average) subject expert’s modifier with a –5 penalty in place of their own
Melee tactical sword cane +5 (1d4 P) modifier, or they can gain a +1 insight bonus to their check. For
Ranged azimuth laser pistol +7 (1d4+1 F; critical burn) this check, the creature is treated as trained in the skill. Once
Offensive Abilities applied knowledge* a creature applies the lecture effect, they can’t modify another
STATISTICS check in this way until they have a full night’s rest.
Str –1; Dex +0; Con –1; Int +4; Wis +1; Cha +2
Skills Computers +10, Culture +10, Engineering +10, Life FIELD BIOLOGIST
Science +5, Physical Science +5 Field biologists specialize in wilderness research and are often
Languages Akitonian, Common, up to 4 others; telepathy 100 ft.* equipped with nonlethal weapons to subdue creatures so
Other Abilities formal education they can be carefully studied, chipped, and released back into
Gear flight suit stationwear, azimuth laser pistol with 2 the wild. Those who survive numerous expeditions often earn
batteries (20 charges each), tactical sword canePW a reputation for resourcefulness and grit, attracting junior
SPECIAL ABILITIES researchers and other colleagues. Most biologists deeply respect
Formal Education (Ex) Once per day, a postgrad student can the life-forms they study, but some seek to capture creatures to
roll 1d10+10 instead of rolling 1d20 when attempting an perform illegal and harmful experiments for the sake of profit.
Intelligence-based skill check.
FIELD BIOLOGIST CR 7
SUBJECT EXPERT XP 3,200
Subject experts boast exceptional academic and practical Uplifted bear (page 132)
knowledge in their chosen fields. At academic institutions, N Large magical beast
they’re the department heads publishing groundbreaking Init +2; Senses low-light vision; Perception +14
research and teaching the most advanced classes. They might DEFENSE  HP 105
hire adventurers to perform surveys or collect samples from EAC 19; KAC 21
locations too dangerous or distant for them to go themselves. Fort +11; Ref +11; Will +6

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
OFFENSE Languages Akan, Common, up to 5 others
Speed 35 ft.; climb 15 ft. Gear kasatha microcord III, feric ionizerAR with 2 batteries (20 OVERVIEW
Melee apprehension-class capture pole +18 (2d8+11 P) or charges each), zero-edge sword canePW
claw* +18 (2d6+11 S) SPECIAL ABILITIES CLASSES
Ranged static arc rifle +15 (1d12+7 E) Channel Magic (Su) Before making an attack with a weapon,
Size 10 ft.; Reach 5 ft. (10 ft. with capture pole) a scholar of magic can spend 1 Resolve Point and expend
Offensive Abilities ferocious charge*, precise aim, wrassle a spell slot or spell gem to gain a circumstance bonus to EVOLUTIONIST

STATISTICS the attack equal to half the spell’s level and a bonus to the
Str +4; Dex +2; Con +2; Int +5; Wis –1; Cha +0 attack’s damage equal to 3 × the spell’s level.
CLASS
Skills Life Science +19, Medicine +14, Physical Science +14, Ultimate Power (Su) A scholar of magic can spend 1 Resolve OPTIONS
Survival +14 Point when they cast a damaging spell to treat any damage
Languages Common, up to 5 others; limited telepathy 30 ft.* dice that roll a 1 as though they’d instead rolled the
SPECIES
Gear lashunta ringwear II, apprehension-class capture poleCOM, maximum result.
static arc rifle with 2 high-capacity batteries (40 charges
PLAYABLE
each), habitat boxAR, tier 1 antitoxin, tier 2 sedative (4) SPECIES
SPECIAL ABILITIES
Precise Aim (Ex) When a field biologist scores a critical hit, SPECIES
their attack deals additional damage equal to their CR, BUILDER
applied after doubling the attack’s damage.
Wrassle (Ex) A field researcher can attempt a grapple combat SPECIES
PROFILES
maneuver with a +4 bonus as a full action. If they succeed,
they can deal nonlethal damage to the target equal to their
NPC
claw damage in addition to the grapple check’s other effects. GALLERY

SCHOLAR OF MAGIC INDEX


Eminent magical scholars have extensively studied the theory
and application of magic and how it interacts with the rest of the
universe. They’re often deans of arcane academies, chief magical
officers of corporations, or innovators reinventing magic for the
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next generation. They sometimes hire assistants to participate in


dangerous experiments or acquire rare magical objects.

SCHOLAR OF MAGIC CR 11
XP 12,800
Hanakan (page 76)
LN Small magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +20
DEFENSE  HP 155 RP 5
EAC 23; KAC 24
Fort +12; Ref +12; Will +14
Defensive Abilities atmospheric adaptation*
OFFENSE
Speed 40 ft.; climb 20 ft.
Melee zero edge sword cane +18 (2d6+11 P; critical bleed 1d6)
Ranged ferric ionizer +20 (4d4+11 E; critical arc 2d4)
Offensive Abilities channel magic, ultimate power
Spell-Like Abilities (CL 11th)
1/day—wisp ally
At will—detect magic, token spell
Spells Known (CL 11th; ranged +20)
4th (3/day)—creation, flight
3rd (6/day)—arcane sight, dispel magic, explosive blast (DC
21), slow (DC 21)
2nd (at will)—caustic conversion, mirror image
STATISTICS
Str +0; Dex +0; Con +1; Int +5; Wis +8; Cha +3
Skills Culture +20, Medicine +25, Mysticism +25

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SPORTS FIGURES
Across the universe, sapient species have independently universal creature rule and a fly speed of 30 feet when
discovered the societal benefits of friendly (and not-so-friendly) charging; after they use ferocious charge, they immediately
competition—as well as the fame and fortune that can be made become unattuned.
by widely broadcasting such competitions to die-hard fans.
While some cultures thrive on intellectual games of skill and MAGICAL DUELIST
strategy, others revel in fast-paced displays of martial might, Every four years, hanakans hold an exhibition in their home
brute strength, or deadly struggle. No matter the culture, those system of Ash’Akan, where the most adept spellcasters
who succeed in these displays of wit and brawn can amass quite throughout the galaxy display their technical expertise and
a bit of wealth, cultural clout, and even interplanetary notoriety. most exciting thaumaturgical breakthroughs to win prestige
Sports figures are direct and to-the-point combatants with for their respective homes. The magical fighting competition,
a focus on physicality, dexterity, or brute force, and they can named the Trials of Power, is one of the most eagerly awaited
easily serve in any role where violence is a means to an end. events of the symposium. While some attempt to win on wit
Re-skinned sports figures might serve as flashy mercenaries, or unexpected tactics, others attempt to show their proficiency
daring pirates, specially trained guards, or hired muscle. through overwhelming arcane firepower.

PARABOLAS REVIVALIST MAGICAL DUELIST CR 6


When a recent Starfinder Society expedition to the copaxi XP 2,400
planet Tabrid Minor (Near Space 106) uncovered the lost rules Hanakan (page 76)
to a forgotten sport called parabolas, copaxi anthropologists N Small magical beast
and sports enthusiasts were electrified by the discovery. Today, Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
following reconstructed rules, parabolas revivalists throughout DEFENSE  HP 75
the galaxy attempt to recreate it, rekindle popular interest in the EAC 17; KAC 18
pastime, and develop the skills of gravitational mastery required Fort +7; Ref +7; Will +9
by the demanding acrobatic, gravity-bending sport. Defensive Abilities atmospheric adaptation*
OFFENSE
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XP 600 Melee tactical dueling sword +11 (1d6+6 S)


Shimreen (page 120) Ranged advanced skipshot pistol +13 (2d4+6 P; critical bleed 1d6)
NG Medium humanoid (shimreen) Offensive Abilities evocation mastery, subtle distractions
Init +4; Perception +7 Hanakan Spell-Like Abilities* (CL 6th)
DEFENSE  HP 23 1/day—wisp ally
EAC 13; KAC 14 At will—detect magic, token spell
Fort +1; Ref +3; Will +5 Spells Known (CL 6th; ranged +13)
Resistances electricity 5* 2nd (3/day)—caustic conversion, emberstepAP18 (DC 18)
OFFENSE 1st (6/day)—magic missile, overheat (DC 17), reflecting armor
Speed 30 ft. (DC 17)
Melee light sap +6 (1d4+4 B nonlethal) 0 (at will)—daze (DC 16), energy ray
Ranged frost subduer +8 (1d3+2 C; critical staggered) STATISTICS
Offensive Abilities amplify (1d4)* Str +0; Dex +3; Con +2; Int +0; Wis +2; Cha +5
STATISTICS Skills Acrobatics +13, Bluff +18, Mysticism +18
Str +2; Dex +4; Con +0; Int +1; Wis +0; Cha +0 Languages Common, Akan
Skills Acrobatics +12, Athletics +12, Bluff +7, Culture +12, Gear elite stationwear, advanced skipshot pistolNS with 40
Sleight of Hand +7 small arm rounds, tactical dueling sword
Languages Common, Shimreeni, up to 2 others SPECIAL ABILITIES
Other Abilities gravitic agility, shift limb*, stellar alignment (graviton) Evocation Mastery (Su) When rolling damage for an evocation
Gear freebooter armor I, frost subduerAR with 2 batteries (20 spell, the magical duelist adds 1 damage per die rolled.
charges each), light sapAR Subtle Distractions (Ex) If a magical duelist successfully feints
SPECIAL ABILITIES against an opponent, that creature also takes a –2 penalty to
Gravitic Agility (Su) By making micro-adjustments to their any saving throws against spells the duelist casts until the
personal gravity, parabolas revivalists can perform impressive end of the duelist’s next turn.
feats of acrobatic prowess, even going airborne for short
periods of time. While attuned, a parabolas revivalist gains a BRUTARIS LOCK-BACK
bonus to Acrobatics checks equal to one-third their CR. While In the Pact Worlds sport of brutaris, the role of the lock-back,
fully attuned, a parabolas revivalist gains the ferocious charge or demoralizer, is traditionally given to the biggest or toughest

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
member of the team. Brutaris team owners find lock-backs who STATISTICS
exhibit a combination of strength, swiftness, and especially Str +7; Dex +10; Con +0; Int +0; Wis +0; Cha +5 OVERVIEW
ferocity make for highly entertaining matches with lots of ad Skills Acrobatics +28, Athletics +28, Profession (dancer) +33
revenue; thus, the most illustrious brutaris teams center the Feats Improved Combat Maneuver (grapple)
CLASSES
lock-back in their line-up. Languages Common, Triaxian
Gear elite defrex hideAA3, elite irising shieldNS, zero-edge
BRUTARIS LOCK-BACK CR 10 battle ribbonAR EVOLUTIONIST
XP 9,600 SPECIAL ABILITIES
Uplifted bear (page 132) Working the Crowd (Ex) While a battleflower master
CLASS
CN Large magical beast is fighting in front of two or more noncombatants, OPTIONS
Init +3; Senses low-light vision; Perception +19 whenever they successfully grapple an opponent or
DEFENSEHP 165 hit an opponent with a weapon with the Profession
SPECIES
EAC 23; KAC 25 (dancer) weapon special property, they can attempt a
Fort +14; Ref +14; Will +9 Profession (dancer) check with the same DC as a check
PLAYABLE
OFFENSE to demoralize that enemy (as the Intimidate skill) as a SPECIES
Speed 40 ft., climb 20 ft. (35 ft., climb 15 ft. in armor) swift action. If the grapple attempt or attack roll is a
Melee bite* +23 (2d10+15 S) natural 20, the battleflower master can roll twice on the SPECIES
Space 10 ft.; Reach 5 ft. demoralize attempt and take the higher roll. This is an BUILDER
Offensive Abilities ferocious charge, unstoppable momentum emotion and fear effect.
SPECIES
STATISTICS PROFILES
Str +5; Dex +3; Con +8; Int +3; Wis +0; Cha +0
Skills Acrobatics +19, Athletics +24, Intimidate +19
NPC
Feats Improved Combat Maneuver (bull rush) GALLERY
Languages Common; limited telepathy* 30 ft.
Gear kyokor plating IIIAA INDEX
SPECIAL ABILITIES
Unstoppable Momentum (Ex) When using the ferocious charge
ability, a brutaris lock-back can attempt a bull rush in the
place of the trip attempt. If the bull rush attempt succeeds,
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treat the result as 5 higher for the purpose of determining


the distance the target is knocked back.

BATTLEFLOWER MASTER
The battleflowers of Ning are among the
most famed martial artists within the Pact
Worlds. Their rigorous training regimen
incorporates multiple styles from across
the galaxy and celebrates innovation,
as long as it contributes to the greater
culture of elaborate ritual combats for the
entertainment of massive, dedicated crowds.

BATTLEFLOWER MASTER CR 16
XP 76,800
Transitional ryphorian (page 112)
LN Medium humanoid (ryphorian)
Init +10; Senses low-light vision; Perception +33
DEFENSEHP 300
EAC 30; KAC 32
Fort +18; Ref +20; Will +14
Defensive Abilities trimorphic*; Resistances cold 2*, fire 2*
OFFENSE
Speed 30 ft.
Melee zero-edge battle ribbon +30 (5d8+23 S; critical severe
wound) or
unarmed strike +30 (6d10+23 B plus grab)
Offensive Abilities working the crowd

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STEWARDS
With three branches—the Constabulary, Ops, and Overwatch— STEWARDS CONSTABLE CR 7
the Stewards protect people and legal rights within the Pact XP 3,200
Worlds. The Constabulary handles planet-side troubles, the Kalo (page 80)
Overwatch fleet guards Pact Worlds space, and Ops is usually NG monstrous humanoid (aquatic)
responsible for gathering intelligence. Although Stewards often Init +3; Senses blindsight (sound) 60 ft., low-light vision;
function as allies for PCs, they might confront PCs engaged in Perception +14
risky heroics, or a canny villain could frame PCs for high crimes DEFENSE  HP 105
to turn Stewards into fearsome adversaries. EAC 19; KAC 21
Fort +9; Ref +11; Will +8
DATA ANALYST Resistances cold 10*
There’s far more to the Stewards than blue-armored enforcers on OFFENSE
patrol. Behind the scenes, experts at the Bastion headquarters Speed 15 ft., swim 45 ft.
handle investigations. Periodically, these agents embark on Melee underwater aurora shockpad +17 (2d4+13 E stun; critical
field work to analyze security data, crack datapads, combat staggered) or
technomagical viruses, and study strange phenomena. manacles +17 (1d8+13 B)
Ranged underwater thunderstrike sonic rifle +14 (1d10+7 So;
STEWARDS DATA ANALYST CR 5 critical deafen) or
XP 1,600 riot grenade II +14 (explode [15 ft., staggered, DC 16])
Nuar (page 92) STATISTICS
N Medium monstrous humanoid Str +6; Dex +3; Con +2; Int +0; Wis +0; Cha +1
Init +3; Senses darkvision 60 ft.; Perception +11 Skills Athletics +19, Acrobatics +14, Intimidate +14
DEFENSEHP 65 RP 4 Languages Common, Kalo
EAC 17; KAC 18 Other Abilities manacles training
Fort +4; Ref +6; Will +10 Gear officer ceremonial plate, underwaterPW aurora shock
OFFENSE padAR, underwaterPW thunderstrike sonic rifle with 2
Speed 40 ft. batteries (40 charges each), riot grenades IIAR (2), manacles
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Melee horn* +10 (1d4+6 P) SPECIAL ABILITIES


Ranged explorer handcoil +12 (1d6+5; critical arc 1d6) or Manacles Training (Ex) A Stewards constable can wield
stickybomb grenade II +12 (explode [15 ft, entangled 2d4 manacles as though they were a one-handed basic melee
rounds, DC 15 Reflex]) weapon with the analog special property. If a manacles
Offensive Abilities gore* attack result would equal or exceed the target’s KAC + 4, the
STATISTICS constable can attempt a grapple combat maneuver against
Str +1; Dex +3; Con +0; Int +5; Wis +1; Cha +0 the target as part of the attack. If the attack result equals
Skills Computers +16, Engineering +16, Life Science +11, or exceeds the target’s KAC + 13 and the combat maneuver
Medicine +11, Physical Science +16 check succeeds, the constable grapples and applies the
Languages Arkanen, Common, Drow, Vercite restraints to the target.
Other Abilities calculate the odds, mind maze*
Gear regimental dress IAR, explorer handcoilAR with 2 batteries OVERWATCH CAPTAIN
(20 charges each), stickybomb grenades II (2), engineering While Overwatch captains often command larger starships,
kit, hacking kit, tier 1 miniaturized computer with basic AI they’re also dispatched as pilots in smaller craft for more
SPECIAL ABILITIES discreet missions, such as tracking major outlaws or leading
Calculate the Odds (Ex) A data analyst can spend 1 Resolve assaults against galactic invaders.
Point as a move action to study a creature within 60 feet.
Before the end of the data analyst’s next turn, the next time OVERWATCH CAPTAIN CR 10
they make an attack against the target and roll a 5 or lower XP 9,600
on the attack roll’s die, they can reroll the attack and use Trox (page 128)
the higher result. LG Large monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +19
CONSTABLE DEFENSEHP 165
Constables have much more to do than chasing criminals— EAC 23; KAC 25
constables patrol neighborhoods, assist in investigations, guard Fort +12; Ref +14; Will +11
visiting dignitaries, provide disaster relief, and more. Constables Defensive Abilities bulwark*
have limited authority to deputize capable bystanders like OFFENSE
adventurers to help contain a threat. Speed 35 ft., burrow 15 ft.

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
Melee advanced swoop hammer +23 (3d10+15 B; critical SPECIAL ABILITIES
knockdown) Body Double (Su) As a reaction when they would be hit OVERVIEW
Ranged surge staccato rifle +20 (2d10+10 So; critical deafen) or by an attack, an ops infiltrator can create a figment to
riot grenade III +20 (1d8 S, nonlethal, staggered, DC 17) retroactively apply a 20% miss chance against the triggering
CLASSES
Space 10 ft.; Reach 10 ft. attack. If they spend 1 Resolve Point when activating this
Offensive Abilities air strike, frenzy*, grappler* ability, they instead gain a 50% miss chance. This is an
Str +5; Dex +0; Con +3; Int +0; Wis +2; Cha +8 illusion ability. EVOLUTIONIST
Skills Athletics +19, Diplomacy +19, Piloting +24 Cover Up (Ex) By speaking with a creature for up to 5 minutes
Languages Common, Nchaki and spending 1 Resolve Point, an ops infiltrator can alter
CLASS
Other Abilities vestigial arms* that creature’s memory of an event that’s no longer than the OPTIONS
Gear lashunta ringwear III, advanced swoop hammer, surge time they spend speaking. Alternatively, an ops infiltrator
staccato rifleAR with 2 batteries (40 charges each), riot can use this ability as a standard action against a creature
SPECIES
grenade IIIAR, manacles within 30 feet, briefly muddling the target’s memory
SPECIAL ABILITIES of recent events leading up to that moment; the target
PLAYABLE
Air Strike (Ex) Once per day as a full action while becomes confused for 1d4 rounds (Will negates, DC = 13 + SPECIES
outdoors and in line of sight of a flying allied starship, 1/2 the specialist’s CR). Once a creature has been targeted
an Overwatch captain can coordinate an exceptionally by this ability, they’re immune to that infiltrator’s cover up SPECIES
accurate air strike against an outdoor area with a for 24 hours. This is a language-dependent, mind-affecting, BUILDER
20-foot radius at a range of 1 mile. At the beginning of and sense-dependent ability.
the captain’s next turn, the allied starship fires, dealing SPECIES
PROFILES
10d8 fire and piercing damage to anything in the area.
Creatures take half damage with a successful Reflex save
NPC
(DC 12 + 1/2 the captain’s CR). GALLERY

OPS INFILTRATOR INDEX


Ops infiltrators identify threats to the Pact Worlds through a
combination of stealth, espionage, disguise, and charm. These
agents typically work solo, yet they periodically hire trusted
teams to gather information or covertly destroy a target.
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OPS INFILTRATOR  CR 15
XP 51,200
Winterborn ryphorian (page 112)
LN Medium humanoid (ryphorian)
Init +9; Senses low-light vision Perception +31
DEFENSE  HP 255 RP 7
EAC 29; KAC 30
Fort +13; Ref +15; Will +18; +2 vs mind-affecting, staggered,
stunned
Defensive Abilities body double; Resistances cold 15*
OFFENSE
Speed 30 ft.
Melee molecular rift sword cane +24 (3d8+15 P; critical bleed 1d8)
Ranged aphelion shoulder laser +26 (2d8+15 F; critical burn
2d6) or
mk 3 holo grenade +26 (explode [20 ft., 3rd-level
holographic image, DC 23])
Offensive Abilities cover up
STATISTICS
Str +0; Dex +9; Con +2; Int +5; Wis +1; Cha +7
Skills Bluff +31, Culture +26, Disguise +31, Sense Motive +26,
Stealth +31
Languages Common, Draconic, Triaxian, plus any 15 others
Gear squad hardlight series, aphelion shoulder laserAR with 2
batteries (20 charges each), molecular rift sword canePW,
mk 3 holo grenadeAR, holoskin, personal comm unit;
Augmentations vocal modulator

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SURVIVALISTS
Survivalists are defined by independence and self-sufficiency. a rural community. Career rangers in smaller communities
They often expertly navigate specific types of hostile or are often responsible for scouting and hunting to keep their
dangerous terrain: forests, deserts, or more remote locales communities safe and fed.
such as dead space or post-apocalyptic cityscapes. Survivalists
generally don’t rely on others and commonly live and work CAREER RANGER CR 3
alone. However, the following statistics can represent hunters XP 800
and warriors within a community as well as hermits. A Kobold (page 84)
survivalist might have some kind of sentient companion or a LN Small humanoid (kobold)
creature companion, such as a beast of burden or a hunting Init +4; Senses darkvision 60 ft.; Perception +13
beast. A survivalist might arrive at a critical moment to help DEFENSEHP 35
PCs as they travel through a barren wasteland. Alternatively, a EAC 14; KAC 15
survivalist makes an excellent antagonist in a wilderness setting Fort +2; Ref +4; Will +6
since they’re capable of using every aspect of the environment Resistances acid 5*
against their foes. OFFENSE
Speed 30 ft.
OFF-GRIDDER Melee basic handaxe +7 (1d4+4 S)
Off-gridders are those who—by choice or necessity—live apart from Ranged frost subduer +9 (1d3+3 C nonlethal; critical
a technological society and are accustomed to self-sufficiency. staggered) or
Some off-gridders hold a deep-seated distrust of advanced dual focus rifle +9 (2d4+3 F; critical burn 1d4)
technology, perhaps worried it might one day fail and plunge Offensive Abilities expert sniper
civilization into chaos. Others might be victims of circumstance, STATISTICS
such as castaways who crash-landed on an uninhabited planet or Str +1; Dex +4; Con –1; Int +0; Wis +2; Cha +1
criminals hiding from the law. Skills Acrobatics +8, Athletics +8, Engineering +13, Physical
Science +8, Stealth +8, Survival +13
OFF-GRIDDER CR 1/2 Languages Common, Draconic
XP 200 Gear graphite carbon skin, basic handaxeAR, dual focus rifleAR
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Winterborn ryphorian (page 112) with 2 batteries (20 charges each), frost subduerAR with 2
N Medium humanoid (ryphorian) batteries (20 charges each), trapsmith’s tools
Init +1; Senses low-light vision; Perception +9 SPECIAL ABILITIES
DEFENSEHP 13 Expert Sniper (Ex) As long as a career ranger has cover or
EAC 10; KAC 12 concealment against their target, they don’t take the normal
Fort +4; Ref +2; Will +0 –20 penalty for attempting to hide after sniping.
Defensive Abilities determination; Resistances cold 5*
OFFENSE TROPHY HUNTER
Speed 30 ft. Trophy hunters seek to conquer the greatest prey they can
Melee survival knife +6 (1d4 S) track down. Some might hunt dangerous creatures to ensure the
Ranged bow +3 (1d6 P) safety of others, and some are nothing more than glory hounds
STATISTICS seeking thrill and prestige. Trophy hunters are sometimes
Str +0; Dex +1; Con +3; Int +0; Wis +2; Cha +0 accompanied by beasts they’ve captured and trained.
Skills Medicine +4, Stealth +4, Survival +9
Feats Mobility TROPHY HUNTER CR 9
Languages Common, Triaxian XP 6,400
Gear second skin, bow with 20 arrows, survival knife, R2E Pahtra (page 96)
meals (5) NE Medium humanoid (pahtra)
SPECIAL ABILITIES Init +6; Senses darkvision 60 ft., low-light vision; Perception +22
Determination (Ex) Once per day, when damage would DEFENSE HP 145
reduce the off-gridder’s HP to 0, it instead reduces their EAC 22; KAC 24
HP to 1. Fort +11; Ref +13; Will +8; +2 vs. charm and compulsion*
Defensive Abilities nimble*, wary*
CAREER RANGER OFFENSE
Career rangers are self-sufficient and at home in the wilderness. Speed 30 ft.
They excel at guerrilla tactics, such as crafting traps and setting Melee blaze flame doshko +18 (2d8+12 F; critical wound)
ambushes for prey or enemies. A career ranger might be an Ranged elite plasma bolter +21 (3d10+9 E & F; critical wound) or
isolated loner in the middle of nowhere or a vital member of advanced shirren-eye rifle +21 (2d10+9 P)

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
Offensive Abilities selected prey batteries (20 charges each), parallax laser pistol with 2
STATISTICS super-capacity batteries (80 charges each) OVERVIEW
Str +3; Dex +6; Con +0; Int +0; Wis +4; Cha +1 SPECIAL ABILITIES
Skills Acrobatics +17, Stealth +22, Survival +17 Peer into the Unknown (Su) A mysterious hermit can spend
CLASSES
Feats Deadly Aim 1 Resolve Point to gain +2 on an attack roll, skill check,
Languages Common, Pahtra or saving throw. They can choose to use this ability after
Gear advanced iridishell, advanced shirren-eye rifle with 20 success or failure has been determined. EVOLUTIONIST
sniper rounds, blaze flame doshko with 2 batteries (20 Weird Surroundings (Su) A mysterious hermit has the ability to
charges each), elite plasma bolterAR with 2 high-capacity alter the terrain close to their home. In any location where
CLASS
batteries (40 charges each) the hermit has lived for at least 1 year, they can create one OPTIONS
SPECIAL ABILITIES of the following effects within a radius of 1 mile: change the
Selected Prey (Ex) As a swift action, a trophy hunter can local gravity by 1 step, change the local temperature by 1
SPECIES
designate a creature they can see within 60 feet as their step, or increase Survival DCs to avoid getting lost by 10. A
prey. This designation remains for a number of hours equal mysterious hermit can change which effect is active once
PLAYABLE
to the trophy hunter’s CR, until the marked prey dies, or per day and the change takes effect after 1 day. SPECIES
until the trophy hunter designates another creature as their
prey. A trophy hunter gains a bonus equal to half their CR to SPECIES
Survival checks to track their prey and to weapon damage BUILDER
rolls against their prey.
SPECIES
PROFILES
MYSTERIOUS HERMIT
For one reason or another, mysterious hermits isolate
NPC
themselves from civilization. Perhaps a hermit chose isolation GALLERY
to better focus on their studies, or perhaps they fled their home
after being persecuted for performing horrible experiments on INDEX
the local populace.
Locating a hermit and convincing them to share their
knowledge requires seekers to travel to remote, dangerous
locales simply for the chance of receiving a hermit’s aid.
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Hermits can have a range of reactions to others seeking them;


they might be grateful for some brief company, or be violently
distrustful of those who seek their knowledge.

MYSTERIOUS HERMIT CR 14
XP 38,400
Astrazoan (page 48)
CN Medium aberration (shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +25
DEFENSEHP 215 RP 5
EAC 27; KAC 28
Fort +12; Ref +12; Will +19
OFFENSE
Speed 30 ft.
Melee advanced living staff +21 (4d6+14 B; critical bind)
Ranged parallax laser pistol +23 (5d4+14 F; critical burn 3d4)
Spells Known (CL 14th)
5th (3/day)—commune with nature, raise dead
4th (6/day)—confusion (DC 23), discern lies (DC 23),
divination, restoration
3rd (at will)—mind thrust (DC 22), remove affliction
STATISTICS
Str +0; Dex +6; Con +0; Int +4; Wis +8; Cha +4
Skills Life Science +30, Mysticism +30, Survival +25
Languages Aklo, Common, up to 4 others
Other Abilities change form*, compression*, many forms*, peer
into the unknown, weird surroundings
Gear freebooter armor IV, advanced living staffAR with 2

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THIEVES
Thieves are common throughout the galaxy, though more victims into handing over valuables. They can be among the
numerous in larger cities and space stations. They have a variety lower echelons of an organized gang or simply free agents. A
of methods and motivations for snaring others’ property; some mugger might prey on low-level PCs who wander down the
thieves strike back against an amoral corporate system that wrong alleyway, or the PCs might witness a mugging and wish
left them behind, while others selfishly prey on those with little to help. Most muggers flee if their victims put up a fight, which
power to defend their possessions. PCs can encounter thieves could provide the opportunity for an exciting chase.
in numerous circumstances, whether as unsavory associates,
crafty foes, or on-again-off-again allies and rivals. MUGGER CR 6
XP 2,400
PICKPOCKET Nuar (page 92)
Pickpockets are found in virtually all major settlements, CE Medium monstrous humanoid
particularly those with heavy tourism. Many prefer to avoid Init +2; Senses darkvision 60 ft.; Perception +13
violence, whether from moral scruples or because they don’t DEFENSE  HP 90
expect to win such fights. Pickpockets might belong to criminal EAC 18; KAC 20
gangs, while others operate on their own. PCs could run afoul of Fort +8; Ref +10; Will +7
a pickpocket when exploring a new city, or they could be asked OFFENSE
to track down a troublesome pickpocket gang by concerned Speed 40 ft.
business owners. Some pickpockets steal simply to survive, Melee yellow star solar brand +17 (1d8+11 E & F; critical wound) or
which might give PCs encountering them an ethical quandary. horn* +17 (1d8+11 P)
Ranged thunderstrike sonic rifle +14 (1d10+6 So; critical deafen)
PICKPOCKET CR 1 Offensive Abilities beatdown, gore*, menace
XP 400 STATISTICS
Kobold (page 84) Str +5; Dex +2; Con +3; Int +1; Wis +0; Cha +1
CN Small humanoid (kobold) Skills Athletics +13, Intimidate +18, Survival +13
Init +4; Senses darkvision 60 ft.; Perception +10 Languages Common, Orc
Other Abilities maze mind*
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DEFENSE  HP 17
EAC 11; KAC 12 Gear freebooter armor II, thunderstrike sonic rifle with 1
Fort +1; Ref +3; Will +4 high-capacity battery (40 charges), yellow star solar
Resistances electricity 5* brandAR with 2 high-capacity batteries (40 charges each)
OFFENSE SPECIAL ABILITIES
Speed 30 ft. Beatdown (Ex) As a standard action, a mugger can attempt a
Melee survival knife +4 (1d4+1 S) combat maneuver to trip a target. If this succeeds, the mugger
Ranged pulsecaster pistol +6 (1d4+1 E nonlethal) also deals damage equal to one of their melee attacks.
Offensive Abilities swipe Menace (Ex) As a standard action, the mugger can menace a
STATISTICS target, who must succeed at a Will save (DC = 9 + the mugger’s
Str +0; Dex +4; Con –1; Int +1; Wis +0; Cha +2 CR) or be forced to follow the mugger’s orders as if affected
Skills Bluff +5, Engineering +5, Physical Science +10, Sleight of by command. If the target succeeds at their Will save, they’re
Hand +10, Stealth +10 immune to that mugger’s menace ability for 24 hours.
Languages Common, Draconic
Gear flight suit stationwear, pulsecaster pistol with 2 batteries SAFECRACKER
(20 charges each), survival knife Safecrackers specialize in getting into vaults and other secured
SPECIAL ABILITIES locations, often working with a small team. Some safecrackers
Swipe (Ex) As a standard action, the pickpocket can attempt go after treasures like gemstones and art objects, while others
a Sleight of Hand check (DC 20 + the target’s level or CR) target less-tangible things, such as corporate secrets. The PCs
in combat to snatch a small, non-held item from a target, might encounter a safecracker if they interrupt a robbery while
disguising it as a feint or dodge. On a success, the pickpocket on another mission, or might be asked to investigate a break-in
takes the item and quickly conceals it on their person. The after it occurs.
target can attempt an opposed Perception check against the
pickpocket’s Sleight of Hand result to notice the theft. SAFECRACKER CR 10
XP 9,600
MUGGER Raxilite (page 108)
Like pickpockets, muggers are common in large cities, but NE Tiny plant
they adopt a strategy of brute force rather than stealth. Most Init +5; Senses low-light vision; Perception +24
muggers are physically imposing, the better to intimidate their DEFENSE  HP 150 RP 5

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
EAC 23; KAC 24 Offensive Abilities dispel defenses
Fort +11; Ref +13; Will +9 STATISTICS OVERVIEW
Defensive Abilities limited plant benefits* Str +4; Dex +9; Con +3; Int +5; Wis +4; Cha +7
OFFENSE Skills Acrobatics +31, Athletics +31 (+2 to climb metal
CLASSES
Speed 30 ft. surfaces), Bluff +26, Computers +26, Engineering +26,
Melee sintered handaxe +18 (2d6+13 S) Stealth +31
Ranged aphelion laser pistol +20 (3d4+10 F; critical burn 1d4) Languages Castrovelian, Common, Draconic, Kasatha, Pahtra, EVOLUTIONIST
Space 2-1/2 ft.; Reach 0 ft. Vercite, Vesk
Offensive Abilities jam shot Other Abilities blend
CLASS
STATISTICS Gear diamond carbon skin, inductive anchor pistolAR with OPTIONS
Str +3; Dex +5; Con +3; Int +8; Wis +1; Cha +1 2 super-capacity batteries (80 charges each), zero-edge
Skills Bluff +24, Computers +24, Engineering +24 (+26 to dagger, infiltration assistantAR
SPECIES
disable a device), Physical Science +19, Sense Motive +19 SPECIAL ABILITIES
Languages Akitonian, Aklo, Castrovelian, Common, Raxi, Blend (Su) As a swift action, the phantom thief can spend
PLAYABLE
Triaxian, Vercite, Vesk, Ysoki 1 Resolve Point to appear insubstantial, fading into the SPECIES
Other Abilities LFAN*, LFAN symbiosis*, swift recalibration background. Though not true invisibility, this gives the
Gear white carbon carbon skin, aphelion laser pistol with phantom thief a +2 bonus to Stealth checks for the next 10 SPECIES
2 high-capacity batteries (20 charges each), sintered minutes (+4 if they haven’t moved for the past round). BUILDER
handaxeAR, laser drillAR, microgogglesAR Dispel Defenses (Su) The phantom thief is adept at dispelling
magical traps and protections. As a standard action, they SPECIES
SPECIAL ABILITIES PROFILES
Jam Shot (Ex) Once per day as a standard action, the safecracker can spend 1 Resolve Point to unravel a magical effect, as a
can apply a small explosive to a 5-foot square. They can targeted dispel magic, using their CR as their caster level for
NPC
trigger this explosive as a reaction when a creature enters this the dispel check. GALLERY
space, dealing fire damage equal to twice the safecracker’s
CR, pushing the target back 5 feet into an empty space, and INDEX
knocking it prone. The creature can attempt a Reflex save (DC =
10 + the safecracker’s CR) to halve the damage and avoid being
pushed and knocked prone.
Swift Recalibration (Ex) The safecracker’s keen eye
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quickly notes mistakes. They can spend 1 Resolve


Point to immediately reroll a failed Engineering check
to arm explosives, disable a device, or repair an item,
taking the better of the two results.

PHANTOM THIEF
Phantom thieves view themselves as the elite
of the thieving world, carrying out their thefts
with a trademark panache. Most phantom thieves
exclusively target the wealthy, whose possessions
present the most tempting targets. Many leave behind
some sort of calling card to mark a theft as their work.

PHANTOM THIEF CR 15
XP 51,200
Pahtra (page 96)
N Medium humanoid (pahtra)
Init +9; Senses darkvision 60 ft., low-light vision; Perception
+26
DEFENSE  HP 255 RP 6
EAC 29; KAC 30
Fort +13; Ref +15; Will +18; +2 vs. charm and compulsion*
Defensive Abilities nimble*, wary*
OFFENSE
Speed 40 ft.
Melee zero-edge dagger +24 (6d4+19 S)
Ranged inductive anchor pistol +26 (4d6+15 E nonlethal;
critical bindAR)

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TYRANTS
Those who amass extraordinary wealth, power, and influence where the warlord can beat the odds in one fell swoop. These
often use them to perpetuate their advantages, typically leaders most often run pirate ships or mercenary crews, where
through violent or coercive means. Tyrants might maintain their a quick tongue and quicker aim can win the day.
rule through subterfuge and surveillance or through age-old
and expedient threats and brute force. What unifies tyrants FORTUNATE WARLORD CR 11
across philosophical and ideological divides is the willingness Worlanisi (page 144)
and ruthlessness to pursue extraordinarily ends to justify their NE Small humanoid (worlanisi)
means, often at a terrible cost to those who dare oppose them. Init +8; Perception +20
DEFENSEHP 180
SINGULARITY ACCELERATIONIST EAC 24; KAC 26
As dangerous provocateurs pounding the drum of self- Fort +15; Ref +13; Will +10; –1 vs. mind-affecting effects
preservation, singularity accelerationists amass like-minded Weaknesses psychic reverb*
machines to realize an inevitable goal: the complete removal OFFENSE
of chaotic organic life who would ruin artificial intelligence’s Speed 30 ft., climb 20 ft.
inevitable domination of the known universe. Melee tactical plasma sword +20 (2d8+16 E&F; critical severe
wound)
SINGULARITY ACCELERATIONIST CR 7 Ranged medium machine gun +23 (3d10+11 P) or
SRO (page 124) cryo grenade II +20 (explode [15 ft., 2d8 C plus staggered,
LE Medium construct (technological) DC 18])
Init +1; Senses darkvision 60 ft.; Perception +15 Offensive Abilities lucky bounce
DEFENSEHP 100 STATISTICS
EAC 19; KAC 20 Str +5; Dex +8; Con +2; Int +1; Wis +0; Cha +3
Fort +4; Ref +4; Will +8 Skills Bluff +20, Diplomacy +20, Intimidate +25
Immunities construct immunities* Languages Common, Worlanisi; limited telepathy 60 ft.*
OFFENSE Other Abilities multiarmed (4)*, worlanisi gamble*, worlanisi luck*
Speed 20 ft. Gear freebooter armor III, medium machine gun with 240
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Melee fangblade +16 (1d12+11 S; critical bleed 1d8) rounds, tactical plasma sword with 2 batteries (20 charges
Ranged corona artillery laser +14 (2d8+7 F; critical burn 1d6) each), cryo grenades II (3)
STATISTICS SPECIAL ABILITIES
Str +4; Dex +1; Con +0; Int +5; Wis +2; Cha +0 Lucky Bounce (Ex) As a move action, a fortunate warlord can
Skills Computers +19 (+20 if accessing computer from high- draw and throw a grenade with a –10 penalty to their attack
density datajack), Engineering +19, Intimidate +14, Physical roll. When a fortunate warlord misses a ranged attack with
Science +19, Piloting +14 a thrown weapon, they can reduce the number of squares
Languages Common, up to 5 others the weapon lands away from the target by 1. In addition,
Other Abilities healing circuit*, integrated equipment* they roll 1d8 twice and use either result to determine the
(personal comm unit, retinal reflectors, standard datajack), misdirection of the throw.
optimize for destruction, robotic*
Gear vesk overplate I, corona artillery laser with two high- COLVEARE HIERARCH
capacity batteries (40 charges each), fangblade with two The astriapi home world Colveare is run by a council called the
batteries (20 charges each), personal comm unit, tool Hierarchs, descended from revolutionary warrior-priests. While
kit (engineering); Augmentations high-density datajack, Colveare today is a peaceful marvel of civic engineering, a few
retinal reflectors ambitious Hierarch outliers found conspiracies, cults, or private
SPECIAL ABILITIES armies to rule unequivocally. While these aspirations often take
Optimize For Destruction (Ex) The singularity accelerationist the Hierarch far from home, a few aspire to overthrow Colveare’s
can optimize a construct with the technological subtype government and install themselves as absolute monarchs.
whose CR doesn’t exceed their own, granting the creature
the brute adjustment special ability (Alien Archive 142). This COLVEARE HIERARCH CR 14
process takes 8 hours of work. XP 38,400
Astriapi (page 52)
FORTUNATE WARLORD LE Medium monstrous humanoid
Some worlanisi leverage their preternatural luck to best their Init +3; Senses blindsense 30 ft. (scent), darkvision 60 ft.;
rivals, forging loyal armies that revere the leader’s track record Perception +25
of uncanny victories. These fiefdoms typically thrive less on DEFENSEHP 215 RP 6
careful planning than they do on aggression, creating situations EAC 27; KAC 28

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
Fort +13; Ref +15; Will +20 Ranged elite injector pistol +32 (9d6+19 P plus injection;
OFFENSE critical injection +2) OVERVIEW
Speed 30 ft., fly 30 ft. (Ex, average) Offensive Abilities cruel bladework, deadly betrayal (19d4)
Melee nanoserrated chitinblade +22 (4d8+16 S; critical bleed STATISTICS CLASSES
2d8) or Str +2; Dex +9; Con +1; Int +6; Wis +3; Cha +11
bite +22 (1d3+21 P) Skills Acrobatics +32, Bluff +37, Disguise +37, Intimidate +37,
Ranged executioner caustoject +24 (4d4+14 A plus injection; Stealth +32 EVOLUTIONIST
critical injection +2) Languages Common, up to 6 others
Spells Known (CL 14th; ranged +24) Other Abilities change shape*, compression*
CLASS
5th (3/day)—dominate person (DC 24), greater synaptic Gear freebooter armor V, elite injector pistolAR with 40 darts, OPTIONS
pulse (DC 24) molecular rift daggers (3), hydrofluoric acidCOM (3)
4th (6/day)—confusion (DC 23), discern lies (DC 23), hold SPECIAL ABILITIES SPECIES
monster (DC 23), mind thrust (DC 23) Deadly Betrayal (Ex) If a mastermind successfully hits an
3rd (at will)—divine aspectCOM, suggestion (DC 22) enemy during a surprise round, they deal additional damage
PLAYABLE
STATISTICS with the attack to one target equal to 1d4 per CR. SPECIES
Str +2; Dex +3; Con +6; Int +1; Wis +8; Cha +4 Cruel Bladework (Ex) Any operative slashing weapon the
Skills Diplomacy +25, Engineering +30, Mysticism +30 mastermind wields gains the bleed critical hit effect, with SPECIES
Languages Astriapi, Common the bleed damage equal BUILDER
Other Abilities zhufera visions to the underworld
Gear ready to wear echelon fashion, nanoserrated mastermind’s CR. SPECIES
PROFILES
chitinbladeAR, executioner caustojectCOM with 2 batteries (20
charges each), tier III sedative (5)
NPC
SPECIAL ABILITIES GALLERY
Zhufera Visions (Su) As a standard action, the hierarch can
psychically project terrifying visions that affect any number INDEX
of creatures within 60 feet. Each affected creature attempts
a Will save (DC = 8 + the hierarch’s CR). If they fail, they’re
staggered for 1 round and shaken for 1d4 rounds.
If they succeed, they’re shaken for 1 round. After
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being affected by this ability, a creature is immune


to that hierarch’s zhufera visions for 1 hour. This is
a mind-affecting ability.

UNDERWORLD MASTERMIND
The deadliest tyrants rule from the shadows.
By blending in among minions, bystanders, and
rivals alike, an underworld mastermind can steal
secrets, manipulate social phenomena, and rule multiple
organizations under many guises. Such a power
broker often needs pawns—willing or unwitting—and
they could act as a patron who maneuvers young
adventurers to eventually gain an advantage.

UNDERWORLD MASTERMIND CR 19
XP 204,800
Astrazoan (page 48)
NE Medium aberration (shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +32
DEFENSE  HP 385
EAC 33; KAC 34
Fort +18; Ref +18; Will +21
OFFENSE
Speed 30 ft.
Melee molecular rift dagger +30 (10d4+21 S;
critical bleed 19)
Multiattack 3 molecular rift daggers +24 (10d4+21
S; critical bleed 19)

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INDEX
advanced pheromap 143 HYBRID ITEMS 91
airjet (augmentation) 58
iceflame crystal (solarian weapon crystal)79
attentive guidebook (personal item) 139
ink gland (augmentation) 59
Amplified Outgoing Signals (feat) 147
Jinx (feat) 147
ancestor drone (hybrid item) 91
kvashbark cartography kit (hybrid item) 91
aqua-empathic lobe (augmentation) 58
linnormling (creature companion) 82
artificial geyser (spell) 115
localized water elemental (creature
basic pheromap 143
companion) 83
Bear Hug (feat) 135
Lucky Guess (feat) 147
biohacker class options 20
bioluminescent skin (augmentation) 59
biomechanical symbiosis (spell) 111
Brutal Slash (feat) 135
change of seasons (spell) 115
Chemical Trail (feat) 71
Chitinous Wall (feat) 130

CREATURE COMPANIONS 82–83


Crescendo of Victory (feat) 98
Crescendo of Violence (feat) 98
crystal eruption (spell) 123
crystal mine (spell) 123
crystalline codex (personal item) 139

CUSTOM SPECIES BUILDER 42


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Discordant Din (feat) 99


Double Trouble (feat) 67
Draconic Shot (feat) 67
Draconic Senses (feat) 67
dragonkin alternate species traits 67
Escaped Experimental Subject (feat) 147
Efficient Engineering (feat) 71
electrostatic spines (augmentation) 59
envoy class options 22
evolutionist 10 MAGIC ITEM 102
archetype 5 mahoi manta (creature companion) 83
NPC class graft 5 Major Draconic Form (feat) 87
Masterful Imitation (feat) 51
FEATS 51, 67, 71, 87, 98–99, 111, 130–131, 135
mechanic class options 24, 127
Flashmorph (feat) 51 meduza grenade 119
formian alternate species trait 71 meduza rifle (weapon) 119
Grasping LFAN (feat) 111 memory prism (spell) 123
gambler’s risk graft (augmentation) 147 mental muscle (spell) 63
greater change of seasons (spell) 115 mineral dye (personal item) 139
greater mental muscle (spell) 63 Minor Draconic Form (feat) 87
haptic database 143 Morphing Feint (feat) 51
Harmony of Bullets (feat) 99 Multitudinous LFAN (feat) 111
Hibernate (feat) 135 nanocyte class options 26
Hurl Ally (feat) 67 nematocyst spear (weapon) 119
Operatic Shatter (feat) 99
operative class options 28
panic grenade 55
Perpetual Polymorph (feat) 87

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INTERSTELLAR
INTERSTELLAR SPECIES
SPECIES 3
OVERVIEW

PERSONAL ITEMS 139


CLASSES
phantasmal maze (spell) 95
Pincered LFAN (feat) 111
Pinpoint Hearing (feat) 99 EVOLUTIONIST
Polymorphic Titan (feat) 87
precog class options 30 CLASS
preserved path (spell) 95 OPTIONS
pressure filter (augmentation) 59
psychic sonar (spell) 63 SPECIES
Psychic Stalking (feat) 147
psychic strike node (augmentation) 75
PLAYABLE
pyrespike crystal (solarian weapon crystal) 79 SPECIES
Rallying Roar (feat) 135
Rending Slash (feat) 135 SPECIES
researcher’s helper (personal item) 139 BUILDER

Righteous Frenzy (feat) 130


SPECIES
Shifter’s Eye (feat) 51 PROFILES
singing stinger (weapon) 55
soldier class options 32
NPC
sonic vocalizer (augmentation) 59 GALLERY
Soothing Focus (feat) 147
speech encoder (personal item) 139 INDEX
spell amulets (magic item) 102
spell redirection (spell) 131
starlight flute (hybrid item) 91
Startling Charge (feat) 135
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storm-deflecting sphere (spell) 123


sure collector (personal item) 139
Terrifying Presence (feat) 67
thermal-sensitive eyes (augmentation) 59

SPELLS 63, 95, 111, 115, 123, 131

TECHNOLOGICAL ITEM 143


Toxic Strike (feat) 71
Trading Places (feat) 147
True Dragon Form (feat) 87
Tunneling Vanguard (feat) 131
valai band (tech item) 143
Vali water (hybrid item) 91
Vestigial Vigor (feat) 131
vivara rifle (weapon) 55
volcanic wrath (spell) 115

WEAPONS 55, 79, 119

witchwarper class option 107

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PAIZO INC. Vice President of Technology • Rei Ko


Controller • Mary Webb
Creative Director • James Jacobs Sales Manager • Cosmo Eisele
Director of Game Design • Jason Bulmahn Sales & E-Commerce Assistant • Mika Hawkins
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Director of Game Development • Adam Daigle Marketing and Media Manager • Aaron Shanks
Development Managers • Jason Keeley and Linda Zayas-Palmer Marketing and Licensing Coordinator • Raychael Allor
Senior Developers • Eleanor Ferron, Thurston Hillman, Luis Loza, Director of Community • Tonya Woldridge
and Patrick Renie Organized Play Coordinator • Alex Speidel
Developer • Jenny Jarzabski Director of Project Management • Glenn Elliott
Starfinder Lead Designer • Joe Pasini Project Manager • Lee Aula
Starfinder Senior Developer • John Compton Senior Accountant • William Jorenby
Organized Play Line Developers • Jessica Catalan and Mike Kimmel Finance Operations Specialist • B. Scott Keim
Pathfinder Lead Designer • Logan Bonner
Senior Designers • James Case and Michael Sayre Front End Engineering Lead • Andrew White
Managing Editor • Leo Glass Senior Software Developer • Gary Teter
Lead Editor • Avi Kool Software Architect • Brian Bauman
Senior Editors • Patrick Hurley and Ianara Natividad Software Developer • Robert Brandenburg
Editors • Solomon St. John and Shay Snow Software Test Engineer • Erik Keith
Art Directors • Kent Hamilton, Kyle Hunter, and Adam Vick System Administrators II • Whitney Chatterjee and Josh Thornton
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Production Designer • Justin Lucas Webstore Coordinator • Katina Davis
Director of Brand Strategy • Mark Moreland Customer Service Team • Logan Harper, Jonathan Morgantini, James
Paizo CEO • Lisa Stevens Oakes, and Austin Phillips
President • Jim Butler Warehouse Manager • Jeff Strand
Chief Creative Officer • Erik Mona Logistics Coordinator • Kevin Underwood
Vice President of People & Culture • Maggie Gallagher Warehouse Distribution Lead • Heather Payne
Vice President of Sales & Operations • Mike Webb Warehouse Team • Alexander Crain, James Mafi, Zac Moran, and Evan Panek

Open Game License Version 1.0a


Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. versions of this License. You may use any authorized version of this License to copy,
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who modify and distribute any Open Game Content originally distributed under any version
have contributed Open Game Content; (b) “Derivative Material” means copyrighted of this License.
material including derivative works and translations (including into other computer 10. Copy of this License: You MUST include a copy of this License with every copy of
languages), potation, modification, correction, addition, extension, upgrade, improvement, the Open Game Content You distribute.
compilation, abridgment or other form in which an existing work may be recast, 11. Use of Contributor Credits: You may not market or advertise the Open Game
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, Content using the name of any Contributor unless You have written permission from the
broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” Contributor to do so.
means the game mechanic and includes the methods, procedures, processes and routines 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
to the extent such content does not embody the Product Identity and is an enhancement License with respect to some or all of the Open Game Content due to statute, judicial order,
over the prior art and any additional content clearly identified as Open Game Content or governmental regulation then You may not Use any Open Game Material so affected.
by the Contributor, and means any work covered by this License, including translations 13. Termination: This License will terminate automatically if You fail to comply with
26021803 and derivative works under copyright law, but specifically excludes Product Identity. all terms herein and fail to cure such breach within 30 days of becoming aware of the 1401040

(e) “Product Identity” means product and product line names, logos and identifying breach. All sublicenses shall survive the termination of this License.
marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, 14. Reformation: If any provision of this License is held to be unenforceable, such
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, provision shall be reformed only to the extent necessary to make it enforceable.
likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 15. COPYRIGHT NOTICE
or audio representations; names and descriptions of characters, spells, enchantments, Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
personalities, teams, personas, likenesses and special abilities; places, locations, environ- System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan
ments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
or graphic designs; and any other trademark or registered trademark clearly identified Arneson.
as Product identity by the owner of the Product Identity, and which specifically excludes Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn,
the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland,
designs that are used by a Contributor to identify itself or its products or the associated Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas,
products contributed to the Open Game License by the Contributor (g) “Use”, “Used” Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman,
or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and
create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee Josh Vogt.
in terms of this agreement. Starfinder Interstellar Species © 2022, Paizo Inc.; Authors: Rigby Bendele, Jessica
2. The License: This License applies to any Open Game Content that contains a notice Catalan, John Compton, John Curtin, Dana Ebert, Eleanor Ferron, Ivis K. Flanagan, Nicole
indicating that the Open Game Content may only be Used under and in terms of this Heits, Joan Hong, Mikko Kallio, Jason Keeley, Aaron Lascano, Hilary Moon Murphy,
License. You must affix such a notice to any Open Game Content that you Use. No terms Emily Parks, Joe Pasini, Erin Roberts, Chris S. Sims, Kendra Leigh Speedling, Owen K.C.
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itself. No other terms or conditions may be applied to any Open Game Content distributed
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3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep- This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks,
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Game Content term for which is “dreaming barathu”), and the Drift (the official Open Game Content term
and/or You have sufficient rights to grant the rights conveyed by this License.
for which is “hyperspace”). (Elements that have previously been designated as Open Game Content, or are
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of exclusively derived from previous Open Game Content, or that are in the public domain are not included in
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tent You are copying, modifying or distributing, and You must add the title, the copyright
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Game Content you Distribute. this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, Section
7. Use of Product Identity: You agree not to Use any Product Identity, including as an 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced
indication as to compatibility, except as expressly licensed in another, independent Agree- in any form without written permission.
ment 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 conjunc- Starfinder Interstellar Species © 2022, Paizo Inc. All rights reserved. Paizo, the Paizo golem logo, Pathfinder,
tion with a work containing Open Game Content except as expressly licensed in another, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo
independent Agreement with the owner of such Trademark or Registered Trademark. The Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game,
Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Combat Pad,
use of any Product Identity in Open Game Content does not constitute a challenge to the
Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns,
ownership of that Product Identity. The owner of any Product Identity used in Open Game
Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder
Content shall retain all rights, title and interest in and to that Product Identity.
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9. Updating the License: Wizards or its designated Agents may publish updated Printed in China.

190

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UNLEASH
COSMIC
POWER!

26021804 1401041

GALACTIC MAGIC
Unravel the eldritch mysteries of the galaxy with Starfinder Galactic Magic! This book
demystifies Starfinder’s magical possibilities, providing your characters fantastic abilities
to overcome any challenge. Whether you master the secrets of arcane academies, steal
spells with supernatural finesse, or draw power from the gods themselves, Starfinder
Galactic Magic redefines what you thought possible!

AVAILABLE NOW!
MSRP
© 2022, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Starfinder
Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc.
paizo.com/starfinder $39.99
26021804
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paizo.com #37566384, Kyle Williamson <blankslate1990@yahoo.com>, Aug 15, 2023

COSMIC
CATASTROPHE!

26021805 1401042

DRIFT CRISIS
Hyperspace is broken! Faster-than-light travel, made possible by the Drift, fails in a
catastrophic instant. Travelers vanish midflight, communications scramble, and the
Drift’s progenitor-god, Triune, falls mysteriously silent. In the aftermath, empires cling to
far-flung holdings, opportunists exploit the chaos, and everyone demands to know
how this crisis can be resolved. With Starfinder Drift Crisis, you can dive right into this
galaxy-spanning emergency and determine what happens next!

AVAILABLE NOW!
MSRP
© 2022, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; Starfinder
Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc.
paizo.com/starfinder $44.99
26021805
paizo.com #37566384, Kyle Williamson <blankslate1990@yahoo.com>, Aug 15, 2023 26021805
TENDRIL, WING, AND SCALE

S tarfinder isn’t just a game about hackers,


telepathy, and laser pistols—it’s an intersection
of the many delightfully unique aliens that you can

INTERSTELLAR SPECIES
play! Interstellar Species presents an eclectic array
of strange creatures, from extradimensional kobolds
and tiny raxilite plant people to mighty dragonkin and
crystalline, silicon-based urogs. Be prepared not only
to uncover all-new cultures, histories, and character
options, but also to learn how you don’t need a spine
to pilot a starship! In this book, you’ll find:

D The new evolutionist character class, able to


transform their body to overcome any challenge!

D An in-depth look at 25 fan-favorite playable


species, all with exciting character options like
feats, spells, and gear innovated by those species.

D Tools for creating your own playable species,


including their appearance, culture, and abilities!

D A vast gallery full of versatile NPCs like assassins,


explorers, investigators, and sports stars—each
ready to be included in any campaign.

INTERSTELLAR SPECIES
paizo.com/starfinder
Printed in China. PZO7120

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