Alien Archive 3
Species
Brenneris are friendly otter-like diplomats who can swim and hold their breath for long periods; they usually keep a comforting object. |
Cephalumes are curious bioluminescent aquatic cephalopods who have adapted to form symbiotic unions with krikiks (bioelectric arthropods). |
Dessamars begin life as larval instars, later transforming into butterfly-like imagos; they’re good-natured, whimsical, dreamers with minor magical powers. |
Dessamars begin life as larval instars, later transforming into butterfly-like imagos; they’re good-natured, whimsical, dreamers with minor magical powers. |
Dirindis are stout, three-eyed humanoids with an affinity for languages and electricity; they’re comical and prone to exaggeration. |
Dromadas are swift, long-necked mammalian bipeds with stubby eyestalks and keen vision; they are skittish and live in herds. |
Espraskas are friendly avians adapted to cold environments who can fly; they adore exploration, self-discovery, and experiencing other cultures. |
Hanakans are small, bipedal oviraptors adapted to numerous atmospheres; they embrace magic, eschew electricity, and have a feathered crest and tail. |
Hortuses are slightly poisonous spongy fungi with a laid-back attitude; they can release spores to alter their surrounding atmosphere. |
Ijtikris are air-breathing, squid-like aberrations with an oblong hardened head and numerous tentacular arms; they spend their infancy underwater. |
Izalguuns are large, six-limbed isolationists capable of adopting a bipedal or quadrupedal stance; they eschew technology for a hunter-gatherer lifestyle. |
Morlamaws are colorful, large-tusked walrus-folk who are adapted to cold water; they’re usually friendly, orderly, and gullible. |
Raxilites are tiny, plantlike bipeds who are gentle and gregarious; they can switch between flowering or seeding and utilize LFAN augmentations. |
Sazarons are large, club-tailed quadrupeds with a humanoid torso and saurian lower body; they’re scholarly and resistant to electricity. |
Shakaltas are colorful psychic souls who merge with another shakalta upon adulthood, forming a new body shared between two souls. |
Shatoris are tranquil immortals transformed by proximity to the Boneyard; they have translucent flesh and luminescent bones. |
Spathinae are tiny insects who organize into a humanoid-shaped biological and neural network, becoming a distributed sapience with unified purpose. |
Telias are genial, tortoise-like storytellers who can swim and erase their own memories; their shells record their life experiences. |
Varculaks are undead who remember little of their previous life and are susceptible to silver; they often unnerve their living counterparts. |
Spells
Prevent a target from leaving the plane | |
Swap your mind with the target |
Feats
Prerequisite | |
---|---|
You work fluidly with your creature companion mount. | Survival 1 rank. |
You can grant your creature companion simple actions. | Survival 1 rank. |
Your control of your creature companion improves. | Creature Companion Adept, Survival 4 ranks. |
Your bond with your companion deepens, allowing it to anticipate your commands. | Creature Companion Expert, Survival 10 ranks. |
Your creature companion can unleash its fury unbidden. | Creature Companion Master, Survival 13 ranks. |
While mounted, you exhibit exceptional control over not just your creature companion but also yourself. | Combat-Trained Mount, Survival 5 ranks. |
Through sheer force of will, you can gain the effects of being fully attuned to your current stellar mode. | Cha 13, Mysticism 5 ranks, stellar mode class feature. |
Armor
Name | Level | Price | EAC | KAC | Max Dex Bonus | Armor Check Penalty | Speed Adjustment | Upgrade Slots | Bulk | |
---|---|---|---|---|---|---|---|---|---|---|
12 | 33,000 | +14 | +16 | 5 | - | - | 3 | L | ||
16 | 142,000 | +19 | +21 | 6 | - | - | 4 | L | ||
8 | 9,000 | +9 | +11 | 4 | - | - | 2 | L | ||
6 | 5,150 | +5 | +7 | 5 | - | - | 0 | L | ||
10 | 20,000 | +13 | +15 | 4 | -1 | - | 1 | 1 | ||
14 | 90,000 | +16 | +18 | 5 | -1 | - | 2 | 1 | ||
18 | 382,500 | +20 | +22 | 6 | -1 | - | 3 | 1 |
Powered Armor
Name | Level | Price | EAC | KAC | Max Dex Bonus | Armor Check Penalty | Size | Upgrade Slots | Bulk | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 191,000 | +18 | +22 | 6 | -2 | Medium | 2 | 18 |
Armor Upgrades
Name | Level | Price | Slots | Armor Type | Capacity | Usage | Bulk | |
---|---|---|---|---|---|---|---|---|
10 | 19,000 | 1 | Heavy, Light, Powered | 10 | 1/minute | - | ||
7 | 6,500 | 1 | Heavy, Light, Powered | - | - | - | ||
12 | 37,500 | 2 | Heavy, Powered | - | - | 1 | ||
1 | 100 | 1 | Heavy, Light, Powered | - | - | L |
Weapons
Name | Level | Price | Damage | Range | Critical | Bulk | Capacity | Usage | Special | |
---|---|---|---|---|---|---|---|---|---|---|
2 | 200 | - | 20 ft. | - | L | 1 Drawn | - | Explode (5 ft., nanite cloud 1 minute, corrode 1) | ||
6 | 700 | - | 20 ft. | - | L | 1 Drawn | - | Explode (5 ft., nanite cloud 1 minute, corrode 1) | ||
10 | 3,000 | - | 20 ft. | - | L | 1 Drawn | - | Explode (5 ft., nanite cloud 1 minute, corrode 1) | ||
14 | 12,000 | - | 20 ft. | - | L | 1 Drawn | - | Explode (5 ft., nanite cloud 1 minute, corrode 1) | ||
18 | 65,000 | - | 20 ft. | - | L | 1 Drawn | - | Explode (5 ft., nanite cloud 1 minute, corrode 1) | ||
9 | 13,100 | 2d8 B | - | - | L | 20 | 2 | Bright, Force, Powered (capacity 20; usage 2) | ||
5 | 3,180 | 1d6 B | - | - | L | 20 | 2 | Bright, Force, Powered (capacity 20; usage 2) | ||
17 | 250,000 | 6d10 B | - | - | L | 40 | 4 | Bright, Force, Powered (capacity 40; usage 4) | ||
20 | 880,000 | 11d8 B | - | - | L | 40 | 2 | Bright, Force, Powered (capacity 40; usage 2) | ||
14 | 75,000 | 4d10 B | - | - | L | 40 | 4 | Bright, Force, Powered (capacity 40; usage 4) | ||
4 | 325 | - | 20 ft. | - | L | 1 Drawn | - | Explode (10 ft.; see text) | ||
8 | 1,400 | - | 20 ft. | - | L | 1 Drawn | - | Explode (15 ft.; see text) | ||
12 | 5,300 | - | 20 ft. | - | L | 1 Drawn | - | Explode (20 ft.; see text) | ||
16 | 26,000 | - | 20 ft. | - | L | 1 Drawn | - | Explode (25 ft.; see text) | ||
11 | 25,000 | 5d6 B | - | - | 1 | - | - | Unwieldy | ||
6 | 4,000 | 2d6 B | - | - | 1 | - | - | Unwieldy | ||
15 | 105,000 | 6d12 B | - | - | 1 | - | - | Unwieldy |
Weapon Fusions
Name | Level | Description | |
---|---|---|---|
6 | The EMP weapon fusion gives the weapon an electromagnetic pulse critical hit effect. When this effect triggers, the target’s worn and wielded technology, including weapons without the analog special property, armor environmental protections, powered armor, and technological and hybrid items, cease functioning for 1 round. A technological construct struck by this effect must succeed at a Reflex save or be staggered for 1 round. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the EMP effect. | ||
10 | The lightveiled fusion renders a weapon invisible in bright light. While the weapon is carried openly in an area of bright light, it is invisible, though attacking with the weapon renders it visible for 1 minute. |
Augmentations
Name | Level | Price | Systems | |
---|---|---|---|---|
5 | 2,500 | Brain | ||
20 | 1,075,000 | Spinal Column | ||
11 | 25,000 | Spinal Column |
Items
Name | Level | Price | Bulk | Hands | Capacity | Usage | |
---|---|---|---|---|---|---|---|
6 | 600 | - | - | - | - | ||
3 | 1,000 | - | - | - | - | ||
7 | 6,000 | - | - | - | - | ||
11 | 24,000 | - | - | - | - | ||
6 | 1,400 | L | - | - | - | ||
8 | 9,200 | 1 | - | - | - | ||
15 | 110,000 | - | - | - | 2/use | ||
1 | 300 | 3 | - | 10 | 1/day | ||
1 | 75 | 1 | - | 10 | 1/day | ||
1 | 25 | L | - | 10 | 1/day | ||
1 | 10 | - | - | 10 | 1/day | ||
13 | 8,500 | - | - | - | - | ||
3 | 200 | L | - | - | - | ||
1 | 50 | L | - | - | - | ||
5 | 425 | L | - | - | - | ||
9 | 1,950 | L | - | - | - | ||
15 | 120,000 | 1 | - | - | - | ||
1 | 300 | 5 | - | - | - | ||
1 | 75 | 2 | - | - | - | ||
1 | 25 | 1 | - | - | - | ||
1 | 10 | L | - | - | - | ||
11 | 4,500 | - | - | - | - | ||
16 | 180,000 | - | - | - | 2/use | ||
10 | 2,900 | - | - | - | - |
Starship Expansion Bays
Bays | Sizes | PCU | Cost | |
---|---|---|---|---|
1 | T, S, M, L | 10 | 8 |
Starship Weapons
Range | Speed | Damage | PCU | Cost | Special | |
---|---|---|---|---|---|---|
Long (20 hexes) | 8 Hexes | 4d10 x 10 | 18 | 30 | Limited Fire 3, Vandal Drones 1d4x10 | |
Medium (10 hexes) | - | 6d6 | 40 | 30 | Death Field 5d6, Mystical | |
Long (20 hexes) | 10 Hexes | 10d10 | 18 | 15 | Limited Fire 3, Vandal Drones 3d4 | |
Short (5 hexes) | - | 3d6 | 20 | 15 | Death Field 2d6, Mystical | |
Long (20 hexes) | 12 Hexes | 4d8 | 12 | 5 | Limited Fire 3, Vandal Drones 1d4 |
Starship Other Systems
PCU | Cost | |
---|---|---|
0 | 1 x Size Category | |
0 | 3 x Size Category | |
0 | 5 x Size Category | |
0 | 7 x Size Category |
NPC Subtype Grafts
This subtype is applied to brenneris and creatures related to brenneris. If the NPC is of the brenneri race, it gains the favored object and hold breath racial traits and Diplomacy and Sense Motive as master skills. |
This subtype is applied to dessamars and creatures related to dessamars. If the NPC is of the dessamar race (Dessamar Imago or Dessamar Instar), it can use the following spells as spell-like abilities: 1/day—charm person; at will—detect magic and telepathic message. A dessamar imago has a land speed of 20 feet and an extraordinary fly speed of 20 feet with average maneuverability, as well as the fragile limbs and twinkle racial traits. |
This subtype is applied to dessamars and creatures related to dessamars. If the NPC is of the dessamar race (Dessamar Imago or Dessamar Instar), it can use the following spells as spell-like abilities: 1/day—charm person; at will—detect magic and telepathic message. A dessamar instar has a land speed of 30 feet and a climb speed of 30 feet, and a +2 racial bonus to KAC and saving throws against any effect that forces them to move or knocks them prone. An instar also has the dream dust and poor vision racial traits. |
This subtype is applied to dirindis and creatures related to dirindis. If the NPC is of the dirindi race, it gains the electrical affinity racial trait and Diplomacy and Perception as master skills. |
This subtype is applied to espraksas and creatures related to espraksas. If the NPC is of the espraksa race, it takes a –2 penalty to saving throws against mind-affecting effects, has a land speed of 30 feet and an extraordinary fly speed of 30 feet with average maneuverability, and gains the cold inured and snatch racial traits and the natural weapons (P) universal creature rule. An espraksa also gains Diplomacy and Sense Motive as good skills (although many espraksas have Sense Motive as a master skill). |
This subtype is applied to any creature when it’s on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Creature entries assume that encounters with those creatures take place on the Material Plane. |
Kami are native outsiders that protect animals, plants, objects, and locations, which the kami call their “wards.” Kami have no need to drink, eat, or sleep. A tsukumogami is a kami that permanently merges with a small object; these kami gain the tsukumogami template graft. |
Creatures that have this subtype are outsiders native to the Material Plane. They can be returned to life (such as with the raise dead or mystic cure spells), just as other living creatures can be. |
This subtype is applied to shakaltas and creatures related to shakaltas. If the NPC is of the shakalta race, it has immunity to disease and poison, as well as void adaptation. It also has the aura of light, bonded souls, psychic shunt, shakalta telepathy, and starlight sustenance racial traits. A shakalta can use the following spells as spell-like abilities: at will—dancing lights and energy ray (electricity or fire only). |
This subtype is applied to shatoris and creatures related to shatoris. If the NPC is of the shatori race, it has the Boneyard conditioning, psychometry, and shared stillness racial traits. A shatori can use the following spells as spell-like abilities: at will—detect magic, grave words, and stabilize. |
This subtype is applied to shimreens and creatures related to shimreens. If the NPC is of the shimreen race, it gains resistance 5 to electricity and the amplify, radiant, and shift limb racial traits. |
Spectra are neutral outsiders native to the Drift. |
This subtype is applied to stridermanders and creatures related to stridermanders. If the NPC is of the stridermander race, it also gains the camouflage, feeding tendril, and gorge racial traits. |
NPC Template Grafts
Blue-green abysium dragons glow from within and are dangerously radioactive. They usually isolate themselves from others to avoid causing unintended harm and as such are often agitated by those who seek them out. |
Steadfast and loyal, steel-colored adamantine dragons are often the center of small, tight-knit communities (such as starship crews or mercenary squads). |
Use an existing suit of armor to create animated armor, setting the CR to equal the armor’s item level. |
When an intelligent creature dies in anguish while in the Drift, its tormented spirit forms a new body from that plane’s energies, becoming an undead creature called a driftdead. |
To create a driftdead amalgam, apply the driftdead template graft and add the following. |
Any living humanoid or monstrous humanoid creature can become an unlucky victim of a flayer leech. Use the following template graft to create a unique flayer leech effigy. |
Time itself fluctuates in the vicinity of copper-colored horacalcum dragons, who face challenges with stoic demeanors. |
Apply this graft to each creature involved in a mind swap. |
The pale green noqual dragons are rarely seen. Most make it their ambition to seek out and battle evil spellcasters. |
Smooth-scaled and bright silver in color, siccatite dragons swing wildly between moods and can alter the energy of their breath weapons between cold and fire at a whim. |
Tsukumogami are kami that permanently merge with small objects, developing strange anthropomorphic qualities. |
Vorthuuls are created when a living creature perishes inside a black hole. |
NPC Universal Creature Rules
Despite being a plant creature, the creature doesn’t gain the standard immunities associated with creatures of the plant type. Instead, a creature with this ability gains a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. |
The creature can see in dim light as if it were normal light. Low-light vision is color vision, unlike darkvision. A creature with low-light vision can read as long as even the tiniest source of light is next to it. Creatures with low-light vision can see outdoors on a moonlit night as well as they can during the day, since the moon casts dim light. |
The creature emanates radiation at the listed radiation level to the listed radius. If the radiation level is medium or stronger, the effect suffuses a larger area at a lower level as normal. |
Members of the Swarm are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic fields, and telepathic communication. All Swarm creatures with 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures). In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind-affecting effect. |
Creature Companion Graft
Often called “desert drakes,” draserkas are draconic creatures native to the side of Verces known as Fullbright, where the sun never sets, the earth is scorched, and the air is always superheated. These red drakes with blue wings are infamous for breathing balls of crackling electricity at foes, and they can fly at incredible speeds when they’ve built up their momentum. |
Originally discovered by Pact Worlds explorers on a jungle planet in the Vast, empathnids are available in a staggering array of colors and have become popular pets. The 8-inch spiders are most notable for their almost supernatural empathy for other creatures, and their venom has a stabilizing effect on most creatures. |
Eshars are hulking, serpentine beasts from the expansive, sandy deserts of the tidally locked planet Verces. They are used for battle, transportation, and even for sport, in an elaborate zone-capturing game that can last for days. |
Pachycephalosaurids are bipedal dinosaurs with thick, domed skulls that can withstand incredible impacts—and be quite dangerous to creatures on the other end of their headbutts. A low center of gravity and wicked talons make pachycephalosaurids popular beasts of burden as well as combat-trained mounts. |
Proogs are highly active shape- and color-shifting oozes that enjoy mimicking small objects; they’re most commonly bred as novelty pets. Xenobiologists disagree on how the oozes manage to so accurately duplicate details like color and pattern without sight. Proogs tend to imprint on a single larger creature, and while naturally curious, they rarely stray farther from their owner than the range of their blindsight. |
While shotalashus have served as the traditional mounts of Castrovel’s lashuntas for millennia, many other species forge deep connections with the creatures—especially those with telepathic abilities. |
Nicknamed “laser wolves,” tashtaris are covered in a twinkling phosphorescent coat that they can use to communicate and power their muzzle beams. Domesticated tashtaris are less dangerous than their wild counterparts, but they can still be potent threats on the battlefield. |
Thakasas are close evolutionary relatives of Castrovel’s shotalashus. Long before the Gap, they were the chosen mount of an aerial cavalry, but with the proliferation of flying vehicles, they have become much rarer. |
Voracs are eyeless, six-winged, crow-like creatures common to forested areas on several of Bretheda’s moons. They travel in large flocks in the wild, singing low and haunting songs punctuated by the crackling of raw magical energy. |
Wollipeds are common mounts in cold environs and have long served as war mounts. |
Native to the jungles of the isolated continent of Ukulam on Castrovel, yasakajas are furred quadrupeds with four eyes, a fox-like tail, and enormous, insectile mandibles. Yasakajas are known for being sturdy mounts with great endurance and superb mobility. |
Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
Starfinder Alien Archive 3 © 2019, Paizo Inc.; Authors: Saif Ansari, Kate Baker, John Compton, Adam Daigle, Katina Davis, Eleanor Ferron, Crystal Frasier, Leo Glass, Sasha Lindley Hall, Amanda Hamon, Thurston Hillman, James Jacobs, Jenny Jarzabski, Virginia Jordan, Jason Keeley, Natalie Kertzner, Luis Loza, Lyz Liddell, Ron Lundeen, Crystal Malarsky, Robert G. McCreary, Hilary Moon Murphy, Adrian Ng, Joe Pasini, Lacy Pellazar, Samantha Phelan, Jessica Redekop, Simone D. Sallé, Michael Sayre, Owen K.C. Stephens, James L. Sutter, Jason Tondro, Diego Valdez, and Linda Zayas-Palmer.