Alien Archive 4
Species
Astriapis are honey-producing bipedal arthropods with a natural inclination to regimentation and cooperative obedience. |
Copaxis are a colony of genetically identical polyps with an anthropomorphic form and coral-like exoskeleton who can slightly manipulate gravity. |
Entu colonies are telepathic mobile fungal colonies that feed on emotion and can temporarily bond in symbiosis with another willing creature. |
Entu Symbiotes are entu colonies that have permanently bonded with another living animal, such as the bat-like nelentu of Agillae-2. |
Hadrogaans are dimorphic humanoids who live in symbiosis with kallestrine, a crystalline nervous system that resides within their bodies. |
Huitz’plinas are arboreal bipeds with prehensile tails and spined flesh who glimpse the future through hazy visions and gut feelings. |
Ixtangis are slender, reptilian bipeds with wide-set eyes, retractable tongues, and barbed stingers who can climb and change their coloration. |
Jububnans are solitary wanderers resembling one-legged toads who have extraordinary balance; they can swim, leap, and inhale to increase in size. |
Kiirintas are colorful, mothlike fey with feathery antennae whose fluttering wings emit sparkles; they prize storytelling and individualism. |
Psacynoids are four-armed skittering quadrupeds with over-large heads; they cultivate mystical crystals and eschew personal wealth to reinvest in their communities. |
Tryziarkas are flexible, double-jointed, hairless bipeds who bond with karakande, tattoo-like symbiotic oozes that bestow magical powers. |
Worlanisis are small, incredibly lucky, four-armed telepaths with bright blue skin; they can climb well, and their horn- cones amplify mental signals. |
Spells
When you take damage from an effect, you can create a defensive conduit between yourself and one technological object, non-archaic armor, or non‑archaic weapon you’re carrying. | |
A barrage of fist-sized hailstones pelts the area. | |
Cause your target to become sickened and develop painful blisters and boils. | |
You infuse the weapon with magic, allowing you to phase the weapon in and out of existence to partially bypass armor. | |
You engulf an area in a comet-like spiral of energy, untethering the souls or animating vital essence from undead in the area. | |
You blast your target with the ripples of myriad realities, causing it to transform in unpredictable ways that are typically temporary. |
Feats
Prerequisite | |
---|---|
Through dedication, you’ve honed your skill at games and employed them in your daily life. | Profession (vidgamer) 7 ranks. |
Armor
Name | Level | Price | EAC | KAC | Max Dex Bonus | Armor Check Penalty | Speed Adjustment | Upgrade Slots | Bulk | |
---|---|---|---|---|---|---|---|---|---|---|
13 | 46,500 | +15 | +16 | 7 | - | - | 2 | L | ||
9 | 12,500 | +9 | +9 | 7 | - | - | 1 | L | ||
17 | 240,000 | +20 | +20 | 8 | - | - | 3 | L |
Armor Upgrades
Name | Level | Price | Slots | Armor Type | Capacity | Usage | Bulk | |
---|---|---|---|---|---|---|---|---|
5 | 2,700 | 1 | Heavy, Light, Powered | - | - | - | ||
11 | 23,000 | 1 | Heavy, Light, Powered | - | - | - | ||
17 | 225,000 | 1 | Heavy, Light, Powered | - | - | - | ||
5 | 3,500 | 1 | Heavy, Light, Powered | 10 | 1/round | - | ||
7 | 7,100 | 1 | Heavy, Light, Powered | - | - | L | ||
5 | 3,300 | 1 | Heavy, Light, Powered | - | - | 2 | ||
8 | 10,000 | 1 | Heavy, Light, Powered | - | - | 1 |
Weapons
Name | Level | Price | Damage | Range | Critical | Bulk | Capacity | Usage | Special | |
---|---|---|---|---|---|---|---|---|---|---|
1 | 50 | 1d4 A | 20 ft. | - | L | - | - | Explode (1d4 A, dye-stained, 10 ft.) | ||
4 | 320 | 2d4 A | 20 ft. | - | L | - | - | Explode (2d4 A, dye-stained, 10 ft.) | ||
8 | 1,300 | 4d4 A | 20 ft. | - | L | - | - | Explode (4d4 A, dye-stained, 10 ft.) | ||
12 | 5,100 | 6d4 A | 20 ft. | - | L | - | - | Explode (6d4 A, dye-stained, 10 ft.) | ||
2 | 135 | - | 20 ft. | - | L | - | - | Explode (pull 5 ft., 10 ft.) | ||
6 | 600 | - | 20 ft. | - | L | - | - | Explode (pull 10 ft., 20 ft.) | ||
12 | 4,800 | - | 20 ft. | - | L | - | - | Explode (pull 15 ft., 30 ft.) | ||
9 | 13,500 | 2d6 F & S | - | Wound | L | - | - | Analog, Penetrating | ||
5 | 3,100 | 1d6 F & S | - | Wound | L | - | - | Analog, Penetrating | ||
13 | 50,250 | 4d6 F & S | - | Wound | L | - | - | Analog, Penetrating | ||
17 | 262,000 | 9d6 F & S | - | Severe Wound | L | - | - | Analog, Penetrating | ||
9 | 13,800 | 3d10 B & F | - | Staggered | 2 | 40 | 2 | Powered (capacity 40, usage 2), Reach, Unwieldy | ||
15 | 112,000 | 7d10 B & F | - | Staggered | 2 | 40 | 2 | Powered (capacity 40, usage 2), Reach, Unwieldy | ||
20 | 850,000 | 12d10 B & F | - | Staggered | 2 | 80 | 2 | Powered (capacity 80, usage 2), Reach, Unwieldy | ||
5 | 3,100 | 1d10 B & F | - | Staggered | 2 | 20 | 2 | Powered (capacity 20, usage 2), Reach, Unwieldy | ||
9 | 13,000 | 5d8 P | 120 ft. | Embed 1d8 | 2 | 50 Sclerites (Darts) | 5 | Unwieldy | ||
14 | 70,000 | 6d12 P | 150 ft. | Embed 1d12 | 3 | 100 Sclerites (Darts) | 10 | Unwieldy | ||
4 | 2,000 | 2d6 P | 90 ft. | Embed 1d6 | 2 | 25 Sclerites (Darts) | 5 | Unwieldy | ||
14 | 76,750 | 3d10 B | 60 ft. | Bind | 3 | 80 Charges | 6 | Explode (10 ft.), Force, Gravitation (15 ft.), Unwieldy | ||
9 | 13,000 | 2d10 B | 50 ft. | Bind | 2 | 40 Charges | 4 | Explode (5 ft.), Force, Gravitation (10 ft.), Unwieldy | ||
5 | 3,150 | 1d10 B | 50 ft. | Bind | 2 | 40 Charges | 4 | Explode (5 ft.), Force, Gravitation (5 ft.), Unwieldy | ||
19 | 555,000 | 6d10 B | 70 ft. | Bind | 3 | 80 Charges | 8 | Explode (10 ft.), Force, Gravitation (20 ft.), Unwieldy | ||
18 | 445,000 | 10d6 So | - | Stunned | 1 | - | - | Analog, Penetrating, Reach, Sunder | ||
13 | 54,000 | 5d6 So | - | Stunned | 1 | - | - | Analog, Penetrating, Reach, Sunder | ||
8 | 10,100 | 2d6 So | - | Staggered | 1 | - | - | Analog, Penetrating, Reach, Sunder | ||
3 | 1,600 | 1d6 So | - | Staggered | 1 | - | - | Analog, Penetrating, Reach, Sunder |
Shields
Name | Level | Price | Shield Bonus | Max Dex Bonus | Armor Check Penalty | Upgrade Slots | Bulk | |
---|---|---|---|---|---|---|---|---|
19 | 555,000 | +1/+3 | 6 | -1 | 5 | 1 | ||
6 | 4,250 | +1/+2 | 3 | -1 | 1 | 2 | ||
12 | 37,500 | +1/+2 | 4 | -1 | 1 | 2 |
Ammunition
Name | Level | Price | Capacity | Special | Bulk | |
---|---|---|---|---|---|---|
14 | 9,750 | 10 | Force | L | ||
14 | 9,750 | 20 | Force | L | ||
14 | 9,750 | 25 | Force | L |
Weapon Fusions
Name | Level | Description | |
---|---|---|---|
7 | A weapon with the jinxing weapon fusion gains the jinx critical hit effect. A target affected by the jinx critical hit effect must succeed at a Will save (DC as normal for a weapon of the given item level) or roll all attack rolls, saving throws, and skill checks twice and use the lower result. This effect lasts until the end of the target’s next turn. If the weapon already has a critical hit effect, you can choose to apply either the weapon’s normal critical hit effect or the jinx effect when you score a critical hit. | ||
14 | The kaleidoscopic fusion augments a weapon’s attacks, causing them to appear unusually bright, colorful, and even mesmerizing. The weapon gains the kaleidoscopic charm critical hit effect. When this critical hit effect is triggered, the fusion converts the weapon’s force into a powerful enchantment. The target takes no damage from the attack and instead is charmed for 1d4 rounds, as though you had cast charm monster on it (Will save negates). If the target is immune to this effect or negates it with a successful saving throw, the target takes the double damage as normal. When you score a critical hit with a weapon that has multiple critical hit effects, you can apply only one of those effects of your choice. This fusion can only be applied to weapons that deal electricity or fire damage, or that have the aurora, bright, or fiery AR weapon special properties. | ||
10 | Three times per day as a standard action, you can use a quantum weapon to make two ranged attacks, each against a different target. After learning the result of each attack, you must pick one attack to ignore (it doesn’t hit or expend ammunition and has no effects) and apply the effects of the other attack (such as damage and critical hit effects) as normal. This fusion can be applied only to ranged weapons. | ||
4 | Once per day before making an attack with a weapon with the radioactive fusion, you can imbue the attack with toxic radioactivity. One of the targets that takes damage from the attack is exposed to low radiation that bypasses any immunity to radiation provided by armor’s environmental protections (though the armor’s saving throw bonus still applies). The initial saving throw DC against this radiation equals 10 + half the weapon’s level + your ability modifier used for making the attack (such as Dexterity for a ranged weapon); subsequent saving throws against the radiation have a DC of 13. If the weapon with the radioactive fusion is 12th level or higher, the fusion instead exposes the target to moderate radiation. Only weapons that deal fire damage and use batteries can benefit from this fusion. |
Augmentations
Name | Level | Price | Systems | |
---|---|---|---|---|
3 | 1,350 | All Hands | ||
4 | 2,000 | Skin | ||
1 | 400 | Brain | ||
5 | 3,000 | Skin | ||
6 | 4,500 | Lungs | ||
5 | 2,750 | Lungs | ||
1 | 350 | All Feet | ||
4 | 1,900 | Skin | ||
2 | 750 | All Legs and All Feet | ||
2 | 600 | Spinal Column | ||
8 | 9,500 | Brain | ||
1 | 150 | Lungs | ||
4 | 1,800 | Skin | ||
6 | 3,900 | Throat | ||
1 | 150 | Skin | ||
3 | 1,300 | Brain | ||
3 | 1,300 | Spinal Column | ||
2 | 480 | All Legs | ||
7 | 6,200 | All Hands | ||
9 | 13,000 | All Arms and Skin | ||
8 | 9,500 | All Hands and Skin | ||
2 | 750 | All Hands, or All Feet | ||
4 | 2,100 | Brain | ||
4 | 2,100 | Brain | ||
3 | 1,300 | Brain | ||
6 | 4,250 | All Arms and All Legs | ||
5 | 3,000 | Heart | ||
4 | 1,800 | Skin | ||
6 | 4,300 | Brain | ||
10 | 17,000 | All Hands | ||
8 | 9,000 | Skin | ||
3 | 1,225 | Eyes | ||
1 | 200 | Lungs | ||
4 | 2,125 | Heart | ||
6 | 4,000 | Brain | ||
6 | 3,900 | All Hands | ||
5 | 3,200 | All Hands | ||
3 | 1,500 | Brain | ||
8 | 8,500 | Heart and Lungs | ||
3 | 1,250 | Skin | ||
3 | 1,200 | Brain | ||
2 | 1,000 | Hand, or Foot, or Spinal Column | ||
10 | 18,000 | Brain | ||
1 | 375 | All Feet | ||
2 | 480 | Brain and Throat | ||
10 | 17,500 | Skin | ||
1 | 300 | Skin | ||
1 | 140 | Brain | ||
9 | 13,200 | Skin | ||
11 | 24,750 | Spinal Column | ||
8 | 9,000 | Brain | ||
4 | 1,875 | Hand and Brain | ||
6 | 3,850 | Eye | ||
5 | 2,800 | Heart | ||
4 | 2,100 | Spinal Column | ||
6 | 4,400 | All Legs | ||
6 | 4,225 | Brain | ||
2 | 450 | Skin | ||
3 | 1,200 | Spinal Column | ||
6 | 4,400 | All Arms | ||
3 | 1,300 | All Feet | ||
2 | 700 | Eye | ||
2 | 550 | All Legs | ||
3 | 1,250 | Eyes | ||
5 | 3,100 | Spinal Column | ||
4 | 1,800 | Hand | ||
5 | 2,700 | Any | ||
4 | 2,000 | Lungs and Spinal Column |
Items
Name | Level | Price | Bulk | Hands | Capacity | Usage | |
---|---|---|---|---|---|---|---|
5 | 3,300 | - | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
6 | 650 | - | - | - | - | ||
9 | 2,000 | - | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
4 | 335 | - | - | - | - | ||
14 | 12 | - | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
1 | 1,125 | 1 | - | - | - | ||
2 | 150 | - | - | - | - |
Starship Other Systems
PCU | Cost | |
---|---|---|
0 | 1 | |
0 | 3 | |
0 | 5 | |
0 | 8 | |
0 | 12 |
NPC Subtype Grafts
This subtype is applied to copaxi and creatures related to copaxi. If the NPC is of the copaxi race, it gains blindsense (scent) 30 ft. and the gravity adjustment racial trait. |
Daemons are fiends, or evil outsiders, native to Abaddon. |
This subtype is applied to entu symbiotes and creatures related to entu symbiotes. If the NPC is of the entu symbiote race, it gains blindsense (emotion) 30 ft., limited telepathy with a range of 30 ft., and the limited augmentations and symbiotic enhancement racial traits. |
This subtype is applied to hadrogaans and creatures related to hadrogaans. If the NPC is of the hadrogaan race, it gains blindsense (vibration) 30 ft. and the dual nervous systems racial trait. |
Psychopomps are neutral outsiders who preserve the cycle of life and death. |
This subtype is applied to tryziarkas and creatures related to tryziarkas. If the NPC is of the tryziarka race, it gains the tattoo magic and tattoo transference racial traits. |
This subtype is applied to worlanisi and creatures related to worlanisi. If the NPC is of the worlanisi race, it also gains the limited telepathy, multiarmed (4), psychic reverb, worlanisi gamble, and worlanisi luck racial traits. |
NPC Class Grafts
Biohackers use complex catalysts and fringe medical knowledge to augment their allies and inhibit their foes, often using injection weapons. |
Experts at close combat, vanguards have supernatural control over the power of entropy and can speed, slow, or alter how energetic reactions occur. |
Witchwarpers are powerful spellcasters who draw their magic from alternate realities and can pull bubbles of those existences into their current realities. |
NPC Template Grafts
Abysium eaters glow with a sickly blue-green radiance and are dangerously radioactive. They are sometimes found in nuclear power plants that have undergone a deadly meltdown, basking in the lethal radioactivity, or accompanying pluprex demons. |
The controlled anacite’s three glowing eyes, normally red, shine a bright blue. |
Cryo dragons prefer a strong defense over an aggressive offense and tend to think in terms of protecting their assets rather than damaging a foe’s. They appreciate slow, calm moments, and they never get bored. |
Desolation endlings can appear when a species goes extinct due to destruction of its habitat through technological means. Whether through industrial deforestation of an ancient wood or damming a river for hydropower, desolation endlings despise the structures built in place of their homes and the destructive technology used to that end. |
Thin and runny, djezet eaters are rust-red in color and impart an organic residue that readily conducts magical energy. |
Copper-colored with whorls and eddies in their ever-shifting forms, horacalcum eaters bend space-time with their presence. |
Pale and ghostly in appearance due to a molecular alignment that allows them to pass through objects, inubrix eaters resemble glistening silvery clouds more than animate masses of metal. They often rest in a torpor within walls or ceilings. |
Invasion endlings manifest following the extinction of a species via unnatural predators—from colonists seeking to clear out pesky wildlife from a region they wish to settle to invasive species introduced from other parts of the galaxy. As a stark contrast from their past lives, these endlings are particularly vicious, as if the species’ collective spirit refuses to be put down yet again. |
When a Drift engine malfunctions during a jump, the soul of an intelligent creature can remain behind. This untethered soul can then become an undead creature obsessed with finding its body. |
An android with this template graft has rejected the cycle of renewal and transformed itself into an undead creature through a profane technomagical ritual. |
Laser dragons are cautious and precise, preferring to know as much as they can about a situation through observation and espionage prior to taking action. |
This swarm of nanites is densely more packed than usual and moves with special purpose. |
Green, crystalline noqual eaters move in clunky spasms rather than with the smooth motion of other starmetal eaters. They gradually nullify magic in their surroundings and shun areas rich in magical energy. |
Plague endlings result from extinction by disease. Perhaps outsiders unwittingly introduced pathogens that the species’ immune systems weren’t evolved to cope with, or maybe the affliction was purposely inflicted to cull the species’ numbers. These endlings have become avatars of disease, turning their own pestilence against those who oppose them. |
Plasma dragons are proponents of surprise attacks and scorched earth tactics, believing fast, decisive action is always preferable over waiting and planning. |
Projectile dragons are pragmatists, seeking the lowest risk and most likely to succeed solution to any problem. |
This robot moves strangely, as though unused to navigating three-dimensional space. |
Green, crystalline noqual eaters move in clunky spasms rather than with the smooth motion of other starmetal eaters. They gradually nullify magic in their surroundings and shun areas rich in magical energy. |
Silicon mummies are created when a living creature’s body is ritually preserved with resin and the outer body coated with magically and technologically imbued silicon. Use the following template graft to create a unique silicon mummy. |
NPC Universal Creature Rules
When this creature charges, it can make a full attack in place of the normal melee attack. |
Creature Companion Graft
Cloud rays can be tamed with patience and food, making them favorite mounts for gas prospectors and naturalists on gas giants. Raised to smaller sizes than their wild counterparts, they serve as ideal companions for groups or industrial use in aerial environments. Their ability to survive by grazing on floating algae and lichen makes them more reliable than many vehicles in isolated frontiers. Careful control over what and how much the beast eats helps keep them in their docile grazing cycle and suppresses their combustible death throes as well. Most cloud rays bond to a single master, becoming notoriously difficult with new riders. Cloud rays can flourish on almost any gas giant, and domesticated rays can even survive in the skies above terrestrial worlds with proper supplements. |
Klikharps are brightly colored cricket-like insects with six legs, long antennae, and a shiny carapace. They are affectionate and musical pets with a mind of their own. |
Ravenous drakes are small, flightless dragons first encountered in the Vast on the forested planet Ajjaika-2. Adults typically measure 2–3 feet in length and weigh about 60 pounds before feeding. Ravenous drakes can make suitable creature companions for those prepared to sate their appetites. |
Dawn beetles make agreeable companions so long as their keepers periodically remind them not to disassemble nearby vehicles and architecture. A sun-scrapper becomes anxious unless regularly provided junk and a place to store it, but properly bribed, it remains content to live with others for years. Core-divers, on the other hand, rarely remain on the surface long enough to serve as long-term companions. |
Although fierce, supengas raised from a young age with consistent care can form strong bonds. Pups grown from cuttings mature more slowly but act less aggressively compared to their wild-born counterparts. Sometimes, a slain supenga can regrow through careful nurturing of a cutting, which results in a clone that retains much of the original creature’s memories. |
Lashuntas have a long tradition of riding swamp striders, though the practice has never approached the same prestige and telepathic bond as with the reptilian shotalashus. No doubt a part of this discrepancy stems from the sheer amount of maintenance required to raise and keep a swamp strider. Behaviorally, they’re finicky eaters and temperamental creatures that lash out at unfamiliar faces. Physically, their feet tend to dry and crack painfully in arid environments or against harder surfaces, requiring shoeing with polycarbonate or plastic laminate. What’s more, their coats require extensive maintenance to avoid developing an overpowering aroma. Collectively, their maintenance requirements inspired the term “swamp sovereign,” signifying a powerful yet painfully needy individual. |
Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon, 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 4 © 2020, Paizo Inc.; Authors: Kate Baker, Tineke Bolleman, James Case, Jessica Catalan, JN Childs, Ed Chuck, John Compton, John Curtin, Adam Daigle, Katina Davis, Crystal Frasier, Leo Glass, Basheer Ghouse, Amanda Hamon, Sasha Laranoa Harving, Thurston Hillman, Joan Hong, Jenny Jarzabski, Jason Keeley, Mike Kimmel, Avi Kool, Chris Lambertz, Luis Loza, Ron Lundeen, Carmen Marin, Hilary Moon Murphy, Adrian Ng, Emily Parks, Joe Pasini, Lu Pellazar, Samantha Phelan, Jessica Redekop, James Rodehaver, Simone Sallé, Chris S. Sims, Kendra Leigh Speedling, Owen K.C. Stephens, and Viditya Voleti.