Character Operations Manual
Themes
You currently are or formerly were a professional-level athlete with highly specialized physical skills. You might be a member of your region’s sports team, chosen for your exceptional strength or finesse, or maybe you competed in individual events requiring exemplary endurance. Your prowess may have already led you to travel extensively for competitions, or you might still be an up-and-coming star. Either way, your impressive physical capabilities enable you to make a living as a professional competitor. |
Though you feel comfortable among all sorts of lowlifes, you rely on your intellect to defraud others. Whether you work the streets alone, in a small group, or as the brains behind a larger organization, you analyze opportunities and unapologetically exploit the system to achieve your ends. As a grifter, you’re an expert in one or two trades, but you also have the knowledge and confidence to convincingly pass as an authority in just about any profession. |
You are a guard, lookout, or forward scout, and it’s your job to keep a constant eye out. You might be an independent contractor whose clients change regularly, a lookout for a criminal organization, an elite military agent assigned to visiting political leaders or rich celebrities, or a permanent employee protecting a secure facility, a VIP, or even a friend. Regardless, you’re trained to identify threats and keep your client and their property safe. |
You are an enforcer of law in a galaxy rife with chaos and corruption. Your mandate is to keep the peace, and you understand the weight of the role you play in society. Your senses are always tuned to your surroundings while you’re on the job, but you’re also skilled at navigating paperwork and bureaucratic records. As a figure of authority, you prevent crime and provide assistance to your community, so the public looks to you as a source of help and protection. |
You were born into a position of power and privilege. You might be an actual aristocrat or another member of the upper class, such as the relative of a politician, business magnate, or famous celebrity. Whatever your background, you were raised to be a member of high society, and you are as comfortable with alien diplomats as you are at a fashionable party. You can draw on your family’s resources to ease your way through life, so the galaxy is yours to enjoy! |
You revel in new sensations and experiences. Armed with ineffable resilience and keenly developed senses, you greet each new adventure with zeal and reverence, drinking in the world around you with boundless enthusiasm. Though not immune to fear, your openness strengthens your resolve when facing the unknown. You might approach new encounters with reckless abandon or take a more thoughtful path, but whatever route you choose, finding new sensations fulfills you. |
You were born into poverty among the lower classes of the galaxy. You might be a child of the slums that surround the major metropolises of many worlds, or a survivor huddling in the ruins of a collapsed society with no functional government. Whatever your story is, you started life at a disadvantage and have had to claw yourself forward every step of the way. You know how to move among the dregs of society, and life has taught you to depend only on yourself. |
Classes
You’re fascinated by science in all its many facets. You understand that the fundamentals of biology, chemistry, physics, and other disciplines can help you exploit your enemies’ weaknesses and bolster your allies. You might be studious and methodical about your research, pushing your mind to the limit in search of discovery, or you might be a daring experimenter, improvising concoctions and stumbling upon grand revelations. Either way, you use your knowledge of several fields of scientific study to aid your allies, whether in the thick of battle or in crafting a perfect plan. |
Change and decay are the only universal constants, and your understanding of these principles makes you a nigh-unstoppable force of nature: a juggernaut brimming with fundamental energies that allow you to hold the front line of any conflict and turn your own injuries into strength. The entropy within the universe and the level of chaos within any system stand at your disposal, and you channel them into potent combat abilities. To you, the inevitable decay of the galaxy is simply a force to shape, control, and even temporarily reverse. The ability to control when and how things change defines your philosophy and power, allowing you to transform blows that should have destroyed you into ticking time bombs of destruction ready to be unleashed upon your enemies. |
Most people believe that reality is limited to their physical surroundings. You know the truth: that everything around you is merely a thin veil draped across the infinite tapestry of existence. Your reality is a palimpsest, with all possible worlds and all alternate existences at your disposal. Through your magic and force of personality, you can peer into these time lines and pull from them as you see fit, using their dimensional echoes to twist and reshape your own world. |
Spells
A storm deals 3d6 damage for 1 round per level, imposes a 50% miss chance, and staggers enemies at its end. | |
Calm an area of radiation, the strength of which depends on your caster level. | |
Turn a computer into a friendly AI that you and up to four other creatures are authorized to use. | |
Conjure a door that blocks off a hallway. | |
Give a creature a bonus to Charisma-based checks, and speed its gathering of information. | |
Change the chemical composition of up to 1 bulk of liquid per level. | |
Learn information about the planet you occupy, or about a planet in whose orbit you’re within. | |
Gain a +2 insight bonus to Culture checks about a specific culture made within the spell’s duration. | |
You create a specific type of ammunition, such as arrows or a battery, and conjure it in hand or a place within range. | |
Create bursts of distracting flares, imposing a –2 penalty on Perception checks made in the area. | |
Delay one computer’s countermeasures. | |
You deposit a memory into a small object. | |
You adopt the intimidating aura of a god. | |
Extend the infinite worlds feature’s duration. | |
Create a point of high gravity that knocks creatures in the area prone and pulls them closer to the center. | |
Make a 10-ft. square or one object slippery. | |
The target’s illusory face grants them a bonus to Intimidate checks and the ability to frighten foes. | |
Armor interferes with the wearer’s movement. | |
Haunt an enemy’s weapons, interfering with attacks made with those weapons. | |
Deal 1d3 acid, cold, electricity, fire, or sonic damage in a 5-foot-radius burst. | |
Conjure a hovering disk to ride or transport cargo. | |
Create several hovering disks of force for creatures to ride or to transport cargo. | |
Use illusory stars to grant a +3 bonus to Bluff checks made to convince creatures of their location. | |
Alter a target’s blood to deal 3d8 damage per round and impose the sickened condition. | |
Briefly conjure a cybernetic augmentation. | |
Technological items can’t detect target. | |
Briefly conjure a cybernetic augmentation.Learn the exact location of one creature on the same world as you. | |
Fill a chamber or hall with deadly laser beams. | |
Holographic lifting frame increases the target’s Strength modifier for carrying capacity and destroying objects. | |
Operate a weapon or technological item from a distance. | |
Create a small number of nutritional supplements. | |
You create an anti-telepathic field around yourself. | |
Target becomes a cloud of floating nanites. | |
Protect a vehicle, construct, or technological device from environmental hazards. | |
Disguise creatures’ forms and equipment, and give targets a bonus to Bluff checks to impersonate individuals | |
Gain a +3 bonus to checks to arm explosives, disable devices, and repair items. | |
Recall one memory unaltered by magic perfectly. | |
Summon a ghostly motorcycle. | |
Gain +10 to Piloting checks for navigation. | |
As a reaction, shout a warning to an ally and grant that ally concealment against an attack. | |
Concentrate on an enemy, predict their actions, and prepare an appropriate response. | |
You harmlessly render a willing or unconscious living creature inert, placing it in stasis where it does not need to eat, breathe, or sleep. | |
Tiny needles deal damage plus additional bleed damage for 3 rounds. | |
Hop through to another spot within range in this reality with a 50% chance to arrive slightly off target. | |
Once during the duration, as a reaction, you can reroll a failed skill check to recall knowledge. | |
Remotely operate the controls of a computer or vehicle out to a short distance. | |
Automatically succeed at saving throws against weak radiation and suppress radiation sickness. | |
You analyze the naturally occurring environment in the area, learning the state of the atmosphere, biomes, and gravity. | |
Protect a building or starship with various technological and magical defenses. | |
Target shares memory with you and five others. | |
A creature or weapon can deal a different type of energy damage as well as extra damage. | |
You shrink the target item, transmuting it into a smaller version of itself. | |
Tear gashes in reality, dealing 2d6 damage to all targets or 2d6 damage plus staggering a single target. | |
Noxious fog cloud sickens creatures. | |
Creatures near you must succeed at a Will saving throw or be fascinated for 1 round. | |
Creatures near you are fascinated or dazzled for 1d4 rounds. | |
A benevolent spirit steadies a creature wearing armor, offsetting flat-footed and off-kilter penalties. | |
A benevolent spirit inhabits a computer and can make Computers checks you request. | |
Hailing plasma deals 6d8 electricity damage and 6d8 fire damage to creatures and objects in the area. | |
Transfer your mind into a computer or willing technological construct, and control its functions. | |
Transfer your mind into a computer or willing technological construct, and control its functions. | |
Assault a group of creatures with shadowy tentacles. | |
Deal fire damage, create difficult terrain, and potentially anchor foes to the ground in the area. | |
You touch a weapon that deals bludgeoning, piercing, or slashing damage and imbue it with poison. | |
Create a temporary robot made of junk that can protect you from ranged or melee attacks. | |
Alter reality to better suit you. |
Archetypes
Feats
Prerequisite | |
---|---|
Your body knits back together especially quickly while you are resting. | Con 13 |
You have a few extra eldritch tricks up your sleeve. | Key Ability Score 19, Caster Level 7 |
You have adjusted one of your armor upgrades to give yourself a few more options. | Int 19, Engineering 10 ranks |
You hold your weapon using an extra hand (or more) to better push your enemies around. | Str 15 |
You shout a warning to your allies, focusing their attention on the threats around them. | Cha 15 |
Many hands make light work. | Four or more arms |
You are particularly skilled at attacking surprised targets. | - |
You are particularly skilled at avoiding attacks when surprised. | - |
You have special devices installed into your arms that allow you to extend them great distances. | Constructed racial trait or construct type. |
You can deliver carefully placed slashing attacks. | - |
You’re always on the lookout for danger, making it hard to get the drop on you. | Wis 11, character level 5th. |
You can pull the pin on a grenade and hold onto it until the last second before its detonation, making it harder to avoid. | Dex 11, proficiency with grenades |
You can reveal one of the mysterious underpinnings of the universe you’ve learned in your travels, forcing a creature to grapple with the implications. | Wis 15, Bluff 5 ranks, Mysticism 5 ranks. |
You can make an upcoming attack or effect sound so terrifying and dangerous that its targets are actually more likely to be affected by it. | Cha 19, Bluff 10 ranks. |
You can dive out of the way of an incoming attack. | Dex 19, Acrobatics 10 ranks. |
You manage to pull through one last time, even when you have nothing left to give. | Con 15. |
Ailments find it hard to take hold in your system. | Con 11. |
You shake off ailments swiftly. | Con 17, Disease Adaptation. |
You can stab, slice, or smash the magic right off of something— or someone. | Base attack bonus +10, Mysticism 10 ranks. |
Your broad experience has made you better at avoiding danger. | Eternal hope or ecstatic joy racial trait, character level 5th. |
Your limbs allow you to manipulate multiple weapons. | Four or more arms. |
You can make rapid small arm attacks to increase the effectiveness of your attacks. | Weapon Focus (small arms), proficiency with small arms. |
You have learned to use the echo of sonic attacks to locate unseen assailants. | Perception as a class skill. |
You have learned a broad range of additional magic. | Key ability score 19, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 10th, 10 levels in a class with a class spell list. |
You’re able to benefit from your allies’ presence more often. | Character level 5th, communalism racial trait. |
You are acclimated to a broad range of environments. | Con 13 |
You can sharpen an imprecise sense to detect things with precision at closer range. | Blindsense. |
When you reposition a foe, you can use the movement to disrupt both the target and a second creature. | Improved Combat Maneuver (reposition). |
When you hack a computer, it’s a two-front war. | Computers 1 rank, four or more hands. |
You unnerve your spell’s victim with odd gestures, cackling laughter, or other effects. | Cha 15, Intimidate 5 ranks, ability to cast spells. |
You accompany your injections with a promise of terrible effects that shakes your target’s resolve. | Intimidate 3 ranks. |
Your melee attack can grab your opponent’s attention, discouraging them from attacking anyone else. | Intimidate 5 ranks. |
You can use a grappler to draw your foes closer. | Str 11. |
You have learned a broad range of additional potent magic. | Key ability score 21, Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 13th, 13 levels in a class with a class spell list. |
You know how to get the most out of your grenades. | Proficiency with grenades. |
You maintain your combat prowess even when at a disadvantage. | Str 11. |
Through a combination of sheer power, practiced posture, and conscientious load balancing, you can carry more than most. | Str 13. |
You’re able to provide uncanny support to your allies. | Communalism or hive defense racial trait, limited telepathy or telepathy racial trait. |
Your natural resistance to an energy type is more pronounced. | Con 13, character level 10th, energy resistance from a racial trait. |
You can stand from prone in a blink of an eye. | Acrobatics 1 rank, Kip-Up feat or moxie racial trait. |
You can calculate the angle and timing of your explosive weapons to damage the ground, making the terrain treacherous. | Base attack bonus +5. |
You can boost your charge attacks with jets to move farther. | Piloting 3 ranks. |
You laugh in the face of peril, inspiring your allies to keep fighting. | Con 13. |
You have learned a broad range of additional low-level magic. | Key ability score 17, Minor Eldritch Lore, caster level 7th, 7 levels in a class with a class spell list. |
When you’re down, you can leverage an upright foe to clamber back up, possibly dragging them down in the process. | Str 17. |
You can deliver particularly debilitating piercing attacks. | - |
You have learned a broad range of additional powerful magic. | Key ability score 23, Eldritch Lore, Greater Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 16th, 16 levels in a class with a class spell list. |
You use your many limbs to counter combat maneuvers. | Four or more arms. |
With your face concealed, you can be inscrutable. | - |
You can dissolve key portions of your target’s defenses, making them easier to hit. | Base attack bonus +11. |
You can access the physical pathways of even the dimmest memories, whether from previous inhabitants of your body or from your own experiences. | Construct type, constructed racial trait, exocortex, or head slot augmentation. |
You have learned a broad range of additional minor magic. | Key ability score 15, caster level 4th, 4 levels in a class with a class spell list. |
You can use the momentum of a mighty blow to reposition yourself. | Str 11, Athletics 5 ranks. |
Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats. | Character level 3rd, constructed racial trait or construct type. |
You have a particular knack for predicting the future. | Ability to cast augury. |
You excel at the tried-and-true repair technique of delivering a solid whack at just the right spot to get malfunctioning technology to work. | Str 11. |
You can hurl weapons with greater accuracy. | Str 15. |
Your body is especially resistant to toxins. | Con 11. |
Your body purges toxins quickly | Con 17, Poison Adaptation |
Your body resonates with positive energy, absorbing more benefit than usual from healing effects. | Con 13. |
Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect. | Cha 13, Int 13, or Wis 13 (see text); Profession (any) 1 rank, cultural fascination racial trait. |
Your thick fur protects you from certain environmental hazards and makes you resistant to some types of poisons. | Skittermander or ysoki. |
You are skilled at administering serums. | Medicine 3 ranks. |
You gain a thread of control over alternate realities. | Charisma 15, character level 5th, no levels in witchwarper |
Shirrens threw off the Swarm’s hold on their collective psyche, and the embers of that strength still burn within you. | Shirren. |
You can use your environment to place a grenade in just the right spot. | Proficiency with grenades, base attack bonus +7. |
You imbue your weapons with the essence of your deity to strike down opposing forces. | Worship a deity of an alignment within one step of your own. |
Your small size affords you superior tactical positioning. | Racial bonus to Dexterity, size Small. |
You use your size and reach to better defend other creatures. | Bodyguard, natural reach of 10 feet or more. |
Proficiency with shields. | |
You are trained in the use of shields. | - |
You can deliver particularly potent bludgeoning attacks. | - |
You are difficult to move or knock down. | Con 15. |
Your psychic abilities bolster your mental defenses, and you can extend that strength to nearby allies. | Limited telepathy or telepathy. |
Your distractions create openings for your spells. | - |
You can ward an ally against a spell at the cost of your own mystical defenses. | Mysticism 3 ranks. |
When escaping tight spots, you defy the odds. | Any racial trait or feat that grants a d20 reroll, character level 5th. |
You know how to live off the land. | Self-sufficient racial trait |
You provide succinct but effective advice when aiding allies. | Cha 11 |
You can modify a serum of healing to synergize with your target’s genetic code. | Life Science 5 ranks |
You can create a distressing telepathic scream to unnerve nearby creatures. | Intimidate 3 ranks; limited telepathy or telepathy |
Your fearsome displays instill fear longer. | Intimidating racial trait |
You have learned the value of using an extra limb to help stabilize yourself in combat. | - |
You charge through your allies to reach your foes. | Dex 13 |
Time spent navigating spaces designed for smaller creatures has taught you to fit through tight spaces more efficiently. | Large size or larger |
You bull rush opponents into obstacles that knock them down. | Improved Combat Maneuver (trip), base attack bonus +5 |
You use your small size against larger foes. | Scurry, Acrobatics 10 ranks, racial bonus to Dexterity, size Small |
Weapons
Name | Level | Price | Damage | Range | Critical | Bulk | Capacity | Usage | Special | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 6,600 | 2d8 P | - | Injection DC +2 | L | - | - | Grapple, Injection, Reach | ||
17 | 256,500 | 7d12 P | - | Injection DC +2 | L | - | - | Grapple, Injection, Reach | ||
2 | 550 | 1d8 P | - | Injection DC +2 | L | - | - | Grapple, Injection, Reach | ||
12 | 36,300 | 6d6 P | - | Injection DC +2 | L | - | - | Grapple, Injection, Reach | ||
20 | 855,000 | 15d8 P | - | Injection DC +2 | L | - | - | Grapple, Injection, Reach | ||
6 | 4,000 | 1d8 A | 30 ft. | Injection DC +2 | L | 20 Charges | 2 | Injection | ||
18 | 242,300 | 6d8 A | 30 ft. | Injection DC +2 | L | 20 Charges | 2 | Injection | ||
12 | 32,900 | 4d4 A | 30 ft. | Injection DC +2 | L | 20 Charges | 2 | Injection | ||
1 | 225 | 1d4 A | 30 ft. | Injection DC +2 | L | 20 Charges | 2 | Injection | ||
6 | 4,500 | 2d6 A | 60 ft. | Injection DC +2 | 1 | 20 Charges | 1 | Injection | ||
18 | 400,000 | 12d6 A | 60 ft. | Injection DC +2 | 1 | 20 Charges | 1 | Injection | ||
12 | 38,000 | 5d6 A | 60 ft. | Injection DC +2 | 1 | 20 Charges | 1 | Injection | ||
1 | 400 | 1d6 A | 60 ft. | Injection DC +2 | 1 | 20 Charges | 1 | Injection | ||
6 | 4,170 | 1d10 P | - | Bleed 1d4 | - | 1 Round | 1 | Conceal, Punch Gun gun | ||
11 | 24,400 | 2d10 P | - | Bleed 1d6 | - | 1 Round | 1 | Conceal, Punch Gun gun | ||
16 | 162,000 | 4d10 P | - | Bleed 1d8 | - | 1 Round | 1 | Conceal, Punch Gun gun | ||
1 | 250 | 1d4 P | - | - | - | 1 Round | 1 | Conceal, Punch Gun gun | ||
7 | 5,800 | 1d12 A | - | Injection DC +2 | - | 1 Round | 1 | Conceal, Injection, Punch Gun gun | ||
14 | 69,300 | 3d12 A | - | Injection DC +2 | - | 1 Round | 1 | Conceal, Injection, Punch Gun gun | ||
20 | 765,000 | 6d12 A | - | Injection DC +2 | - | 1 Round | 1 | Conceal, Injection, Punch Gun gun | ||
2 | 560 | 1d4 A | - | Injection DC +2 | - | 1 Round | 1 | Conceal, Injection, Punch Gun gun | ||
10 | 17,500 | 4d6 P | - | Injection DC +2 | L | - | - | Injection | ||
20 | 750,000 | 18d6 P | - | Injection DC +2 | L | - | - | Injection | ||
6 | 4,000 | 1d8 P | - | Injection DC +2 | L | - | - | Injection | ||
2 | 175 | 1d6 P | - | Injection DC +2 | L | - | - | Injection | ||
18 | 342,000 | 14d6 P | - | Injection DC +2 | L | - | - | Injection | ||
14 | 67,000 | 9d6 P | - | Injection DC +2 | L | - | - | Injection | ||
5 | 2,700 | 1d6 P | 40 ft. | Injection DC +2 | 1 | 8 Darts | 1 | Analog, Injection | ||
10 | 17,250 | 2d8 P | 40 ft. | Injection DC +2 | 1 | 8 Darts | 1 | Analog, Injection | ||
15 | 94,500 | 6d6 P | 40 ft. | Injection DC +2 | 1 | 8 Darts | 1 | Analog, Injection | ||
20 | 725,000 | 8d8 P | 40 ft. | Injection DC +2 | 1 | 8 Darts | 1 | Analog, Injection | ||
1 | 175 | 1d4 P | 40 ft. | Injection DC +2 | 1 | 8 Darts | 1 | Analog, Injection | ||
5 | 3,000 | 1d8 P | 70 ft. | Injection DC +2 | 1 | 14 Darts | 1 | Analog, Injection | ||
10 | 18,000 | 4d6 P | 70 ft. | Injection DC +2 | 1 | 14 Darts | 1 | Analog, Injection | ||
15 | 110,000 | 8d6 P | 70 ft. | Injection DC +2 | 1 | 14 Darts | 1 | Analog, Injection | ||
20 | 850,000 | 16d6 P | 70 ft. | Injection DC +2 | 1 | 14 Darts | 1 | Analog, Injection | ||
1 | 200 | 1d6 P | 70 ft. | Injection DC +2 | 1 | 14 Darts | 1 | Analog, Injection | ||
6 | 4,250 | 1d8 P | - | Injection DC +2 | L | - | - | Injection | ||
11 | 25,000 | 3d10 P | - | Injection DC +2 | L | - | - | Injection | ||
16 | 165,000 | 9d8 P | - | Injection DC +2 | L | - | - | Injection | ||
1 | 250 | 1d6 P | - | Injection DC +2 | L | - | - | Injection | ||
9 | 12,000 | 2d4 P | - | Injection DC +2 | L | - | - | Conceal, Injection, Operative | ||
5 | 2,650 | 1d4 P | - | Injection DC +2 | L | - | - | Conceal, Injection, Operative | ||
1 | 125 | 1d3 P | - | - | L | - | - | Conceal, Injection, Operative | ||
17 | 225,000 | 10d4 P | - | Injection DC +2 | L | - | - | Conceal, Injection, Operative | ||
13 | 46,000 | 5d4 P | - | Injection DC +2 | L | - | - | Conceal, Injection, Operative |
Shields
Name | Level | Price | Shield Bonus | Max Dex Bonus | Armor Check Penalty | Upgrade Slots | Bulk | |
---|---|---|---|---|---|---|---|---|
13 | 50,000 | +1/+3 | 6 | -1 | 2 | 1 | ||
3 | 1,500 | +0/+2 | 4 | -1 | 2 | 1 | ||
18 | 400,000 | +1/+3 | 7 | -1 | 2 | 1 | ||
8 | 9,500 | +1/+2 | 5 | -1 | 2 | 1 | ||
10 | 18,000 | +1/+2 | 4 | -2 | 2 | 2 | ||
1 | 300 | +1/+1 | 3 | -2 | 1 | 2 | ||
15 | 125,000 | +1/+3 | 5 | -2 | 2 | 2 | ||
5 | 3,000 | +1/+2 | 3 | -2 | 2 | 2 | ||
20 | 900,000 | +1/+4 | 6 | -2 | 2 | 2 | ||
10 | 17,250 | +1/+2 | - | - | 1 | 1 | ||
1 | 250 | +0/+1 | - | - | 0 | 1 | ||
15 | 100,000 | +1/+2 | - | - | 1 | 1 | ||
5 | 2,500 | +1/+1 | - | - | 1 | 1 | ||
20 | 800,000 | +1/+3 | - | - | 1 | 1 |
Items
Name | Level | Price | Bulk | Hands | Capacity | Usage | |
---|---|---|---|---|---|---|---|
2 | 175 | - | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
4 | 340 | - | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
14 | 10,500 | - | - | - | - | ||
3 | 250 | - | - | - | - | ||
6 | 675 | - | - | - | - | ||
9 | 2,100 | - | - | - | - | ||
12 | 5,700 | - | - | - | - | ||
15 | 18,000 | - | - | - | - | ||
18 | 60,000 | - | - | - | - | ||
3 | 225 | - | - | - | - | ||
6 | 600 | - | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
3 | 260 | - | - | - | - | ||
1 | 75 | - | - | - | - | ||
5 | 450 | - | - | - | - | ||
10 | 2,700 | - | - | - | - | ||
15 | 16,200 | - | - | - | - | ||
1 | 55 | L | - | - | - | ||
2 | 450 | L | - | - | - | ||
1 | 80 | L | - | - | - |
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 Character Operations Manual © 2019, Paizo Inc.; Authors: Alexander Augunas, Kate Baker, Simone Dietzler, Jennifer Dworschack-Kinter, Leo Glass, Sasha Lindley Hall, Amanda Hamon, Vanessa Hoskins, Jenny Jarzabski, Jason Keeley, Lyz Liddell, Luis Loza, Ron Lundeen, Crystal Malarsky, Robert G. McCreary, Conor J. Owens, Joe Pasini, Owen K.C. Stephens, Jason Tondro, and Landon Winkler.