Core Rulebook
Rulebook

Species
+2 DEX, +2 INT, -2 CHA
Hit Points4
Androids are ageless biomechanical constructs with an integrated soul; although logical and resilient, they have difficulty understanding and expressing emotion.
+2 CON, +2 WIS, -2 CHA
Hit Points6
Dwarves are stocky, slow, and skilled with stone; they’re stubbornly fixated on preserving their ancient crafts, culture, laws, and enmities.
+2 DEX, +2 INT, -2 CON
Hit Points4
Elves are long-lived isolationists with keen senses; they have an innate understanding of magic and deep bond with nature.
+2 CON, +2 CHA, -2 STR
+2 CON, +2 INT, -2 STR
Hit Points4
Small and spindly fey exiles, gnomes are curious and crave new experiences; drastic coloration and personality differences exist between subspecies.
+2 STR
+2 DEX
+2 CON
+2 INT
+2 WIS
+2 CHA
Hit Points4
Possessed of elven and human heritage, half-elves are adaptable social chameleons with slightly pointed ears.
+2 STR
+2 DEX
+2 CON
+2 INT
+2 WIS
+2 CHA
Hit Points6
Descended from humans and orcs, half-orcs are intimidating, green-skinned survivors who remain tenacious despite generations of adversity, prejudice, and oppression.
+2 DEX, +2 CHA, -2 STR
Hit Points2
Halflings are lucky, small-statured optimists who possess quick reflexes, exceptional body control, boundless confidence, and a love of community.
+2 STR
+2 DEX
+2 CON
+2 INT
+2 WIS
+2 CHA
Hit Points4
Humans are driven by ambition and curiosity to create, discover, excel, explore, and possess. Adaptable and determined, they’re ubiquitous.
+2 STR, +2 WIS, -2 INT
Hit Points4
Kasathas are four-armed traditionalists with elongated craniums; they value history, stability, and follow complex societal customs, including covering their mouths.
+2 CHA, +2 INT, -2 CON
+2 CHA, +2 STR, -2 WIS
Hit Points4
Lashuntas are dimorphic antennaed telepaths with minor psychic powers and undeniable charisma; they have a love of learning and strive for excellence.
+2 CON, +2 WIS, -2 CHA
Hit Points6
Shirrens are insectile telepaths whose species diverged from a predatory hive mind; they’re addicted to individualism and dedicated to spreading freedom, peace, and community.
+2 STR, +2 CON, -2 INT
Hit Points6
Vesk are muscular reptilians from a militaristic empire; they are fearless, honorable, and proud and value might and combat prowess.
+2 DEX, +2 INT, -2 STR
Hit Points2
Ysoki are scrappy ratlike survivors with expandable cheek pouches who are tech- savvy, street-smart, and fiercely loyal to friends and family.
Themes
+1 DEX
You are most comfortable at the controls of a vehicle, whether it’s a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot.
You track people down for money. It is a dangerous profession, as most of your targets understandably don’t wish to be caught. You wouldn’t have it any other way. You might have a code of ethics, never taking jobs that, say, target children or members of your own race. You might hunt down only escaped criminals. Or you might be completely amoral, taking any job that comes along — for the right price.
+1 CHA
Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the Pact Worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight.
+1 STR
Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy.
+1 DEX
Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the Pact Worlds. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to the Vast might be just the thing you need until the heat dies down — or until you’re dragged off to prison.
+1 WIS
You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on.
+1 INT
You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there.
Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!
+1 ANY
If you decide that none of the themes above fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. A themeless character is considerably less powerful than a character with a theme, so choose this option with care.
The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! You either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the Pact Worlds and travel to the Vast, where a virtually endless number of aliens await.
Classes
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.
You are a master of machines, from advanced supercomputers to simple magnetic engines. Understanding how these devices work gives you insight into the world around you, allowing you to make the most of your gear, circumvent hardened defenses, and even take over remote systems. Your programming skill also gives you the ability to create a powerful ally, in the form of either an implanted artificial intelligence or a robotic drone, which can assist you with a variety of tasks. If there’s a computer or machine that needs to be fixed, bypassed, or destroyed, you’re the first on the scene. Whether you’re a skilled scientist, a starship engineer, or a battlefield technician, you’re no stranger to combat—but you find it much more reasonable to have your AI or drone do the fighting for you.
You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an unlocking of psychic potential, but always with the knowledge that you are a conduit channeling forces greater than yourself. Though you may study, you understand that spellcasting—like all existence—is messy and intuitive, and you specialize in biology and mental systems too complex to be perfectly understood by science. You sense the intangible and exploit your bonds with others, whether to bolster them or bend them to your will.
You’re a shadow. You move swiftly, strike suddenly, and always have an escape plan. You’re a consummate professional, and you always get the job done, whether it’s scouting enemy lines, hunting down criminals, stealing and smuggling items, or assassinating key figures. As an operative, you’re skilled in a wide variety of disciplines and specialties, and use speed, mobility, and your quick wits rather than relying on heavy weapons. You excel at the art of surprise, whether it’s sniping targets from cover or striking while their backs are turned. Your cause may be righteous, but you have no problem fighting dirty—achieving your objective is all that matters.
The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes. You understand that these acts of creation and destruction are not opposites, but rather two parts of a natural, dualistic cycle. You seek to be an agent of that cycle, an enlightened warrior with the ability to manipulate the forces of the stars themselves. Constantly accompanied by a mote of fundamental energy or entropy, you can shape this essence in combat to create weapons and armor of gleaming stellar light or pure, devouring darkness. Whether you apprenticed in a temple or came to your powers through personal revelation, you recognize yourself as part of an ancient tradition—a force of preservation and annihilation.
Conflict is an inevitable result of life. On every world that harbors complex living organisms, creatures battle one another for dominance, resources, territory, or ideals. Whether you’ve taken up arms to protect others, win glory, exact revenge, or simply earn a living, you are the perfect embodiment of this truth. You’re an expert at combat of all types but tend to prefer heavy armor and weapons—the bigger, the better. You may be a career soldier, a fresh mercenary recruit, or a lone wolf who rejects authority, but whether rushing in for hand-to-hand combat or firing Tactical barrages, you’re a consummate warrior, never hesitating to put yourself in the line of fire to protect your friends.
To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You utilize tech to empower, harness, and manipulate magic, and you wield magic to augment, control, and modify technology. You are an expert at hacking the underlying structure of the universe itself, bending the laws of science and nature to your will. Your technomancy—which is gained from scientific study and experimentation—manipulates the physical world, weaves illusions, allows you to peer through time and space, and if necessary, can blast a foe into atoms.
Spells
Necromancy
Mystic4
Precog4
Technomancer4
Create controlled undead creatures out of target corpses.
DivinationScrying
Precog4
Technomancer4
Invisible floating eye moves 30 feet per round and sends you visual information.
Divination
Precog3
Technomancer3
Witchwarper3
Magical sources become visible to you.
EvocationElectricity
Technomancer3
Deal 10d6 electricity damage in a 120-foot line.
Divination
Mystic2
Precog2
Witchwarper2
Learn whether an action will be good or bad.
Transmutation
Technomancer6
Create a temporary robot from random junk, turning it into a deadly combatant.
NecromancyCurse
Mystic3
Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns.
Abjuration
Mystic5
Precog5
Technomancer5
Witchwarper5
Free creatures from curses, enchantments, and transmutations.
Evocation
Mystic5
Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage.
EvocationAcid
Technomancer2
Witchwarper2
Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.
EvocationElectricity
Technomancer6
Deal 13d12 electricity damage to primary target and up to 10 secondary targets; one of the primary target’s electrical devices stops functioning for 1 round.
EnchantmentCharm, Mind-Affecting
Mystic3
Witchwarper3
Make one creature believe it is your ally or one day per level.
EnchantmentCharm, Mind-Affecting
Mystic1
Witchwarper1
Make one humanoid creature believe that it is your ally.
DivinationScrying
Mystic3
Precog3
Technomancer3
Witchwarper3
Hear or see at a distance for 1 minute per level.
EnchantmentCompulsion, Language Dependent, Mind-Affecting
Mystic1
One creature obeys a select command for 1 round.
NecromancySense Dependent
Mystic2
Technomancer2
Undead creature obeys your commands.
EnchantmentCompulsion, Language Dependent, Mind-Affecting
Mystic5
One creature per level obeys select command for 1 round per level.
Divination
Mystic5
Learn about terrain for 1 mile per level.
Divination
Precog1
Technomancer1
Witchwarper1
You understand all spoken, signed, and written or tactile languages.
EnchantmentCompulsion, Mind-Affecting
Mystic4
Precog4
Witchwarper4
Targets behave randomly for 1 round per level.
EnchantmentCompulsion, Mind-Affecting
Mystic1
Precog1
Witchwarper1
One living creature is confused for 1 round.
Divination
Mystic5
Precog5
Technomancer5
Witchwarper5
Ask questions of extraplanar entity.
Transmutation
Mystic6
Technomancer6
Witchwarper6
Alter gravity in an area.
Transmutation
Technomancer5
Command technological constructs within range telepathically.
Necromancy
Mystic6
Precog6
Technomancer6
Undead creatures follow your commands and don’t attack you.
EvocationAcid
Technomancer4
Cloud deals 4d8 acid damage per round, plus 10 additional damage.
Evocation
Mystic4
Witchwarper4
Whirlwind deals 4d6 damage and knocks creatures prone.
ConjurationCreation
Technomancer4-5
Witchwarper4-5
Create a single object made of vegetable or mineral matter.
NecromancyDeath
Mystic5
Witchwarper5
Deal 18d8 damage to living creature’s head.
Evocation
Technomancer0
Witchwarper0
Create and direct up to four lights.
Transmutation
Mystic2
Technomancer2
Grant ability to see 60 feet in total darkness.
EnchantmentCompulsion, Mind-Affecting
Mystic0
Precog0
Technomancer0
Witchwarper0
one humanoid creature of CR 3 or lower
EnchantmentCompulsion, Mind-Affecting
Mystic2
Precog2
Technomancer2
Witchwarper2
Target living creature of CR 5 or lower is dazed.
Necromancy
Mystic4
Precog4
Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels.
EnchantmentCompulsion, Mind-Affecting
Mystic3
Put a number of creatures whose CRs total 8 or less to sleep.
Enchantment
Technomancer4
Turn nonhostile technological construct against your foes.
Divination
Mystic0
Precog0
Technomancer0
Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction.
Divination
Mystic0
Precog0
Technomancer0
Witchwarper0
Detect spells and magic items within 60 feet.
Divination
Mystic1
Precog1
Technomancer1
Detect radiation within 120 feet.
Divination
Technomancer1
Detect technological items with charges or that replenish charges within 60 feet.
DivinationMind-Affecting
Mystic1
Witchwarper1
"Listen" to surface thoughts.
ConjurationTeleport
Technomancer4
Precog4
Witchwarper4
Teleport a short distance.
Divination
Mystic4
Precog4
Reveal deliberate falsehoods.
Abjuration
Precog3
Technomancer3
Disrupts or depowers one target technological item or construct.
Abjuration
Technomancer6
Disrupts or depowers multiple technological items or constructs.
Illusion
Mystic1
Precog1
Technomancer1
Witchwarper1
Change your appearance.
Transmutation
Precog6
Technomancer6
Witchwarper6
Ray reduces one creature or object to dust.
Abjuration
Mystic4-5
Precog4-5
Technomancer4-5
Witchwarper4-5
Force a creature to return to its native plane.
Abjuration
Mystic3
Precog3
Technomancer3
Witchwarper3
Cancel one magical spell or effect.
Abjuration
Mystic5
Precog5
Technomancer5
Witchwarper5
Cancel multiple spells or effects.
Illusion
Precog3
Technomancer3
Witchwarper3
Attacks miss target 50% of the time.
Divination
Mystic4
Precog4
Gain useful advice for specific proposed actions.
EnchantmentCompulsion, Mind-Affecting
Mystic5
Control humanoid telepathically.
ConjurationCreation
Technomancer0
Ray deals 1d3 acid, cold, electricity, or fire damage.
Necromancy
Mystic4
Precog4
Ray imposes 2 negative levels.
Abjuration
Mystic6
Precog6
Witchwarper6
Targets can’t attack or be attacked, but can exist comfortably.
Transmutation
Precog3
Technomancer3
Witchwarper3
Touch decays a construct or nonmagical manufactured item once per round per level.
Transmutation
Precog1
Technomancer1
Witchwarper1
Remove writings of either magical or mundane nature.
Transmutation
Mystic6
Precog6
Technomancer6
Witchwarper6
You become ethereal for 1 round per level.
EvocationFire
Precog3
Technomancer3
Witchwarper3
Deal 9d6 fire damage to creatures in a 20-foot radius.
Necromancy
Mystic0
Witchwarper0
Touched creature is fatigued.
EnchantmentEmotion, Fear, Mind-Affecting
Mystic1-4
Witchwarper1-4
Frighten a single living creature that’s of CR 4 or lower for 1d4 rounds.
EnchantmentCompulsion, Mind-Affecting
Mystic5
Precog5
Target’s Intelligence and Charisma scores drop to 1.
Transmutation
Mystic6
Witchwarper6
Turn a creature into a statue.
Transmutation
Technomancer1-6
Witchwarper1-6
One creature or object per level falls slowly.
ConjurationCreation
Mystic2
Technomancer2
Witchwarper2
Create a fog that obscures vision.
EnchantmentForce
Mystic2
Precog2
Witchwarper2
Cone deals 2d6 force damage and bull rushes creatures.
Illusion
Mystic0
Precog0
Technomancer0
Witchwarper0
Create minor illusory sounds.
NecromancyLanguage Dependent
Mystic0
Witchwarper0
Force a corpse to babble.
ConjurationCreation
Mystic6
Particle with infinite density pulls creatures and objects into it, dealing 12d6 damage each round to those inside.
Conjuration
Technomancer1
Witchwarper1
Make a 10-ft. square or one object slippery.
ConjurationHealing
Mystic5
Precog5
Witchwarper5
Remove all harmful conditions affecting a creature.
Abjuration
Mystic6
Precog6
Technomancer6
Witchwarper6
Grant DR 15/— or energy resistance 15 against four energy types.
Transmutation
Technomancer3
Create a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks.
Transmutation
Mystic3
Precog3
Technomancer3
Witchwarper3
One creature per level moves and acts faster.
Transmutation
Technomancer3
You turn a pile of technological junk into a robot that can perform basic healing tasks.
EvocationCold
Precog5
Technomancer5
Deal 13d8 cold damage to creatures in a cone.
EnchantmentCompulsion, Mind-Affecting
Mystic4
Precog4
Witchwarper4
Paralyze one creature.
EnchantmentCompulsion, Mind-Affecting
Mystic2
Precog2
Witchwarper2
Paralyze one humanoid.
Abjuration
Precog1
Technomancer1
Witchwarper1
Hold a door shut.
Divination
Mystic3
Precog3
Extract a creature’s memory and replay it as a hologram.
Illusion
Technomancer1-6
Create a silent hologram of your design.
Illusion
Technomancer5
Create a large hologram that depicts terrain and structures.
EvocationForce
Mystic2
Disc deals 3d6 force damage to one target then ricochets to other targets, dealing 2d6 force damage.
Divination
Mystic1
Precog1
Technomancer1
Witchwarper1
Gain a +10 bonus to identify items of a magic or technological nature.
Illusion
Technomancer2
Embed one piece of data per level in a target computer or system.
EnchantmentMind-Affecting, Pain
Mystic2
Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target.
EnchantmentMind-Affecting, Pain
Mystic6
Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target per level.
Necromancy
Technomancer2
Touch deals 4d8 damage to target and causes the confused condition.
Necromancy
Technomancer3
Inflict technological construct with disease.
ConjurationTeleport
Precog6
Technomancer6
Witchwarper6
Teleport between planets.
Illusion
Precog2
Technomancer2
Witchwarper2
Target is invisible for 1 minute per level or until it attacks.
Illusion
Precog4
Technomancer4
Witchwarper4
Target is invisible for 1 round per level, even if it attacks.
ConjurationCreation, Disease, Poison, Radiation
Mystic3
Technomancer3
Witchwarper3
Flood area with dangerous radiation.
EvocationElectricity
Technomancer1
Witchwarper1
Touch deals 4d6 electricity damage.
Transmutation
Mystic1
Precog1
Technomancer1
Target gains low-light vision and a +2 bonus to Perception checks.
Transmutation
Precog2
Technomancer2
Witchwarper2
Opens a locked or magically sealed door.
ConjurationHealing
Mystic1
Precog1
Witchwarper1
Remove one minor harmful condition affecting a creature.
Abjuration
Mystic3
Precog3
Technomancer3
Witchwarper3
Grant DR 5/— or energy resistance 5 against two energy types.
ConjurationHealing
Mystic2
Precog2
Dispel magical ability penalty or cure 1d4 ability damage.
Abjuration
Mystic1
Technomancer1
Witchwarper1
Encase targeted creatures with a shell of tolerable atmosphere.
Abjuration
Technomancer2
Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.
EvocationForce
Technomancer1
Two missiles deal 1d4+1 force damage.
Transmutation
Precog2
Technomancer2
Witchwarper2
Restore 5d6 Hit Points to an object or construct.
Illusion
Precog6
Technomancer6
Mystic6
Multiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by spell.
ConjurationHealing
Mystic5-6
Restore 3d8 + your Wisdom modifier Hit Points to one living creature per level.
Transmutation
Precog0
Technomancer0
Witchwarper0
Restore 1d4 Hit Points to an object or construct.
ConjurationCreation
Technomancer2
Cloud of tiny robots harasses creatures within it.
DivinationMind-Affecting
Mystic1
Instantly and telepathically communicate information to a creature.
DivinationMind-Affecting
Mystic4
Precog4
Potentially access a target creature’s memories and its knowledge.
DivinationMind-Affecting
Mystic1-6
Mentally deal 2d10 damage to one target.
Evocation
Mystic-
Alter reality to better suit you.
Illusion
Precog2
Technomancer2
Witchwarper2
Create decoy duplicates of yourself.
Illusion
Precog5
Technomancer5
Witchwarper5
Make yourself invisible and create an illusory double of your likeness.
EvocationCompulsion, Mind-Affecting
Mystic5
Precog5
Witchwarper5
Change 5 minutes of target’s memories.
ConjurationHealing
Mystic1-6
Restore 1d8/3d8/5d8/12d8/16d8/20d8 + your Wisdom modifier Hit Points to a living creature.
Abjuration
Precog3
Technomancer3
Witchwarper3
Hide target from divination and surveillance.
EvocationFire
Precog1
Technomancer1
Witchwarper1
Deal 2d8 fire damage to creatures in cone.
EnchantmentCompulsion
Technomancer4
Target creature has a 50% chance to lose each action.
Transmutation
Precog5
Technomancer5
Witchwarper5
Create a passage through most walls.
Abjuration
Mystic6
Precog6
Technomancer6
Witchwarper6
Seal an area against all planar travel into or within it.
Conjuration
Mystic4-6
Precog4-6
Technomancer4-6
Witchwarper4-6
Trap an extraplanar creature until it performs a task.
ConjurationTeleport
Mystic6
Precog6
Technomancer6
Witchwarper6
As many as eight creatures travel to another plane you choose.
Abjuration
Precog5
Technomancer5
Witchwarper5
Prevent anyone from viewing or scrying an area for 24 hours.
Divination
Precog3
Technomancer3
Witchwarper3
Reroll one attack roll, save, or check.
Divination
Precog5
Technomancer5
Twenty floating eyes scout for you.
EnchantmentMind-Affecting
Mystic6
Precog6
Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions.
Transmutation
Mystic0
Precog0
Technomancer0
Witchwarper0
Telekinetically move an object of 1 bulk or less.
Transmutation
Mystic3
Concentrate to immobilize target and deal 3d8 damage per round.
ConjurationHealing
Mystic5
Precog5
Witchwarper5
Restore life to a creature that died no more than 1 day per level ago.
Transmutation
Precog5
Technomancer5
Witchwarper5
Construct or weapon regains 2d8 Hit Points per round for 1 minute.
Necromancy
Mystic3
Witchwarper3
Ray makes target exhausted.
Evocation
Precog2
Technomancer2
Replenish charges in a battery or item capable of holding charges.
AbjurationForce
Mystic1
Precog1
Sheath of mystical force can reflect damage back on foe.
ConjurationHealing
Mystic6
Precog6
Grow back target’s severed limbs, restore 12d8 Hit Points, and remove exhaustion and fatigue.
Transmutation
Mystic4
Witchwarper4
Bring a target dead creature back to life in a random body.
ConjurationHealing
Mystic3
Precog3
Witchwarper3
Neutralize curses, diseases, infestations, poisons, and other harmful conditions affecting a creature.
ConjurationHealing
Mystic2
Precog2
Witchwarper2
Remove one moderate harmful condition affecting a creature.
ConjurationHealing
Mystic4
Precog4
Technomancer4
Witchwarper4
Remove ongoing radiation effects from a creature or object.
EvocationForce
Precog4
Technomancer4
Witchwarper4
Force globe protects but traps one target.
Abjuration
Mystic5
Technomancer5
Witchwarper5
Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types.
Abjuration
Mystic4
Precog4
Technomancer4
Witchwarper4
Grant DR 10/ or energy resistance 10 to three energy types.
ConjurationHealing
Mystic4
Precog4
Restores ability score drain and negative levels.
Divination
Mystic5
Precog5
Gain psychic impressions of past events in a certain location.
Transmutation
Technomancer4
Turn target partially into a robot, dealing 3d6 damage per round and reducing speed.
Transmutation
Technomancer6
Deal 3d6 damage per round and reducing targetss’ speed during that time.
Abjuration
Technomancer2
Magically lock a portal, a container, or a security system.
Divination
Mystic2
Precog2
Technomancer2
Witchwarper2
See invisible creatures or objects.
IllusionShadow
Mystic6
Technomancer6
Witchwarper6
Step into a shadowy realm to travel to a destination rapidly.
IllusionShadow
Technomancer6
Illusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area.
Divination
Mystic1
Target understands chosen languages.
Abjuration
Mystic2
Precog2
You take half of the target’s Hit Point damage.
Transmutation
Mystic3
Precog3
Technomancer3
Witchwarper3
One creature per level moves and acts slower.
NecromancyDeath
Mystic6
Precog6
Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs.
Enchantment
Technomancer4
Calm a target hostile technological construct.
NecromancyLanguage Dependent
Mystic3
Precog3
Witchwarper3
Corpse answers up to six questions.
Transmutation
Mystic2
Technomancer2
Grant ability to walk on walls and ceilings.
ConjurationHealing
Mystic0
Precog0
Cause a dying creature to stabilize.
Divination
Mystic2
Precog2
Witchwarper2
Monitor condition and position of allies.
IllusionMind-Affecting
Mystic6
Witchwarper6
You convince yourself one creature or object is an illusion.
EnchantmentCompulsion, Language Dependent, Mind-Affecting
Mystic3
Witchwarper3
Compel a target to follow stated course of action.
EnchantmentCompulsion, Language Dependent, Mind-Affecting
Mystic6
Compel one target per level to follow stated course of action.
Evocation
Technomancer1
Touched weapon deals extra damage.
EvocationSonic
Technomancer6
Deal 2d10 damage per round to freestanding structure.
DivinationMind-Affecting
Technomancer5
Target takes 18d8 damage and is staggered for 1 minute.
EnchantmentCompulsion, Mind-Affecting
Mystic3
Stun all creatures within 20 feet for 1 round.
EnchantmentCompulsion, Mind-Affecting
Mystic5
Stun all creatures within 20 feet for 1d4 rounds.
Transmutation
Technomancer5
Move an object, attack creatures, or hurl objects or creatures with your mind.
Evocation
Mystic0
Telekinetically hurl an object, dealing 1d6 damage to the target and object.
Divination
Mystic4
Link allows allies to communicate.
ConjurationTeleport
Mystic6
Use your telepathic bond with a creature to teleport to its location.
DivinationLanguage Dependent, Mind-Affecting
Mystic0
Precog0
Technomancer0
Send a short telepathic message and hear simple telepathic replies.
DivinationMind-Affecting
Mystic5
Communicate mentally with any creatures within 100 feet.
ConjurationTeleport
Precog5
Technomancer5
Witchwarper5
Instantly teleport as far as 2,000 miles.
Transmutation
Precog6
Technomancer6
Witchwarper6
Alter terrain and climate.
Transmutation
Mystic0
Precog0
Technomancer0
Witchwarper0
Perform simple magical effects.
Divination
Mystic3
Precog3
Technomancer3
Witchwarper3
Target can speak and understand any language.
Transmutation
Precog0
Technomancer0
Move charges from one power source to another source of the same type.
Divination
Mystic6
Precog6
Technomancer6
Witchwarper6
Target can see things as they really are.
ConjurationCreation
Technomancer1
Invisible force obeys your commands.
EnchantmentCompulsion, Mind-Affecting
Technomancer5
Witchwarper5
Charm a target into protecting you during combat.
Illusion
Technomancer6
Witchwarper6
Change appearance of a group of creatures.
Divination
Mystic6
Precog6
Answer a question about a person, place, or object.
EvocationFire
Technomancer4
Witchwarper4
Blazing curtain deals 2d6 fire damage out to 10 feet and 1d6 fire damage out to 20 feet; passing through the wall deals 5d6 fire damage.
EvocationForce
Precog5
Technomancer5
Witchwarper5
Invisible wall is difficult to destroy.
ConjurationCreation
Technomancer6
Witchwarper6
Wall has 45 Hit Points per inch of thickness and hardness 15.
Necromancy
Mystic5
Precog5
Several targets become fatigued.
Universal
Technomancer-
Alter reality to better suit you.
ConjurationCreation
Mystic1
Witchwarper1
Create wisp of energy that shines light and distracts an enemy.
EnchantmentCompulsion, Mind-Affecting
Mystic2
Creatures within range can’t lie.
Archetypes
Feats
Prerequisite
You can adjust your fighting style to match specific conditions during combat.
3 or more combat feats
You know how to use advanced melee weapons.
Proficiency in basic melee weapons.
You can move, cast a spell, and move again before foes react.
Key ability score 15, Dex 15, Mobility, caster level 4th
You can create sudden distractions with technological devices.
Computers 3 ranks, Intimidate 3 ranks
You know how to make foes extremely angry with you.
Diplomacy 5 ranks, Intimidate 5 ranks
Combat
You are adept at creating quick, temporary cover.
Engineering 1 rank.
You know how to use basic melee weapons.
-
Combat
Drone
You are skilled at attacking opponents you can’t clearly see.
-
Combat
You can attempt to ward off attacks that target nearby allies.
-
Combat
Drone
You can strike two adjacent foes with a single swing.
Str 13, base attack bonus +1
You can climb as well as a monkey or a spider.
Athletics 5 ranks.
You leave fewer openings when casting a spell.
Ability to cast 2nd-level spells.
You gain a hint of mystic power.
Wis 15, character level 5th, no levels in mystic.
You can maneuver a foe to be in the direct line of an ally’s fire.
Base attack bonus +1
Combat
Drone
Your can strike your enemies’ weak points and deal more damage.
Base attack bonus +1.
You can use your melee weapon to deflect attacks.
Base attack bonus +8.
You are especially hard to kill. Your wounds quickly stabilize when you’re grievously wounded.
-
You know how to dive out of the area of an effect.
Base Reflex save bonus +2.
You can draw attention to yourself, allowing your allies to slip away.
-
Combat
You are skilled at bringing your opponent down with you when you are knocked prone.
-
You have trained your body to resist a particular type of damage.
Base attack bonus +4
Your resolve is stronger than most.
Character level 5th.
Combat
Drone
You remain accurate at longer ranges.
Base attack bonus +1.
You can baffle a foe with chatter to disguise the start of battle.
Bluff 5 ranks.
Combat
You are faster than most.
-
Combat
You use your numerous limbs to lay down a hail of fire.
Base attack bonus +1, four or more arms.
You can strike many adjacent foes with a single blow.
Str 13, Cleave, base attack bonus +4.
You are resistant to diseases, poisons, and other maladies.
-
You are skilled at fooling your opponents in combat.
Improved Feint, base attack bonus +6.
Your spells break through spell resistance much more easily than most.
Spell Penetration.
You know how to use grenades.
-
You can use your healing channel to harm undead.
Healing channel connection power, mystic level 1st.
You know how to use heavy armor.
Str 13, proficiency in light armor.
You know how to use heavy weapons.
Str 13, proficiency in small arms and longarms.
You are particularly skilled with a specific combat maneuver.
Base attack bonus +1
Attacks with your chosen weapon are harder to shake off.
Base attack bonus +8.
You are skilled at fooling your opponents in combat.
-
You are more resistant to diseases, poisons, and dangers.
Great Fortitude, character level 5th.
Your quick reflexes allow you to react rapidly to danger.
-
Your clarity of thought allows you to resist mental attacks.
Iron Will, character level 5th.
You have a knack for avoiding the dangers all around you.
Lightning Reflexes, character level 5th.
You keep your mobility when sidestepping foes’ melee attacks.
Dex 17, Mobility or trick attack class feature, Sidestep.
You are particularly skilled at stopping foes in their tracks.
Stand Still.
You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks.
-
You put yourself in danger’s path to save your allies.
Bodyguard.
You are more resistant to mental effects.
-
You are swift of foot and can make enormous leaps.
-
Combat
Drone
You can stand up from prone in a hurry.
Acrobatics 1 rank.
You know how to use light armor.
-
You have faster reflexes than normal.
-
You know how to use longarms.
Proficiency in small arms.
Combat
Drone
You can strike foes that would normally be out of reach.
Base attack bonus +6.
You have a significant natural psychic ability.
Cha 15, Minor Psychic Power, Psychic Power, character level 7th.
You can construct things more quickly than most.
Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks.
You are an expert at medical science and caring for the ill.
Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank.
You have a minor natural psychic ability.
Cha 11.
Combat
Drone
You can easily move past dangerous foes.
Dex 13
You know how to fight with several lighter weapons at once and how to take advantage of your multiple attacks.
-
Through a twist of genetics, magic, or strange fate, you developed another of your race’s traits
Dimorphic racial trait, character level 9th.
Your magical power flows into your weapons.
Ability to cast spells.
Combat
Drone
You can move across a single obstacle with ease.
Dex 15.
Combat
Drone
Your ranged assault leaves your foe disoriented and vulnerable to your next melee attack.
-
You are an expert skirmisher and are able to take a final shot as you retreat.
Dex 15, Mobility, Shot on the Run, base attack bonus +6.
You know how to angle your attacks so that you penetrate your opponent’s defenses.
Base attack bonus +12.
You know how to cast spells so that they penetrate your opponent’s defenses.
Ability to cast 4th-level spells.
You know how to use powered armor.
Str 13, base attack bonus +5, proficiency in light and heavy armor.
You have a natural psychic ability.
Cha 13, Minor Psychic Power, character level 4th.
You can activate a foe’s grenade.
Improved Combat Maneuver (disarm).
You can draw weapons faster than most.
Base attack bonus +1
You can use your melee weapon to redirect attacks.
Deflect Projectiles, base attack bonus +16.
Combat
Drone
You can move, fire a ranged weapon, and move again before your foes can react.
Dex 15, Mobility, Base attack bonus +4
Combat
You can reposition yourself after a foe’s missed swing.
Dex 15, Mobility or trick attack class feature.
You are particularly adept at a certain skill.
-
You understand how two skills work well together.
-
You can get the most out of flying technology.
Piloting 5 ranks
Combat
Drone
You leave fewer openings when making a ranged attack.
Dex 15, base attack bonus +6.
You know how to use small arms.
-
You know how to use sniper weapons.
-
You know how to use a special weapon.
Proficiency in basic melee weapons or small arms (see above).
Through careful study, you have developed methods to make your spells harder to resist.
Ability to cast spells, character level 3rd
Your spells break through spell resistance more easily than those of other spellcasters.
-
Your mind and body are fortified against magic.
Unable to cast spells or use spell-like abilities
Combat
Drone
You can deftly move up to a foe, strike, and withdraw before it can react.
Dex 15, Mobility, Base attack bonus +4
You can use covering fire to make it easier for your ally to move.
Base attack bonus +1.
You can stop foes that try to move past you.
-
Combat
You can close the distance when a foe tries to move away.
Base attack bonus +1.
When a foe tries to move away, you can follow and make an attack of opportunity.
Dex 13, Step Up, base attack bonus +6.
Combat
Drone
You can strike at foes that attack you using their superior reach by targeting their limbs or weapons as they come at you.
Base attack bonus +1.
Combat
Drone
You can use automatic weapons to create a cone of covering fire or harrying fire.
Base attack bonus +1, proficiency with heavy weapons.
You can swim as well as a fish.
Athletics 5 ranks
You dabble with coding in the language of magic.
Intelligence 15, character level 5th, no levels in technomancer
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.
-
You can trick foes into firing at an unintended target.
Bluff 5 ranks
You can be so subtle not even the people you threaten are entirely sure you threatened them.
Cha 15, Intimidate 1 rank
You draw upon your resolve to quickly change tactics in the heat of battle.
Adaptive Fighting, character level 5th.
Combat
Drone
You know how to get full value out of weapon types your class doesn’t normally use.
Weapon Focus
You know how to get full value out of weapon types your class doesn’t normally use.
Weapon Specialization, character level 3rd.
Combat
Drone
You have increased training in a particular weapon type, making it easier to hit your target.
Proficiency with selected weapon type
You know how to get the full damage out of a weapon type your class doesn’t normally use.
Character level 3rd, proficiency with selected weapon type
Armor
NameLevelPriceEACKACMax Dex BonusArmor Check PenaltySpeed AdjustmentUpgrade SlotsBulk
Light
912,100+9+108--0L
Light
1230,750+12+138--0L
Light
77,250+6+77--0L
Heavy
17209,000+23+273-5-10 ft.63
Heavy
20932,000+25+284-4-10 ft.73
Heavy
1245,200+17+193-5-10 ft.53
Light
15126,400+17+197-1-41
Light
31,220+3+44-1-11
Light
20825,000+21+238-1-61
Light
1019,650+12+145-1-31
Heavy
77,350+10+122-3-10 ft.53
Heavy
42,275+6+82-2-5 ft.12
Heavy
1110+1+32-3-10 ft.33
Light
52,980+5+65--1L
Light
76,900+8+95--2L
Light
913,300+11+126--3L
Light
1345,800+16+176--4L
Light
17244,300+20+217--5L
Light
19552,000+21+228--6L
Heavy
76,300+10+132-4-10 ft.23
Heavy
1016,950+15+182-4-10 ft.33
Heavy
31,220+5+81-4-10 ft.13
Light
42,250+5+54--1L
Light
17285,000+18+198--0L
Light
1471,300+15+168--0L
Heavy
15120,900+21+224--52
Light
1410+0+15-1-21
Light
52,700+4+55-1-31
Light
75,500+7+85-1-41
Light
1349,250+15+166-1-61
Light
2750+2+34--0L
Light
64,720+6+85--1L
Light
1016,900+12+136--3L
Light
1460,600+17+186--4L
Light
18367,650+20+218--5L
Heavy
1250+2+50-3-10 ft.03
Heavy
31,610+5+72-2-10 ft.13
Heavy
75,500+10+123-2-5 ft.22
Heavy
1124,800+15+173-3-10 ft.63
Heavy
1463,750+18+204-3-10 ft.73
Light
15123,500+18+187--4L
Light
20928,000+22+228--6L
Light
1237,500+15+156--4L
Heavy
2465+3+52-2-5 ft.12
Heavy
913,100+13+153--32
Heavy
2755+3+62-2-5 ft.02
Heavy
1242,250+17+184--42
Light
2460+1+33-1-01
Light
63,670+6+84-1-11
Light
89,000+9+115-1-21
Light
1123,800+13+155-1-31
Heavy
1415+2+42-2-5 ft.02
Heavy
52,970+8+102-2-5 ft.12
Heavy
88,420+12+143-2-5 ft.32
Heavy
1127,100+16+184-3-5 ft.42
Heavy
1594,200+20+224-2-5 ft.52
Light
88,500+9+106--3L
Light
41,950+4+45--1L
Light
1250+1+25--1L
Light
16149,500+19+207--5L
Heavy
1353,600+18+204-2-5 ft.52
Heavy
914,200+14+163-2-5 ft.42
Light
52,600+2+36--0L
Light
31,300+1+26--0L
Light
64,100+4+57--0L
Light
195+0+16--0L
Heavy
16145,500+21+234-3-5 ft.62
Light
1595,200+18+196--4L
Heavy
21,000+4+62-3-10 ft.13
Heavy
1239,650+16+184-2-5 ft.52
Heavy
16163,400+22+244-3-5 ft.62
Heavy
20827,250+26+275-2-5 ft.72
Heavy
63,910+9+113-2-5 ft.12
Heavy
810,250+13+152-3-10 ft.33
Heavy
1123,400+16+183-2-5 ft.42
Heavy
1471,850+19+214-2-5 ft.52
Heavy
18415,800+24+264-3-5 ft.72
Heavy
18365,650+23+245--41
Heavy
19610,250+25+265-3-5 ft.72
Light
64,120+7+75--2L
Powered Armor
NameLevelPriceEACKACMax Dex BonusArmor Check PenaltySizeUpgrade SlotsBulk
53,450+9+122-4Medium120
42,150+0+70-10Large034
1127,100+12+193-5Huge440
15125,500+18+244-6Large243
1019,500+10+135-4Large228
Armor Upgrades
NameLevelPriceSlotsArmor TypeCapacityUsageBulk
Technological
27501Powered--1
Technological
42,1001Heavy, Light, Powered, Shield--1
77,5001Heavy, Light, Powered--1
53,0001Heavy, Light, Powered, Shield---
913,0001Heavy, Light, Powered, Shield---
1235,0001Heavy, Light, Powered, Shield---
Technological
41,7501Heavy, Powered--2
Technological
64,6001Heavy, Light, Powered--1
Technological
810,5002Heavy, Light, Powered101/roundL
Technological
17280,0002Heavy, Light, Powered401/roundL
Technological
31,6002Heavy, Light, Powered101/roundL
Technological
1240,0002Heavy, Light, Powered201/roundL
Technological
1480,0002Heavy, Light, Powered201/roundL
Technological
18400,0002Heavy, Light, Powered401/roundL
201,000,0002Heavy, Light, Powered1001/roundL
Technological
64,5502Heavy, Light, Powered101/roundL
Technological
16180,0002Heavy, Light, Powered401/roundL
Technological
1020,0002Heavy, Light, Powered201/roundL
Hybrid
913,1001Heavy, Light1002/round1
89,2501Heavy, Light101/roundL
Technological
12001Heavy, Light, Powered--L
Technological
53,1001Heavy, Light402/round1
Technological
21,0001Heavy, Light202/actionL
Technological
52,5501Heavy, Light, Powered---
Technological
64,3251Heavy, Powered401/round1
13251Heavy, Light, Powered, Shield--L
Technological
12001Heavy, Light, Powered--L
Technological
77,1501Heavy, Light, Powered--L
1347,9501Heavy, Light, Shield111
18360,0001Heavy, Light, Shield111
Technological
42,2501Heavy, Light, Powered---
11501Heavy, Light, Powered, Shield---
53,6001Heavy, Light, Powered, Shield---
1236,2501Heavy, Light, Powered, Shield---
15120,0001Heavy, Light, Powered, Shield---
Technological
1475,0001Powered401/round2
Weapons
NameLevelPriceDamageRangeCriticalBulkCapacityUsageSpecial
Projectile
Longarm
1239,2004d8 A & P90 ft.Corrode 4d4248 Darts4Analog
Projectile
Longarm
76,9002d8 A & P90 ft.Corrode 2d4124 Darts2Analog
Projectile
Longarm
24851d8 A & P80 ft.Corrode 1d4110 Darts1Analog
Shock
Longarm
913,2002d4 E30 ft.-140 Charges10Blast, Stun, Unwieldy
Shock
Longarm
27501d4 E15 ft.-120 Charges4Blast, Stun, Unwieldy
Shock
Small Arm
1345,7003d6 E50 ft.Arc 2d6L40 Charges2Stun
Shock
Small Arm
27501d6 E50 ft.Arc 2L20 Charges2Stun
Shock
Small Arm
18365,5003d12 E50 ft.Arc 4d6L100 Charges10Stun
Shock
Longarm
1124,5002d12 E70 ft.Arc 2d6240 Charges1Stun
Shock
Longarm
64,2001d12 E70 ft.Arc 1d6240 Charges1Stun
Shock
Longarm
16190,3004d12 E80 ft.Arc 4d6280 Charges2Stun
Shock
Longarm
19622,0006d12 E80 ft.Arc 6d62100 Charges2Stun
Laser
Heavy Weapon
914,3003d8 F120 ft.Burn 1d6340 Charges4Penetrating
Laser
Heavy Weapon
14251d10 F120 ft.Burn 1d6320 Charges2Penetrating
Laser
Heavy Weapon
64,6502d8 F120 ft.Burn 1d6340 Charges4Penetrating
Laser
Heavy Weapon
17248,0007d8 F150 ft.Burn 4d63100 Charges5Penetrating
Laser
Heavy Weapon
1353,8004d8 F130 ft.Burn 2d63100 Charges5Penetrating
Laser
Heavy Weapon
20722,0009d8 F150 ft.Burn 5d63100 Charges5Penetrating
Laser
Heavy Weapon
16145,7004d8 F120 ft.Burn 2d8240 Charges1Automatic
Laser
Heavy Weapon
19543,3006d8 F120 ft.Burn 2d10240 Charges1Automatic
Laser
Heavy Weapon
1019,4002d8 F120 ft.Burn 1d8240 Charges1Automatic
Laser
Longarm
1595,5007d4 F60 ft.Burn 3d42100 Charges10Automatic
Laser
Longarm
19548,10012d4 F60 ft.Burn 5d42100 Charges5Automatic
Laser
Longarm
1126,9005d4 F60 ft.Burn 2d4240 Charges4Automatic
Projectile
Longarm
27551d6 P60 ft.-210 Rounds1Analog, Automatic
One-Handed
Basic Melee
19540,0008d6 B--L20 1Operative, Powered (capacity 20; usage 1), Thrown (20 ft.)
One-Handed
Basic Melee
1901d4 B--L- -Analog, Operative, Thrown (20 ft.)
One-Handed
Basic Melee
11001d4 B--L- -Analog
One-Handed
Basic Melee
17214,8505d10 B--L20 1Powered (capacity 20; usage 1)
One-Handed
Basic Melee
1352,5003d10 B--L20 1Powered (capacity 20; usage 1)
One-Handed
Basic Melee
1016,1002d8 B--L20 1Powered (capacity 20; usage 1)
Special
12551d6 P60 ft.-11 Drawn1Quick Reload, Analog
Special
1851d4 P10 ft.Bleed 1d4-1 Drawn-Quick Reload, Thrown, Analog
One-Handed
Basic Melee
001d6 B--L- -Analog, Archaic, Thrown (10 ft.)
Projectile
Longarm
1016,5003d8 P90 ft.-112 Rounds1Analog
Projectile
Heavy Weapon
1121,9004d10 P70 ft.-212 Arrows4Unwieldy
Projectile
Longarm
88,2502d10 P70 ft.-24 Arrows2Unwieldy, Analog
Projectile
Heavy Weapon
1471,4006d10 P60 ft.-230 Arrows6Unwieldy
Projectile
Heavy Weapon
18327,20010d10 P60 ft.-240 Arrows8Unwieldy
Projectile
Longarm
24751d10 P70 ft.-21 Arrow1Unwieldy, Analog
Grenade
66001d8 C20 ft.-L1 Drawn-Explode (1d8 C; staggered 1 round; 10 ft.)
Grenade
102,3502d8 C20 ft.-L1 Drawn-Explode (2d8 C; staggered 1 round; 15 ft.)
Grenade
149,4004d8 C20 ft.-L1 Drawn-Explode (4d8 C; staggered 1 round; 20 ft.)
Grenade
1854,1006d8 C20 ft.-L1 Drawn-Explode (6d8 C; staggered 1 round; 20 ft.)
Two-Handed
Cryo
Advanced Melee
1234,8002d8 C-Staggered 240 2Powered (capacity 40; usage 2), Reach
Two-Handed
Cryo
Advanced Melee
53,3601d8 C--240 2Powered (capacity 40; usage 2), Reach
Two-Handed
Advanced Melee
16184,3008d10 S-Bleed 5d6240 2Powered (capacity 40; usage 2)
Two-Handed
Advanced Melee
42,2301d10 S-Bleed 1d62- -Analog
Two-Handed
Advanced Melee
20815,00012d10 S-Bleed 6d6240 2Powered (capacity 40; usage 2)
Two-Handed
Advanced Melee
1018,1003d10 S-Bleed 2d61- -Analog
One-Handed
Basic Melee
17275,00010d4 S--L- -Analog, Operative, Thrown (20 ft.)
One-Handed
Basic Melee
1232,8004d4 S--L- -Analog, Operative, Thrown (20 ft.)
One-Handed
Basic Melee
1464,4006d4 S--L- -Analog, Operative, Thrown (20 ft.)
Two-Handed
Advanced Melee
18410,20012d8 S--1- -Analog
Two-Handed
Advanced Melee
1343,9005d8 S--1- -Analog
Two-Handed
Advanced Melee
75,5002d8 S--1- -Analog
Two-Handed
Advanced Melee
75,3002d12 P--1- -Analog, Unwieldy
Two-Handed
Advanced Melee
19546,10013d12 P--1- -Analog, Unwieldy
Two-Handed
Advanced Melee
17248,00010d12 P--120 1Powered (capacity 20; usage 1), Unwieldy
Two-Handed
Advanced Melee
12401d12 P--1- -Analog, Unwieldy
Two-Handed
Advanced Melee
1124,6004d12 P--1- -Analog, Unwieldy
Two-Handed
Advanced Melee
1471,5007d12 P--1- -Analog, Unwieldy
One-Handed
Basic Melee
89,5002d6 S--L20 1Powered (capacity 20; usage 1)
One-Handed
Basic Melee
18331,20010d6 S--L- -Analog
One-Handed
Basic Melee
15109,2507d6 S--L20 1Powered (capacity 20; usage 1)
One-Handed
Basic Melee
24751d6 S--L- -Analog
One-Handed
Basic Melee
1126,0003d6 S--L- -Analog
One-Handed
Advanced Melee
75,4301d12 S-Bleed 1d8120 1Powered (capacity 20; usage 1)
Two-Handed
Flame
Advanced Melee
88,5002d8 F-Wound 120 1Powered (capacity 20; usage 1)
Two-Handed
Flame
Advanced Melee
27501d8 F-Wound 120 1Powered (capacity 20; usage 1)
Two-Handed
Flame
Advanced Melee
1353,2005d8 F-Wound 120 1Powered (capacity 20; usage 1)
Two-Handed
Flame
Advanced Melee
19595,00010d8 F-Severe Wound 120 1Powered (capacity 20; usage 1)
Flame
Small Arm
24701d4 F20 ft.Burn 1d4L20 Petrol4Line, Unwieldy, Analog
Flame
Small Arm
75,5002d4 F20 ft.Burn 1d4L20 Petrol5Line, Unwieldy
Flame
Small Arm
1123,0002d8 F30 ft.Burn 1d8L20 Petrol5Line, Unwieldy
Flame
Small Arm
17220,0003d10 F30 ft.Burn 2d6L20 Petrol5Line, Unwieldy
Flame
Longarm
24901d6 F25 ft.Burn 1d6120 Petrol5Line, Unwieldy
Flame
Heavy Weapon
15128,0006d6 F30 ft.Burn 6d6240 Petrol10Analog, Blast, Unwieldy
Flame
Heavy Weapon
1235,1004d6 F30 ft.Burn 4d6240 Petrol8Analog, Blast, Unwieldy
Flame
Heavy Weapon
27801d6 F15 ft.Burn 1d6220 Petrol4Analog, Blast, Unwieldy
Flame
Heavy Weapon
18367,5009d6 F30 ft.Burn 9d6240 Petrol10Analog, Blast, Unwieldy
Flame
Heavy Weapon
64,2001d10 F30 ft.Burn 1d8220 Petrol4Analog, Blast, Unwieldy
Flame
Heavy Weapon
88,6002d6 F30 ft.Burn 2d6220 Petrol5Analog, Blast, Unwieldy
Flame
Small Arm
1901d3 F30 ft.Burn 1d6L1 Flare1Analog, Bright
Grenade
2120-20 ft.-L1 Drawn-Explode (blinded 1d4 rounds; 5 ft.)
Grenade
6620-20 ft.-L1 Drawn-Explode (blinded 1d4 rounds; 10 ft.)
Grenade
124,800-20 ft.-L1 Drawn-Explode (blinded 1d6 rounds; 15 ft.)
Grenade
1624,300-20 ft.-L1 Drawn-Explode (blinded 1d8 rounds; 20 ft.)
Grenade
1351d6 P20 ft.-L1 Drawn-Explode (1d6 P; 15 ft.)
Grenade
43102d6 P20 ft.-L1 Drawn-Explode (2d6 P; 15 ft.)
Grenade
81,2604d6 P20 ft.-L1 Drawn-Explode (4d6 P; 15 ft.)
Grenade
102,7006d6 P20 ft.-L1 Drawn-Explode (6d6 P; 15 ft.)
Grenade
148,40010d6 P20 ft.-L1 Drawn-Explode (10d6 P; 15 ft.)
Grenade
1620,50012d6 P20 ft.-L1 Drawn-Explode (12d6 P; 15 ft.)
Grenade
1848,40016d6 P20 ft.-L1 Drawn-Explode (16d6 P; 15 ft.)
Grenade
20132,00020d6 P20 ft.-L1 Drawn-Explode (20d6 P; 15 ft.)
Solarian
18330,3004d6 -Severe Wound -- --
Solarian
63,9001d4 -Wound -- --
Solarian
1230,8002d6 -Severe Wound -- --
Solarian
911,5001d6 -Severe Wound -- --
Solarian
1594,2003d6 -Severe Wound -- --
Solarian
20916,2006d6 -Severe Wound -- --
Solarian
17251,0004d6 -Knockdown -- --
Solarian
52,9001d3 -Knockdown -- --
Solarian
1124,0002d6 -Knockdown -- --
Solarian
89,2001d6 -Knockdown -- --
Solarian
1469,8003d6 -Knockdown -- --
Solarian
20727,1006d6 -Knockdown -- --
One-Handed
Advanced Melee
1345,7004d10 S-Bleed 2d81- -Analog
Projectile
Small Arm
17212,7004d12 B80 ft.Knockdown L8 Mini-rockets1Analog
Projectile
Small Arm
20715,8005d12 B80 ft.Knockdown L8 Mini-rockets1Analog
Projectile
Small Arm
1591,5003d12 B80 ft.Knockdown L8 Mini-rockets1Analog
Projectile
Longarm
15122,8005d12 B120 ft.Knockdown 212 Mini-rockets1Analog
Projectile
Longarm
17245,6006d12 B120 ft.Knockdown 212 Mini-rockets1Analog
Projectile
Longarm
20723,5008d12 B120 ft.Knockdown 212 Mini-rockets1Analog
Projectile
Longarm
1354,0003d12 B100 ft.Knockdown 212 Mini-rockets1Analog
One-Handed
Advanced Melee
1951d6 B--1- -Analog
One-Handed
Advanced Melee
1016,9004d6 B--120 2Powered (capacity 20; usage 2)
One-Handed
Advanced Melee
19551,00015d6 B--140 2Powered (capacity 40; usage 2)
One-Handed
Advanced Melee
16164,50011d6 B--1- -Analog
Projectile
Longarm
12401d8 P90 ft.-16 Rounds1Analog
Heavy Weapon
1018,200-80 ft.-21 Missile1-
One-Handed
Basic Melee
914,2003d4 B-Staggered L20 2Nonlethal, Operative, Powered (capacity 20; usage 2)
Grenade
21401d6 F20 ft.-L1 Drawn-Explode (1d6 F; burning 1d4; 5 ft.)
Grenade
65802d6 F20 ft.-L1 Drawn-Explode (2d6 F; burning 1d6; 10 ft.)
Grenade
81,3803d6 F20 ft.-L1 Drawn-Explode (3d6 F; burning 1d6; 10 ft.)
Grenade
124,3005d6 F20 ft.-L1 Drawn-Explode (5d6 F; burning 3d6; 15 ft.)
Grenade
1620,20010d6 F20 ft.-L1 Drawn-Explode (10d6 F; burning 5d6; 15 ft.)
Grenade
1854,30012d6 F20 ft.-L1 Drawn-Explode (12d6 F; burning 6d6; 15 ft.)
One-Handed
Advanced Melee
24901d4 P-Injection DC +2L- -Analog, Injection
One-Handed
Basic Melee
1951d4 S--L- -Analog, Operative, Thrown (20 ft.)
One-Handed
Basic Melee
76,0002d4 S--L- -Analog, Operative, Thrown (20 ft.)
Laser
Small Arm
914,8203d4 F90 ft.Burn 1d4L40 Charges2Boost 1d4
Laser
Small Arm
13501d4 F80 ft.Burn 1d4L20 Charges1-
Laser
Small Arm
64,2702d4 F90 ft.Burn 1d4L20 Charges1-
Laser
Small Arm
1482,0005d4 F90 ft.Burn 3d4L80 Charges4Boost 2d4
Laser
Small Arm
1240,2004d4 F90 ft.Burn 2d4L40 Charges2-
Laser
Small Arm
17245,2008d4 F100 ft.Burn 4d4L80 Charges4-
Laser
Longarm
914,3003d6 F120 ft.Burn 1d6140 Charges1-
Laser
Longarm
14251d8 F120 ft.Burn 1d6120 Charges1-
Laser
Longarm
64,6502d6 F120 ft.Burn 1d6140 Charges1-
Laser
Longarm
17248,0008d6 F150 ft.Burn 4d61100 Charges2-
Laser
Longarm
1353,8005d6 F130 ft.Burn 2d61100 Charges2-
Laser
Longarm
20722,00011d6 F150 ft.Burn 5d61100 Charges2-
One-Handed
Advanced Melee
20727,30014d8 S--1- -Analog
One-Handed
Advanced Melee
912,1002d10 S-Bleed 2d61- -Analog
One-Handed
Advanced Melee
17245,20010d8 S--1- -Analog
One-Handed
Advanced Melee
78,4202d8 S--1- -Analog
One-Handed
Advanced Melee
13751d8 S--1- -Analog
One-Handed
Advanced Melee
18368,1008d10 S-Bleed 6d61- -Analog
One-Handed
Advanced Melee
1126,3004d8 S--1- -Analog
One-Handed
Advanced Melee
1479,5007d8 S-Severe Wound L- -Analog
Projectile
Heavy Weapon
17220,3007d10 P120 ft.-2100 Rounds4Analog, Automatic
Projectile
Heavy Weapon
88,6002d10 P60 ft.-260 Rounds2Analog, Automatic
Projectile
Heavy Weapon
1123,1003d10 P60 ft.-260 Rounds2Analog, Automatic
Projectile
Heavy Weapon
42,0601d10 P60 ft.-240 Rounds2Analog, Automatic
Projectile
Longarm
1353,7004d8 P60 ft.-224 Rounds1Analog, Automatic
Projectile
Longarm
16185,1006d8 P120 ft.-236 Rounds1Analog, Automatic
Projectile
Longarm
19612,6008d8 P120 ft.-248 Rounds1Analog, Automatic
Projectile
Longarm
911,8002d8 P60 ft.-218 Rounds1Analog, Automatic
One-Handed
Advanced Melee
15107,00010d4 S-Severe Wound L- -Analog, Disarm, Reach, Trip
Heavy Weapon
1280-60 ft.-26 Grenades1-
Heavy Weapon
89,400-70 ft.-312 Grenades1-
Small Arm
11051d4 P30 ft.Injection DC +2L6 Darts1Analog, Injection
Longarm
11101d6 P60 ft.Injection DC +2112 Darts1Analog, Injection
Special
2460-10 ft.-11 Drawn-Analog, Entangle, Thrown
One-Handed
Basic Melee
16185,3006d6 B-Knockdown L20 2Operative, Powered (capacity 20; usage 2), Stun
Solarian
17246,2004d6 F-Burn 3d6-- --
Solarian
52,9501d3 F-Burn 1d6-- --
Solarian
1125,1002d6 F-Burn 1d6-- --
Solarian
89,3001d6 F-Burn 1d6-- --
Solarian
1471,2003d6 F-Burn 2d6-- --
Solarian
20729,5006d6 F-Burn 5d6-- --
Two-Handed
Advanced Melee
912,2002d8 P-Bleed 1d82- -Analog, Reach
Two-Handed
Advanced Melee
1595,7007d8 P-Bleed 3d82- -Analog, Reach
Two-Handed
Advanced Melee
24751d8 P--2- -Analog, Reach
Plasma
Heavy Weapon
20950,0008d10 E & F100 ft.Burn 4d82100 Charges10Explode (10 ft.), Unwieldy
Plasma
Heavy Weapon
88,6502d10 E & F100 ft.Burn 1d8240 Charges5Explode (5 ft.), Unwieldy
Plasma
Heavy Weapon
16189,2006d10 E & F100 ft.Burn 3d82100 Charges5Explode (5 ft.), Unwieldy
Plasma
Heavy Weapon
1462,8004d10 E & F100 ft.Burn 2d82100 Charges5Explode (5 ft.), Unwieldy
Plasma
Longarm
17275,0005d10 E & F80 ft.Burn 2d102200 Charges10Boost 2d10
Plasma
Longarm
1349,1003d10 E & F80 ft.Burn 1d102100 Charges5Boost 1d10
Two-Handed
Plasma
Advanced Melee
18364,1007d10 E & F-Severe Wound 120 2Powered (capacity 20; usage 2)
Two-Handed
Plasma
Advanced Melee
64,6501d10 E & F-Severe Wound 120 2Powered (capacity 20; usage 2)
Two-Handed
Plasma
Advanced Melee
15126,8005d10 E & F-Severe Wound 120 2Powered (capacity 20; usage 2)
Two-Handed
Plasma
Advanced Melee
1017,0002d10 E & F-Severe Wound 120 2Powered (capacity 20; usage 2)
Plasma
Small Arm
19565,0005d8 E & F40 ft.Burn 3d8L100 Charges20Line, Unwieldy
Plasma
Small Arm
77,2001d8 E & F20 ft.Burn 1d8L20 Charges4Line, Unwieldy
Plasma
Small Arm
15107,5003d8 E & F30 ft.Burn 2d8L100 Charges20Line, Unwieldy
Plasma
Small Arm
1240,3002d8 E & F25 ft.Burn 1d8L40 Charges8Line, Unwieldy
Plasma
Longarm
20935,0008d10 E & F100 ft.Burn 4d82100 Charges10Line, Unwieldy
Plasma
Longarm
64,6001d10 E & F40 ft.Burn 1d4240 Charges4Line, Unwieldy
Plasma
Longarm
15126,6004d10 E & F60 ft.Burn 2d8240 Charges4Line, Unwieldy
Plasma
Longarm
1016,8002d10 E & F40 ft.Burn 1d8240 Charges4Line, Unwieldy
One-Handed
Plasma
Advanced Melee
20920,25010d8 E & F-Severe Wound 140 4Powered (capacity 40; usage 4)
One-Handed
Plasma
Advanced Melee
1354,3004d8 E & F-Severe Wound 140 4Powered (capacity 40; usage 4)
One-Handed
Plasma
Advanced Melee
914,5502d8 E & F-Severe Wound 120 2Powered (capacity 20; usage 2)
One-Handed
Plasma
Advanced Melee
18415,6008d8 E & F-Severe Wound 140 4Powered (capacity 40; usage 4)
One-Handed
Plasma
Advanced Melee
15127,0005d8 E & F-Severe Wound 140 4Powered (capacity 40; usage 4)
One-Handed
Sonic
Advanced Melee
16148,20010d6 B & So-Knockdown 120 1Powered (capacity 20; usage 1)
One-Handed
Sonic
Advanced Melee
1231,3005d6 B & So-Knockdown 120 1Powered (capacity 20; usage 1)
One-Handed
Sonic
Advanced Melee
77,3402d6 B & So-Knockdown 120 1Powered (capacity 20; usage 1)
One-Handed
Sonic
Advanced Melee
24751d6 B & So-Knockdown 120 1Powered (capacity 20; usage 1)
Shock
Small Arm
12501d4 E30 ft.-L20 Charges1Nonlethal
Shock
Longarm
11001d6 E50 ft.-120 Charges1Nonlethal
Projectile
Heavy Weapon
1473,0006d10 P100 ft.-36 Rounds1Penetrating
Projectile
Heavy Weapon
17244,0008d10 P100 ft.-36 Rounds1Penetrating
Projectile
Heavy Weapon
1016,7503d10 P100 ft.-36 Rounds1Penetrating
Projectile
Heavy Weapon
12501d10 P90 ft.-36 Rounds1Penetrating
Projectile
Heavy Weapon
20810,00012d10 P100 ft.-36 Rounds1Penetrating
Projectile
Heavy Weapon
76,1002d10 P90 ft.-36 Rounds1Penetrating
Projectile
Longarm
18331,0004d12 P30 ft.-212 Shells1Analog, Blast
Projectile
Longarm
1230,4002d12 P15 ft.-212 Shells1Analog, Blast
Projectile
Longarm
88,3001d12 P15 ft.-18 Shells1Analog, Blast
Projectile
Longarm
12351d4 P15 ft.-14 Shells1Analog, Blast
Projectile
Longarm
1591,9003d12 P30 ft.-212 Shells1Analog, Blast
Grenade
43201d10 So20 ft.-L1 Drawn-Explode (1d10 So; deafened 1d4 minutes; 15 ft.)
Grenade
81,3402d10 So20 ft.-L1 Drawn-Explode (2d10 So; deafened 1d4 minutes; 20 ft.)
Grenade
125,2004d10 So20 ft.-L1 Drawn-Explode (4d10 So; deafened 1d4 minutes; 25 ft.)
Grenade
1620,0007d10 So20 ft.-L1 Drawn-Explode (7d10 So; deafened 1d4 minutes; 30 ft.)
Sonic
Heavy Weapon
15107,5004d10 So60 ft.Deafen 2100 Charges10Blast, Unwieldy
Sonic
Heavy Weapon
914,0002d10 So60 ft.Deafen 280 Charges8Blast, Unwieldy
Sonic
Heavy Weapon
53,3501d10 So30 ft.Deafen 240 Charges4Blast, Unwieldy
Projectile
Longarm
1472,3006d8 P100 ft.-118 Rounds1Analog
Projectile
Longarm
17242,5009d8 P100 ft.-118 Rounds1Analog
Projectile
Longarm
20809,20012d8 P100 ft.-124 Rounds1Analog
Projectile
Longarm
76,0302d8 P100 ft.-18 Rounds1Analog
Projectile
Small Arm
75,5002d6 P60 ft.-L12 Rounds1Analog
Projectile
Small Arm
1018,2003d6 P60 ft.-L12 Rounds1Analog
Projectile
Small Arm
1345,2004d6 P60 ft.-L16 Rounds1Analog
Projectile
Small Arm
12601d6 P30 ft.-L9 Rounds1Analog
Projectile
Sniper
89,3502d10 P70 ft.-24 Rounds1Analog, Sniper (500 ft.), Unwieldy
Projectile
Sniper
1354,0004d10 P80 ft.-26 Rounds1Analog, Sniper (750 ft.), Unwieldy
Projectile
Sniper
16147,2006d10 P80 ft.-16 Rounds1Analog, Sniper (1000 ft.), Unwieldy
Projectile
Sniper
27551d10 P70 ft.-11 Round1Analog, Sniper (250 ft.), Unwieldy
Projectile
Sniper
20740,80010d10 P80 ft.-14 Rounds1Analog, Sniper (1000 ft.), Unwieldy
Shock
Heavy Weapon
1019,1002d12 E40 ft.-240 Charges4Explode (15 ft.), Unwieldy
Shock
Heavy Weapon
64,6201d12 E40 ft.-240 Charges2Explode (10 ft.), Unwieldy
Shock
Heavy Weapon
16164,8005d12 E40 ft.-2100 Charges10Explode (20 ft.), Unwieldy
Shock
Heavy Weapon
20735,0007d12 E40 ft.-2100 Charges10Explode (20 ft.), Unwieldy
Grenade
1501d8 E20 ft.-L1 Drawn-Explode (1d8 E; 15 ft.)
Grenade
42901d12 E20 ft.-L1 Drawn-Explode (1d12 E; 15 ft.)
Grenade
102,5003d12 E20 ft.-L1 Drawn-Explode (3d12 E; 15 ft.)
Grenade
1410,5006d12 E20 ft.-L1 Drawn-Explode (6d12 E; 15 ft.)
Grenade
20110,0009d12 E20 ft.-L1 Drawn-Explode (9d12 E; 15 ft.)
One-Handed
Shock
Advanced Melee
1123,0002d12 E-Arc 2d4120 2Powered (capacity 20; usage 2), Stun
One-Handed
Shock
Advanced Melee
89,1501d12 E-Arc 1d4120 2Powered (capacity 20; usage 2), Stun
One-Handed
Shock
Advanced Melee
1680,2003d12 E-Arc 3d4140 2Powered (capacity 40; usage 2), Stun
One-Handed
Shock
Advanced Melee
19545,0006d12 E-Arc 6d4140 2Powered (capacity 40; usage 2), Stun
One-Handed
Flame
Advanced Melee
17246,0007d8 F-Burn 4d12120 1Powered (capacity 20; usage 1)
One-Handed
Flame
Advanced Melee
76,1202d4 F-Burn 1d8120 2Powered (capacity 20; usage 2)
Grenade
140-20 ft.-L1 Drawn-Explode (smoke cloud 1 minute; 20 ft.)
Sonic
Small Arm
16191,0004d8 So40 ft.Deafen L80 Charges8Boost 1d10
Sonic
Small Arm
1471,3003d8 So40 ft.Deafen L60 Charges6-
Sonic
Small Arm
1126,2002d8 So40 ft.Deafen L40 Charges4Boost 1d6
Sonic
Small Arm
42,3001d8 So40 ft.Deafen L20 Charges2-
Sonic
Longarm
18364,5006d10 So50 ft.Deafen 2100 Charges5-
Sonic
Longarm
1480,2004d10 So50 ft.Deafen 280 Charges4-
Sonic
Longarm
1017,0002d10 So50 ft.Deafen 240 Charges2-
Sonic
Longarm
53,4001d10 So50 ft.Deafen 140 Charges2-
Two-Handed
Basic Melee
1122,6503d6 P--140 2Block, Powered (capacity 40; usage 2), Thrown (20 ft.)
Two-Handed
Basic Melee
19552,00012d6 P--140 2Block, Powered (capacity 40; usage 2), Thrown (20 ft.)
Two-Handed
Basic Melee
810,0002d6 P--1- -Analog, Block, Thrown (20 ft.)
Two-Handed
Basic Melee
13751d6 P--1- -Analog, Block, Thrown (20 ft.)
Two-Handed
Basic Melee
15107,3507d6 P--1- -Analog, Block, Thrown (20 ft.)
Two-Handed
Basic Melee
1801d4 B-Knockdown 1- -Analog, Block
Two-Handed
Basic Melee
76,1501d8 B-Knockdown 1- -Analog, Block
Two-Handed
Basic Melee
18320,8008d8 B-Knockdown 1- -Analog, Block
Two-Handed
Advanced Melee
1345,2003d8 B-Knockdown 120 1Block, Powered (capacity 20; usage 1), Stun
Two-Handed
Advanced Melee
76,3201d10 B--120 1Block, Powered (capacity 20; usage 1), Stun
One-Handed
Advanced Melee
1240,4004d8 F & P--L20 1Powered (capacity 20; usage 1), Thrown (30 ft.)
One-Handed
Advanced Melee
19602,2008d12 P--L- -Analog, Thrown (80 ft.)
One-Handed
Advanced Melee
16183,4008d8 F & P--L20 2Powered (capacity 20; usage 2), Thrown (50 ft.)
One-Handed
Advanced Melee
89,8104d4 P--L- -Analog, Thrown (50 ft.)
One-Handed
Advanced Melee
11101d4 P--L- -Analog, Thrown (20 ft.)
Projectile
Heavy Weapon
15122,8004d12 P30 ft.Wound 232 Shells8Blast
Projectile
Heavy Weapon
1019,2002d12 P30 ft.Wound 218 Shells6Blast
Grenade
180-20 ft.-L1 Drawn-Explode (entangled 2d4 rounds; 10 ft.)
Grenade
4300-20 ft.-L1 Drawn-Explode (entangled 2d4 rounds; 15 ft.)
Grenade
102,500-20 ft.-L1 Drawn-Explode (entangled 2d4 rounds; 20 ft.)
Sonic
Longarm
16195,0005d10 So50 ft.Knockdown 240 Charges4Boost 1d10
Sonic
Longarm
1239,3003d10 So50 ft.Knockdown 240 Charges5Boost 1d8
Sonic
Longarm
77,1501d10 So50 ft.Knockdown 240 Charges5Boost 1d6
Two-Handed
Advanced Melee
914,3003d10 B-Knockdown 2- -Analog, Reach, Unwieldy
Two-Handed
Advanced Melee
1344,1005d10 B-Knockdown 240 4Powered (capacity 40; usage 4), Reach, Unwieldy
Two-Handed
Advanced Melee
17273,00010d10 B-Knockdown 2- -Analog, Reach, Unwieldy
Two-Handed
Advanced Melee
20905,70014d10 B & F-Knockdown 240 4Powered (capacity 40; usage 4), Reach, Unwieldy
Two-Handed
Advanced Melee
53,3601d10 B-Knockdown 2- -Analog, Reach, Unwieldy
One-Handed
Advanced Melee
1124,8005d4 S--L20 2Disarm, Powered (capacity 20; usage 2), Reach, Stun, Trip
One-Handed
Advanced Melee
12401d4 S--L- -Analog, Disarm, Nonlethal, Reach, Trip
Solarian
17274,1004d6 -Bleed 4d6-- --
Solarian
53,0501d4 -Bleed 1d6-- --
Solarian
1126,2002d6 -Bleed 2d6-- --
Solarian
89,8001d6 -Bleed 2d6-- --
Solarian
1481,3003d6 -Bleed 3d6-- --
Solarian
20806,0006d6 -Bleed 6d6-- --
Projectile
Heavy Weapon
913,1002d12 P120 ft.-2100 Rounds2Automatic
Projectile
Heavy Weapon
1353,7004d12 P120 ft.-2100 Rounds2Automatic
Projectile
Heavy Weapon
20826,0009d12 P120 ft.-2100 Rounds2Automatic
Projectile
Heavy Weapon
64,2401d12 P120 ft.-280 Rounds2Automatic
Cryo
Heavy Weapon
1481,4005d8 C60 ft.Staggered 2100 Charges5Line, Unwieldy
Cryo
Heavy Weapon
18412,8008d8 C80 ft.Staggered 2100 Charges5Line, Unwieldy
Cryo
Heavy Weapon
1123,0003d8 C60 ft.Staggered 280 Charges4Line, Unwieldy
Cryo
Small Arm
19492,9006d6 C60 ft.Staggered L80 Charges4-
Cryo
Small Arm
1594,5004d6 C60 ft.Staggered L40 Charges2-
Cryo
Small Arm
53,0601d6 C60 ft.Staggered L20 Charges1-
Cryo
Small Arm
1016,9002d6 C60 ft.Staggered L40 Charges2-
Cryo
Longarm
18410,2007d8 C60 ft.Staggered 2100 Charges5-
Cryo
Longarm
1479,8004d8 C60 ft.Staggered 280 Charges4-
Cryo
Longarm
42,3301d8 C60 ft.Staggered 140 Charges2-
Cryo
Longarm
810,1002d8 C60 ft.Staggered 240 Charges2-
Ammunition
NameLevelPriceCapacitySpecialBulk
Missile
15020-L
433040--
16020--
439080--
5445100-L
Cartridge
12025-L
Cartridge
151--
68751 As any 1st-level grenade-
105,4501 As any 5th-level or lower grenade-
1532,0501 As any 10th-level or lower grenade-
20245,0001 As any 15th-level or lower grenade-
Cartridge
430010-L
1314,6001 13d8 B & F1
105,7001Explode (6d8 B & P; 30 ft.)1
328040-2
16020-1
Cartridge
29020-L
17525-L
14030-L
15525-L
Weapon Fusions
NameLevelDescription
2The anarchic fusion imbues a weapon with divine energy from a chaotic deity. Any attacks with the weapon are chaotic-aligned. Damage from the weapon bypasses DR/chaotic and ignores the energy resistance of lawful dragons and lawful outsiders. The anarchic fusion can’t be added to weapons that have the axiomatic fusion.
1A weapon with the anchoring fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a starship or large vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally.
2The axiomatic fusion imbues a weapon with divine energy from a lawful deity. Any attacks with the weapon are lawful-aligned. Damage from the weapon bypasses DR/lawful and ignores the energy resistance of chaotic dragons and chaotic outsiders. The axiomatic fusion can’t be added to weapons that have the anarchic fusion.
5The bane fusion enhances the power of critical hits against certain foes. Against a designated foe, the bane weapon gains the stunned critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit against an appropriate foe, you can apply either the weapon’s normal critical hit effect or the stunned effect. When you add this fusion to a weapon (or create it as a fusion seal), you must select a single creature type (aberration, animal, construct, dragon, fey, humanoid, magical beast, ooze, outsider, plant, undead, or vermin) against which it will apply. If you select humanoid or outsider, you must also select one subtype. The stunned critical hit effect applies only against creatures of the selected type (and subtype, if selected). Once selected, the creature type and subtype can’t be changed.
2The blasting fusion allows a weapon to make a single attack as a blast once per day as a full action. This attack has a maximum range of 30 feet and deals half the weapon’s normal damage. Only ranged weapons that don’t have the automatic, explode, line, or thrown weapon special property can benefit from the blasting fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the blasting fusion.
5The bleeding fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect. The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. 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 bleed effect. Only weapons that deal piercing or slashing damage can have this fusion.
2With the burst fusion, a weapon’s energy damage can form a small explosion that spills onto a second target. The weapon gains the arc critical hit effect. 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 arc effect. The amount of damage dealt to the secondary target is equal to one-third the level of the weapon with the burst fusion (minimum 1). Only weapons that deal acid, cold, electricity, fire, or sonic damage can benefit from a burst fusion. If your weapon deals more than one type of energy damage, you select one of those types for the arc critical hit effect to apply to secondary targets when the fusion is added.
1A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.
9The corrosive fusion weaves the destructive power of acid into the weapon’s form. Half the weapon’s damage type is replaced with acid damage. You can activate or deactivate the corrosive fusion as a swift action. If the weapon already deals two types of damage, replace one of them with acid (you decide which damage type is replaced each time you activate the corrosive fusion). You can add this fusion only to a weapon that does not already deal acid damage. This fusion never causes a weapon that normally targets KAC to target EAC.
3With the deafening fusion, a weapon releases a blast of low-frequency sonic energy on impact. The weapon gains the deafen critical hit effect. 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 deafen effect. Only weapons that deal bludgeoning, piercing, slashing, or sonic damage can benefit from a deafening fusion.
1A weapon with the defiant fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon’s level (minimum +1).
5You can apply the devastating fusion only to a weapon with two or more critical hit effects. When you score a critical hit with a weapon that has the devastating fusion, you can select two of the critical hit effects to apply to the target (even if you are normally required to select just one critical hit effect).
3A weapon with the dispelling fusion gathers spare wisps of latent magic during combat, which it can then unleash in a focused effort to dispel magic. The weapon gains dispelling as a critical hit effect in combat. This ability manifests only in high-stakes situations, so you must be in combat and facing a significant enemy for it to gain this critical hit effect. If there’s any doubt about whether you’re in combat or able to access the critical hit effect, the GM decides. 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 dispelling effect. A target affected by the dispelling critical hit effect is the subject of a targeted dispel magic, as the spell, using the weapon’s item level as the dispel check’s caster level.
3The disruptive fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. The weapon ignores any DR and energy resistance of undead creatures. Only weapons that deal bludgeoning damage can benefit from this fusion.
1The durable fusion uses magical runes and reinforcements to significantly increase a weapon’s toughness. When determining a weapon’s hardness, Hit Points, and saving throws, treat its item level as being 5 higher.
2A weapon with the entangling fusion gains the entangle weapon special property. Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an entangle attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is affected by the entangle condition. The entangle effect ends after 1d4 rounds if the target has not already escaped it. Only weapons that do bludgeoning, piercing, slashing, or cold damage can benefit from this fusion.
5The flaming fusion imbues a weapon with the fiery power of a star. Half the weapon’s damage type is replaced with fire damage. You can activate or deactivate the flaming fusion as a swift action. If the weapon already deals two types of damage, replace one of them with fire (you decide which damage type to replace each time you activate the flaming fusion). You can add this fusion only to a weapon that does not already deal fire damage. This fusion never causes a weapon that normally targets KAC to target EAC.
5The frost fusion imbues a weapon with the icy cold of a dead world far from its system’s sun. Half the weapon’s damage type is replaced with cold damage. You can activate or deactivate the frost fusion as a swift action. If the weapon already deals two types of damage, replace one of them with cold (you decide which damage type to replace each time you activate the frost fusion). You can add this fusion only to a weapon that does not already deal cold damage. This fusion never causes a weapon that normally targets KAC to target EAC.
5Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon.
1As a standard action, a weapon with the glamered fusion can be commanded to change its appearance to assume the form of another object of similar size. The weapon retains all its properties (including bulk) when disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is in disguise. After a glamered weapon is used to make an attack, this fusion is suppressed for 1 minute.
2A weapon with the holy fusion becomes blessed with divine energy from a good deity. Any attacks with the fused weapon are good-aligned. Damage from the weapon bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead. The holy fusion cannot be added to weapons that have the unholy fusion.
1A weapon with the hybridized fusion replaces much of its technological functions with magic counterparts. It gains the analog weapon special property, and the core function of the weapon is considered to be a hybrid of magic and technology (rather than only the fusion counting as a hybrid item). A hybridized weapon still consumes ammunition and battery charges normally.
1The illuminating fusion causes a weapon to gain the bright weapon special property. You can deactivate this fusion as a move action, in which case the weapon acts as if it does not have the bright property until it is reactivated (which also requires a move action).
6With the knockdown fusion, a weapon disrupts a target’s center of gravity. The weapon gains the knockdown critical hit effect. 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 knockdown effect. Only weapons that deal bludgeoning damage can benefit from this fusion.
2A weapon with the merciful fusion often hums pleasantly when at rest and makes soft, airy musical noises when it is used to make an attack. The magic of this fusion subdues the damaging effect of the weapon it is added to. While this fusion is active, the weapon’s regular damage becomes nonlethal damage. If the weapon deals two types of damage, both of the damage types become nonlethal. You can activate or deactivate the merciful fusion as a swift action.
1A weapon with the ominous fusion trails a shadowy haze behind it and moans a menacing dirge in battle. The weapon gains intimidation as a critical hit effect. 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 intimidation effect. A target affected by the intimidation critical hit effect is shaken for 1d4 rounds (Fortitude save negates). A creature that gains the shaken condition from a weapon with the ominous fusion can’t gain that condition again from the same weapon for 24 hours.
1You can add this fusion only to a weapon that has the thrown weapon special property. A returning weapon flies through the air back to you after you make a thrown ranged attack with it. It returns to you just before your next turn (and is therefore ready to use again in that turn). Catching the weapon when it comes back takes no action. If you can’t catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which you threw it.
3The seeking fusion causes an attack from a weapon to veer toward its target. This negates any miss chance caused by the target having concealment, though it has no effect on miss chances from other sources (and does not offset the miss chance from a target having total concealment).
5The shock fusion weaves the electrical energy of the universe into the weapon’s form. Half the weapon’s damage type is replaced with electricity damage. You can activate or deactivate the shock fusion as a swift action. If the weapon already deals two types of damage, replace one of them with electricity (you decide which damage type to replace each time you activate the shock fusion). You can add this fusion only to a weapon that does not already deal electricity damage. This fusion never causes a weapon that normally target KAC to target EAC.
2A weapon with the spellthrower fusion is able to have a single spell gem loaded into it at a time. It takes 1 minute to load a spell gem, and only gems containing a spell with a casting time of one standard action or less and a spell level no greater than one-quarter the weapon’s item level can be loaded into the weapon. If you are proficient with and wielding the weapon, as a full action you can cast the spell contained within the spell gem rather than make a normal attack. This allows you to use the spell gem as if you were a spellcaster with the spell on your class’s spell list. Unlike the normal rules for using a spell gem, it does not matter if the gem’s item level is higher than your caster level (even if your caster level is 0). However, if the spell gem’s item level is higher than your base attack bonus, once you’ve spent the full action to cast the spell, you must succeed at an attack roll with the weapon against an AC equal to the spell gem’s level + 1 or you fail to cast the spell. This roll represents your expertise with the weapon, and no actual attack or ammunition is used. If you fail to cast a spell from a spell gem, the spell is expended harmlessly and the spell gem is destroyed.
9The thundering fusion imbues a weapon with heightened frequency vibrations. Half the weapon’s damage type is replaced with sonic damage. You can activate or deactivate the thundering fusion as a swift action. If the weapon already deals two types of damage, replace one of them with sonic (you decide which damage type to replace each time you activate the thundering fusion). You can add this fusion only to a weapon that does not already deal sonic damage. This fusion never causes a weapon that normally target KAC to target EAC.
1A weapon with the trailblazer fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. Its attacks ignore the cover provided by bogs and the cover creatures submerged at least chest deep in water receive from attacks made from the surface. Fire damage dealt by the weapon to underwater targets does half normal damage (rather than the normal one-quarter), and other attacks made underwater deal full damage (rather than the normal half damage). Additionally, ranged attack rolls with the weapon don’t take a penalty due to the effects of storms, strong and severe winds, or windstorms. It can even be used to make ranged attacks in severe storms as if they were typical storms and in hurricaneforce winds as if they were strong winds.
2The unholy fusion imbues a weapon with divine energy from an evil deity. Any attacks with the fused weapon are evil-aligned. Damage from the weapon overcomes DR/evil and ignores the energy resistance of good dragons and good outsiders. The unholy fusion can’t be added to weapons that have the holy fusion.
2A weapon with the venomous fusion gains the injection weapon special property. Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an injection attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is exposed to the drug, medicinal, or poison when you use the injection property in an attack. Only weapons that deal piercing or slashing damage can benefit from this fusion.
10With the vorpal fusion, a weapon can tear between the molecules of a creature. The weapon gains the severe wound critical hit effect. 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 severe wound effect. Only a weapon that deals bludgeoning, piercing, or slashing damage can benefit from this fusion.
7The wounding fusion causes a weapon to deal exceptionally traumatic damage. The weapon gains the wound critical hit effect. 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 wound effect.
Augmentations
NameLevelPriceSystems
31,400-
76,500-
1475,000-
30Any
63,850Heart
31,200All Feet
1470,150Spinal Column
1124,750Spinal Column
89,000Eyes
1348,950Eyes
31,750Eyes
88,525Brain
52,600Brain
2625Brain
53,025Skin
76,950Skin
917,975Skin
1248,850Skin
14105,000Skin
16163,500Skin
19542,000Skin
1019,125Throat
16181,500Throat
2755Throat
195Lungs
53,050Arm, or Leg
1150Arm, or Leg
Cybernetic
1471,000Hand
1100Arm and Hand, or Leg and Foot
31,450Arm and Hand, or Leg and Foot
1250Lungs
31,350Eyes
64,050Skin
1232,900All Legs
41,900All Legs
88,800All Legs
31,400-
76,500-
1475,000-
31,400-
76,500-
1475,000-
42,150Ears
Biotech
2625Hand
Cybernetic
1125Throat
52,825Eyes
Biotech
2500Throat
Items
NameLevelPriceBulkHandsCapacityUsage
1245----
1018,000----
2740----
1125,000----
31,400----
Medicinal
Consumable
175----
Medicinal
Consumable
5450----
Medicinal
Consumable
102,700----
Medicinal
Consumable
1516,200----
Medicinal
Consumable
175----
Medicinal
Consumable
5450----
Medicinal
Consumable
102,700----
Medicinal
Consumable
1516,200----
Personal
Worn
131---
1251---
Poison
Consumable
20121,000----
Poison
Consumable
71,000----
1400L-51/use
11,000L---
15L---
Magic
Worn
1200L---
110L---
Personal
Worn
11L---
Personal
Worn
151---
15L---
Personal
Worn
110L---
17L1801/hour
64,00020---
1232,00040---
2501---
20320,000100---
42504---
61,2509---
85,00016---
1010,00025---
1220,00036---
1440,00049---
1680,00064---
18160,00081---
Poison
Consumable
102,650----
Personal
1150L151/use
53,500L---
Drug
Consumable
52,500----
42,000L---
Food
Consumable
011---
10----
115L1201/round
Personal
1100L---
Trade
10----
64,600L---
Trade
111---
Personal
2700L-201/minute
Poison
Consumable
81,500----
Personal
Worn
2500L-201/10 minute
Personal
13L---
Drug
Consumable
195----
Poison
Consumable
2140----
Poison
Consumable
4350----
Food
Consumable
01L---
Food
Consumable
010L---
31,000L2--
Personal
63,600L2--
Personal
1100L2--
1460,000L2--
Food
Consumable
03L---
Food
Consumable
05L---
Food
Consumable
01L---
Personal
77,000502--
52,70012--
110012--
Personal
Consumable
150L111
Drug
Consumable
1222,000----
21,600L---
811,000L---
1478,000L---
550010---
103,00010---
1520,00010---
20125,00010---
53,050L---
912,250L---
1350,000L---
17250,000L---
12512101/hour
11L1101/hour
11L1101/hour
12512101/hour
Hybrid
Worn
42,000L---
Food
Consumable
01L---
1645,000202--
15----
43501---
1125,000----
2735----
64,200----
1018,100----
1470,000----
18361,500----
52,925----
1300----
92,100L---
Medicinal
Consumable
175----
Medicinal
Consumable
5450----
Medicinal
Consumable
102,700----
Medicinal
Consumable
1516,200----
175L---
5475L---
5475L---
5475L---
5475L---
5475L---
5475L---
Magic
Consumable
150L---
Magic
Consumable
5425L---
Magic
Consumable
91,950L---
Magic
Consumable
3350L---
Poison
Consumable
102,650----
102,850L---
00L-121/10 minute
Personal
Worn
1251---
Magic
Consumable
2200L---
Magic
Consumable
3300L---
Magic
Consumable
6700L---
Magic
Consumable
103,000L---
Magic
Consumable
150L---
Magic
Consumable
2140L---
Magic
Consumable
5450L---
Magic
Consumable
81,400L---
Magic
Consumable
113,700L---
Magic
Consumable
1410,600L---
Magic
Consumable
1736,650L---
Personal
Consumable
5440L111
Personal
64,550L-201/minute
53,7001---
13L---
121---
1501---
11L---
1100L---
1411,750L---
16185,000L---
18410,000L---
20875,000L---
Technological
120L---
Technological
Worn
120L---
120L---
Technological
Worn
120L---
120L---
120L---
Technological
Worn
120L---
120L---
2445L---
2445L---
2445L---
Drug
Consumable
1014,000----
11,0001---
Poison
Consumable
92,000----
Drone Mods
Your drone gains an armor upgrade slot for an armor upgrade. If you do not already have an armor upgrade to install, you must purchase one separately. You can install the armor upgrade only if your drone has enough open upgrade slots to meet the upgrade’s requirements. You can select this mod up to four times, each time adding an additional slot.
Basic
Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.
Your drone is outfitted with cargo space. The drone’s Strength score counts as 4 higher for the purpose of how determining much bulk it can carry, but all of this extra bulk must be stored gear and cargo, not mounted weapons, armor mods, or the like. This does not affect the drone’s actual Strength score in any way, merely how much it can carry. Due to its size, a drone might still be unable to carry awkward or unwieldy items.
Your drone gains a climb speed equal to half its land speed. This mod can be applied to only combat and stealth drones.
Advanced
Your drone uses basic echolocation to notice unseen foes. The drone gains blindsense (sound) with a range of 60 feet.
Your drone gains an energy shield that provides it with a number of temporary Hit Points equal to your mechanic level. This shield remains active until all of its temporary Hit Points are depleted. The drone can replenish the shield’s Hit Points to full by spending 1 Resolve Point when you rest to regain Stamina Points. You can select this mod a second time to double the energy shield’s temporary Hit Points.
Your drone gains a +2 bonus to its AC. At 11th level, you can choose this mod a second time as an advanced mod.
Your drone gains low-light vision, darkvision to 60 feet, and a +2 insight bonus to Perception skill checks. If your drone has the camera mod, the camera gains these senses as well.
Advanced
Your drone gains a burrow speed equal to half its land speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface.
One of your drone’s weapon mounts can hold two additional batteries, magazines, or other type of ammunition in addition to its usual weapon and ammunition capacity. Your drone must have the weapon mount mod before selecting this mod. You can select this mod more than once, up to the number of weapon mounts the drone has.
Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone’s fly speed has perfect maneuverability and increases to its full land speed, and there is no limit on the amount of time it can fly.
Choose one type of energy for which your drone already has the resistance mod. Increase your drone’s resistance to that energy type by 5. You can select this mod multiple times. Its effects do not stack. Each time you select this mod, it applies to a different energy type for which your drone has the resistance mod.
Your drone’s AI is secured against outside influence. Any attempt to hack your drone takes a –4 penalty, and your drone receives a +4 insight bonus to saving throws against spells or effects that attempt to take control of the drone or otherwise dictate its actions.
Your drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat drones and stealth drones.
Once per day as a standard action, your drone can turn invisible for 10 minutes, as per the invisibility spell. If it makes an attack during this time, the invisibility ends. Your drone can spend 2 Resolve Points to use this ability again on the same day. Your drone must have the reactive camouflage mod to select this.
Your drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow your drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again.
Your drone is equipped with two robotic arms with simple hands. They can perform most functions that your arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a –4 penalty.
Your drone is equipped with first aid capabilities. If you are reduced to 0 Hit Points, your drone can attempt to administer emergency medical treatment to you, even despite you being unconscious. On subsequent rounds on your turn, your drone takes as many move actions as necessary to return to your side, followed by a standard action to administer first aid. Once it has done so, you can spend 2 Resolve Points to recover a number of Hit Points equal to your mechanic level. Your drone cannot use this mod on anyone but you nor use it if you are dead or have fewer than 2 RP remaining. You can’t benefit from this treatment more than once every 24 hours. Your drone must have the manipulator arms and skill subroutines (with the Medicine skill) mods to select this mod.
Your drone is equipped with a robotic arm to which you can affix a one-handed melee weapon, allowing your drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If you do not already have a weapon to equip, you must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional melee weapon arm to the drone.
Your drone is equipped with a thin coating that can change color to match the drone’s surroundings. Whenever your drone stays stationary for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If your drone takes any action, it loses this bonus until it once again spends 1 round remaining still.
Your drone gains damage reduction 1/—. This increases to DR 2/— at 7th level and increases by 1 again at 13th level and every 3 levels thereafter.
Your drone gains resistance to an energy type of your choice—acid, cold, electricity, fire, or sonic—equal to your mechanic level, to a maximum of 10. You can select this mod multiple times. Its effects do not stack; each time you select this mod, it must apply to a different energy type from the list above.
Your drone is equipped with a seat and programming to carry a rider as a combat-trained mount. If you ride your drone, it must be at least your size or larger. To carry another rider, the drone must be at least one size larger than the rider. You no longer need to attempt the Survival check to fight from a combat-trained mount.
Advanced
Whenever your drone is reduced to fewer than 10 HP, it immediately shuts down and unleashes a shock wave of electricity as a reaction (even if it is deactivated or destroyed by the attack). This deals 1d6 electricity damage per level to every creature within 10 feet (except the drone). An affected creature can attempt a Reflex save to take half damage (DC = 10 + half your mechanic level + your Intelligence modifier).
Choose another skill from the skill unit list. This is a class skill for your drone, which gains a number of ranks in that skill equal to your mechanic level. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an advanced mod. If you do, choose an additional skill to become a class skill for your drone (this skill doesn’t have to be on the skill unit list). Your drone gains ranks in the skill equal to your mechanic level. Your drone also increases its Intelligence score again by 2.
Your drone has a secret compartment that can hold a single item of light bulk or smaller. A successful Perception check (DC = 15 + your mechanic level) is needed to notice or find the compartment. Accessing this compartment is a move action.
Basic
Your drone’s land speed increases by 10 feet.
Select one technological item of no more than light bulk and an item level no higher than your mechanic level. Your drone is equipped with a robotic arm with that item attached and the proper programming to use the item, although it cannot use a tool that requires skill checks unless it also has ranks in the relevant skill (or you have ranks in the relevant skill and the drone is under your direct control).
You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount’s batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone.
Your drone gains one of the following feats as a bonus feat (it must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Basic Melee Weapon Proficiency, Heavy Weapon Proficiency, Longarm Proficiency, Small Arm Proficiency, or Special Weapon Proficiency. You can select this mod multiple times; each time, your drone gains another of the available proficiency feats as a bonus feat.
Drone Chassis
SizeMedium
Bigger than other chassis options, the combat drone moves along the ground and is outfitted with wheels, tracks, legs, or a similar form of propulsion. This drone is designed specifically for battle. It has an armored body and multiple weapon mounts, allowing it to pack a variety of armaments.
SizeTiny
The smallest of the chassis options, the hover drone is made from a lightweight frame equipped with miniature hoverjets, rotors, turbofans, or a similar form of aerial propulsion (small legs or wheels provide propulsion on land). This drone can fly at a good pace and avoid obstacles, but it is not very stealthy.
SizeSmall
Sleek and covered in a light-absorbing alloy, the stealth drone prowls along the ground on multiple small legs, silenced wheels, an air cushion, or some similar form of propulsion. This drone specializes in stealth and infiltration and can vanish almost entirely from sight as long as it remains perfectly still.
Starship Base Frames
SizeGargantuan
SizeGargantuan
SizeHuge
SizeLarge
SizeColossal
SizeMedium
SizeTiny
SizeTiny
SizeTiny
SizeSmall
SizeMedium
SizeSupercolossal
Starship Power Cores
SizePCUCost
T, S, M13013
T, S757
S, M, L20020
S, M, L15015
L, H, G40040
L, H, G30030
H, G, C50050
T706
T504
T808
M, L, H20020
M, L, H15015
M, L, H30030
T, S12012
T, S, M20020
T, S909
T, S, M10010
T, S, M15015
S, M, L25025
S, M, L30030
T, S, M17517
T, S14014
Starship Thrusters
SizeSpeedPiloting ModifierPCUCost
Colossal4+22008
Colossal6+130012
Colossal8+040016
Gargantuan4+21208
Gargantuan6+118012
Gargantuan8+024016
Huge10+016010
Huge4+2804
Huge6+11206
Huge8+01408
Large10+012010
Large4+2604
Large6+1806
Large8+01008
Medium10+0705
Medium12-1806
Medium4+2402
Medium6+1503
Medium8+0604
Small10+0505
Small12-1606
Small6+1303
Small8+0404
Tiny10+0305
Tiny12-1356
Tiny14-2407
Tiny6+1203
Tiny8+0254
Starship Armor
AC BonusTL PenaltyTurn DistanceCost
+1+0+01 x Size Category
+10-2+121 x Size Category
+11-2+125 x Size Category
+12-3+230 x Size Category
+13-3+235 x Size Category
+14-3+240 x Size Category
+15-4+345 x Size Category
+2+0+02 x Size Category
+3+0+03 x Size Category
+4+0+05 x Size Category
+5-1+07 x Size Category
+6-1+09 x Size Category
+7-1+012 x Size Category
+8-1+015 x Size Category
+9-2+118 x Size Category
Starship Shields
Total SPRegenerationPCUCost
101/minute52
201/minute103
301/minute154
401/minute155
24016/minute5523
28016/minute6025
32016/minute7027
36032/minute8028
42032/minute9030
48032/minute11032
502/minute206
602/minute208
702/minute2510
802/minute3012
1004/minute3015
1204/minute3517
1408/minute4018
1608/minute4520
2008/minute5022
904/minute3013
54064/minute13035
60064/minute16040
Starship Computers
BonusPCUCost
+000
+1/+1102
+1101
+1/+1/+1/+1104
+1/+1/+1103
+10/+1055200
+1055100
+2/+2158
+2154
+2/+2/+2/+21516
+2/+2/+21512
+3/+32018
+3209
+3/+3/+3/+32036
+3/+3/+32027
+4/+42532
+42516
+4/+4/+42548
+5/+53050
+53025
+5/+5/+53075
+6/+63572
+63536
+7/+74098
+74049
+8/+845128
+84564
+9/+950162
+95081
Starship Crew Quarters
Cost
Common crew quarters are the most basic type. They consist of simple bunks (sometimes folding out from the side of a hallway) or other similarly austere places to rest. Crew members who sleep in common quarters usually keep their personal possessions in a footlocker. Common crew quarters also include a communal bathroom (which includes a military-style shower) and a tiny galley (big enough to prepare only the most basic of meals). Starships with crews numbering in the dozens or hundreds often have massive barracks where crew members sleep in shifts.
0
Good crew quarters are a bit more upscale than common crew quarters. They consist of dormitory-style rooms that can hold one or two small beds (larger starships usually require lower-ranking crew members to share these quarters) and sometimes a personal closet or drawer space for each occupant. Good crew quarters also include one or two shared bathrooms with multiple sinks and shower stalls, and a dining space with an attached galley. Crews of larger starships eat in this dining space in shifts.
2
Luxurious crew quarters are the pinnacle of comfort. They consist of private rooms for each crew member, with personal bathrooms (including showers with high water pressure) and furnishings that match the resident’s tastes. Some luxurious crew quarters also feature a kitchenette, gaming areas, or intimate meeting spaces.
5
Starship Defensive Countermeasures
TL BonusPCUCost
+112
+101327
+111633
+122040
+132550
+143265
+154590
+213
+324
+436
+548
+6511
+7714
+8918
+91122
Starship Expansion Bays
BaysSizesPCUCost
1All11
1All00
1All21
1All11
4G, C, Sc3010
1All53
1All48
1All00
1M, L, H, G, C, Sc010
1All2010
1All01
1All31
1All11
1All21
1All21
2H104
1All42
1All21
1All31
Starship Interstellar Drives
Engine RatingMinimum PCUMaximum SizeCostSpecial Properties
175-2 x Size Category-
2100Huge5 x Size Category-
3150Large10 x Size Category-
4175Large15 x Size Category-
5200Medium20 x Size Category-
Starship Security
PCUCost
-3
-Varies
-Varies
-5
-Varies
Starship Sensors
RangeModifierCost
Long (20 hexes)+414
Medium (10 hexes)+48
Short (5 hexes)+44
Long (20 hexes)+210
Medium (10 hexes)+25
Short (5 hexes)+23
Long (20 hexes)+06
Medium (10 hexes)+03
Short (5 hexes)+02
Short (5 hexes)-21
Starship Weapons
RangeSpeedDamagePCUCostSpecial
ClassCapital
TypeTracking
Long (20 hexes)6 Hexes4d10 x 101570Limited Fire 5
ClassLight
TypeDirect Fire
Short (5 hexes)-6d4 1510Ripper
ClassLight
TypeDirect Fire
Long (20 hexes)-4d4 1010-
ClassLight
TypeDirect Fire
Short (5 hexes)-3d4 105Point +8
ClassHeavy
TypeDirect Fire
Short (5 hexes)-7d10 4035Irradiate medium
ClassCapital
TypeDirect Fire
Long (20 hexes)-2d6 x 104050Tractor Beam
ClassHeavy
TypeDirect Fire
Medium (10 hexes)-6d6 4030Tractor Beam
ClassLight
TypeDirect Fire
Short (5 hexes)-1d8 103Broad Arc
ClassHeavy
TypeTracking
Long (20 hexes)8 Hexes10d10 1535Limited Fire 5
ClassHeavy
TypeDirect Fire
Medium (10 hexes)--3012EMP
ClassHeavy
TypeDirect Fire
Short (5 hexes)-6d4 1510Array
ClassHeavy
TypeDirect Fire
Medium (10 hexes)-4d8 1015-
ClassHeavy
TypeDirect Fire
Short (5 hexes)-5d6 1515Point +12
ClassHeavy
TypeTracking
Long (20 hexes)10 Hexes10d8 1535Irradiate medium, Limited Fire 5
ClassHeavy
TypeTracking
Long (20 hexes)12 Hexes5d10 1018Limited Fire 5
ClassHeavy
TypeTracking
Long (20 hexes)14 Hexes5d8 1016Limited Fire 5
ClassCapital
TypeTracking
Long (20 hexes)8 Hexes2d10 x 101040Limited Fire 5
ClassLight
TypeTracking
Long (20 hexes)12 Hexes4d8 1014Limited Fire 5
ClassLight
TypeDirect Fire
Short (5 hexes)-2d6 109Point +10
ClassLight
TypeDirect Fire
Short (5 hexes)--108EMP
ClassLight
TypeDirect Fire
Short (5 hexes)-2d4 52-
ClassLight
TypeDirect Fire
Medium (10 hexes)-3d6 1010-
ClassLight
TypeDirect Fire
Short (5 hexes)-2d12 1012-
ClassLight
TypeTracking
Long (20 hexes)14 Hexes3d8 511Limited Fire 5
ClassLight
TypeTracking
Long (20 hexes)16 Hexes2d8 57-
ClassHeavy
TypeDirect Fire
Long (20 hexes)-6d10 3522-
ClassCapital
TypeDirect Fire
Long (20 hexes)-2d6 x 102530-
ClassLight
TypeTracking
Long (20 hexes)10 Hexes2d6 105Array, Limited Fire 5
ClassCapital
TypeTracking
Long (20 hexes)8 Hexes4d8 x 101560Limited Fire 5
ClassHeavy
TypeDirect Fire
Long (20 hexes)-8d6 2520-
ClassCapital
TypeDirect Fire
Long (20 hexes)-3d4 x 103030-
ClassHeavy
TypeDirect Fire
Long (20 hexes)-10d6 4025-
ClassCapital
TypeDirect Fire
Long (20 hexes)-2d10 x 105040-
ClassHeavy
TypeDirect Fire
Medium (10 hexes)-5d12 3020-
ClassCapital
TypeTracking
Long (20 hexes)12 Hexes2d8 x 101535Limited Fire 5, Quantum
ClassHeavy
TypeDirect Fire
Long (20 hexes)-8d4 2015-
ClassCapital
TypeTracking
Long (20 hexes)10 Hexes2d6 x 101025Limited Fire 5
ClassCapital
TypeDirect Fire
Long (20 hexes)--4518EMP
ClassCapital
TypeDirect Fire
Medium (10 hexes)-3d6 x 104535-
ClassCapital
TypeDirect Fire
Long (20 hexes)-3d4 x 105045Line
ClassCapital
TypeDirect Fire
Medium (10 hexes)-2d8 x 105035Irradiate high
ClassCapital
TypeDirect Fire
Long (20 hexes)-2d4 x 102020-
ClassCapital
TypeDirect Fire
Long (20 hexes)-2d8 x 104035-
ClassLight
TypeTracking
Long (20 hexes)10 Hexes5d8 1018Irradiate low, Limited Fire 5
ClassHeavy
TypeDirect Fire
Long (20 hexes)-5d8 1518-
ClassCapital
TypeDirect Fire
Medium (10 hexes)-2d12 x 105575Vortex
ClassHeavy
TypeDirect Fire
Long (20 hexes)-8d6 4035Line

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.

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