Interstellar Species
Classes
Conflict drives innovation, and in a strange and dangerous galaxy you’ve unlocked unparalleled means to adapt. By embracing mystic tradition, extensive augmentation, deliberate genetic mutation, or relying on other extraordinary means, you transform yourself into a powerful being better suited to achieving your goals. You might adopt characteristics of a ferocious chimera, an undead scion, a cybernetic paragon, or anything in between. Yet your evolution boasts a will of its own. Your abilities fight you for control in stressful situations, even while providing lethal instincts, an innate weapon, and spontaneous adaptations that help you outmaneuver, outwit, and outmatch your foes. No matter your niche, you are an adaptable combatant who forges your destiny in flesh, bone, or steel. |
Spells
You create a burst of pressurized boiling water. | |
You energize the target’s natural healing. | |
You accelerate time for the target, making them experience the concentrated effects of a Triaxian season. | |
You accelerate time for the target, making them experience the concentrated effects of a Triaxian season. | |
You force unstable magic into the ground, causing jagged crystals to erupt in the area. | |
You create three electrified crystal proximity mines under the ground within range. | |
You copy one memory you have and cause it to crystallize into a small prism. | |
You channel your mental mastery as magic that directly reinforces your body, allowing you to perform brief physical feats as acts of willpower. | |
You channel your mental mastery as magic that directly reinforces your body, allowing you to perform brief physical feats as acts of willpower. | |
You create an illusion of a complex maze that creatures in the area perceive. | |
For the duration of the spell, moving causes you to leave behind a faint illusory string in the spaces you move through. | |
You project a sonar-like blast of psychic energy that rebounds a moment later. | |
When an ally within range is targeted by a non-harmless spell or spell-like ability, you can redirect the spell so it targets you instead. | |
You surround yourself with an intangible crystalline sphere that grants you electricity resistance. | |
You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage. |
Feats
Prerequisite | |
---|---|
Through profound pain and headaches connected to psychic contact has come wisdom. You have studied your own psychic reverb and can impose the effect on opponents. | Psychic reverb species trait, character level 5th. |
You can crush grappled opponents in your arms or other limbs, squeezing them hard enough to cause injury. | Improved Combat Maneuver (grapple). |
You use your finely honed natural attacks to rend an enemy to pieces. | Str 17, Dex 13, base attack bonus +6, Rending Slash. |
You can imprint and interpret scent-related messages. | Blindsense (scent), blindsight (scent), or Survival 5 ranks. |
Your protective plates can better shield nearby allies. | Bulwark species trait. |
Your perfect musical cues can accentuate a moment of triumph and send a surge of adrenaline through an ally. | Crescendo of Violence. |
Your skill with modulating the sounds of your sonic weapons into musical patterns borders on showboating but also inspires your allies. | Charisma 15 or Profession (musician) 5 ranks. |
By aiming carefully, you can cause your sonic weapons to emit a terrible noise on impact, aggravating the senses of creatures that rely heavily on hearing. | - |
You and an ally become a double threat. | - |
You can detect even very slight movements nearby. | Darkvision and low-light vision. |
You channel your breath weapon into a ranged attack. | Breath weapon species trait. |
Your experience and industriousness enable you to dramatically streamline your crafting projects. | Int 15, Engineering 5 ranks. |
Like the Vorlath mercenaries, you escaped from a laboratory. While there, you were exposed to a wide variety of procedures and your body learned to fight off an array of harmful substances. | - |
You can change your appearance in an instant even while moving. | Change form species trait, change shape universal monster rule, quick disguise operative exploit, or similar ability at the GM’s discretion. |
You’ve modified the ends of your LFAN to tighten their grip. | Pincered LFAN. |
When wielding multiple sonic weapons, you can modulate their frequencies to allow them to musically amplify each other when operated together. | Multi-Weapon Fighting. |
You can enter a deep, meditative state to heal yourself of wounds and infirmities. | Con 13, any species that grants at least 6 Hit Points at 1st level. |
You use your innate strength to launch a smaller ally into the thick of battle. | Size Large, Strength 17. |
You have learned to tweak the luck of not just your allies, but your enemies as well. By changing an enemy’s fate at a critical moment, you can deny them a moment of victory. | Character level 9th. |
Even if you don’t know an answer, sometimes you arrive at the solution anyway with a lucky guess. | Any species trait or feat that allows you to reroll a d20. |
Your inner shapeshifting potential allows you to attain increasingly powerful draconic forms. | 7th level, Cha 15, Minor Draconic Form. |
Your mastery of disguises allows you to pass for creatures wildly different from your own species. | Change form species trait or Disguise 7 ranks. |
You have a natural talent for assuming draconic form. | Cha 13; dragon type, dragon-scaled species ability, or dragonblood theme. |
Your sudden change of appearance creates an opening for an attack. | Bluff 1 rank, Disguise 1 rank. |
Your LFAN’s tendrils can lift heavy loads that unbalance you. | Strength 13, LFAN species trait. |
Through observation and experimentation, you can determine the exact pitch to shatter glass with your voice—and sturdier objects with your spells and weapons. | Perception 6 ranks. |
By assuming the form of a less powerful creature, you can dramatically extend the duration of your transformations. | You know the polymorph spell as a 2nd-level spell or higher. |
You’ve developed sharpened, retractable pincers at the ends of your LFAN tendrils, turning them into lethal weapons. | LFAN species trait. |
You hear echoes so clearly that even the reflected sound of your footsteps or the hum of a starship’s engine can disclose hidden secrets. | Echolocation Attack, Perception 9 ranks. |
By assuming the form of a less powerful creature, you can dramatically extend the duration of your transformations. | 17th level, you know the polymorph spell as a 6th-level spell, and you have at least one Huge predetermined polymorph form. |
With extensive training, you have begun to sense the faint psychic trails left behind by intelligent and psychic creatures. You can use this newfound sensitivity to track prey with your psychic powers. | Telepathy or limited telepathy species trait. |
You’ve honed your voice to echo over the battlefield. | Cha 13, Intimidate 1 rank. |
You viciously tear into an opponent’s flesh, leaving behind deep, jagged wounds. | Str 13, Dex 13, natural weapons (s) species trait. |
Your furious defense of injured friends transforms you into a conduit for divine power, likely Hylax’s, but perhaps that of some other patron. | Frenzy species trait. |
Your mastery of disguises has made you adept at spotting impostors. | Change form species trait or Disguise 5 ranks. |
Through meditation and continual psychic training, you have learned to tune out the worst of the psychic echoes that rattle you. | Psychic reverb species trait, character level 7th. |
You use your charge mainly to frighten your enemies rather than to attack them directly. | Str 13, Intimidate 1 rank, ferocious charge universal creature rule. |
Your use of your breath weapon strikes fear into the hearts of your enemies. | Breath weapon species trait. |
Your body naturally generates venom that you can deliver with your natural armaments. | Con 13, natural weapons species trait. |
You have trained with the Vault of Vorlath or another tight-knit mercenary group and have learned their advanced positioning and teamwork skills. The Vorlath mercenaries are known for their ability to weave in and out of combat, tossing allies and clients to safety. | Character level 7th. |
You can transform into a truly awe-inspiring dragon. | 15th level, Cha 17, Major Draconic Form. |
By taking your time, you can clear a way through soil for your companions, not just for yourself. | Burrow speed. |
Whether due to genetics or carefully targeted exercises, your vestigial arms are especially strong. | Vestigial arms species trait. |
Weapons
Name | Level | Price | Damage | Range | Critical | Bulk | Capacity | Usage | Special | |
---|---|---|---|---|---|---|---|---|---|---|
17 | 255,000 | 4d6 C | - | Frostbite 3d6 | - | - | - | Aurora | ||
5 | 3,100 | 1d3 C | - | Frostbite 1d4 | - | - | - | Aurora | ||
11 | 25,200 | 2d6 C | - | Frostbite 1d6 | - | - | - | Aurora | ||
8 | 9,600 | 1d6 C | - | Frostbite 1d6 | - | - | - | Aurora | ||
2 | 780 | 1d1 C | - | Frostbite 1 | - | - | - | Aurora | ||
14 | 75,000 | 3d6 C | - | Frostbite 2d6 | - | - | - | Aurora | ||
20 | 825,000 | 6d6 C | - | Frostbite 4d6 | - | - | - | Aurora | ||
3 | 240 | 1d6 A & S | 20 ft. | - | L | - | - | Explode (1d6 A & S, corrode 1d4, 5 ft.) | ||
7 | 920 | 2d6 A & S | 20 ft. | - | L | - | - | Explode (2d6 A & S, corrode 1d6, 10 ft.) | ||
13 | 7,200 | 5d6 A & S | 20 ft. | - | L | - | - | Explode (5d6 A & S, corrode 3d6, 15 ft.) | ||
17 | 36,000 | 10d6 A & S | 20 ft. | - | L | - | - | Explode (10d6 A & S, corrode 5d6, 15 ft.) | ||
10 | 17,200 | 3d8 A & S | 70 ft. | Bind | 1 | 40 Charges | 5 | Analog, Living | ||
6 | 3,950 | 2d8 A & S | 60 ft. | Bind | 1 | 20 Charges | 4 | Analog, Living | ||
15 | 100,000 | 7d8 A & S | 80 ft. | Bind | 1 | 80 Charges | 5 | Analog, Living | ||
19 | 500,000 | 11d8 A & S | 100 ft. | Bind | 1 | 80 Charges | 8 | Analog, Living | ||
2 | 720 | 1d8 A & S | 40 ft. | Bind | 1 | 20 Charges | 2 | Analog, Living | ||
4 | 2,100 | 1d8 A & P | - | Staggered | 1 | - | - | Analog, Injection, Reach, Underwater | ||
20 | 850,000 | 15d8 A & P | - | Staggered | 1 | - | - | Analog, Injection, Reach, Underwater | ||
9 | 13,500 | 2d8 A & P | - | Staggered | 1 | - | - | Analog, Injection, Reach, Underwater | ||
13 | 50,000 | 5d8 A & P | - | Staggered | 1 | - | - | Analog, Injection, Reach, Underwater | ||
17 | 260,000 | 10d8 A & P | - | Staggered | 1 | - | - | Analog, Injection, Reach, Underwater | ||
6 | 1,400 | - | 20 ft. | - | L | - | - | Explode (5 ft.; see text) | ||
10 | 5,600 | - | 20 ft. | - | L | - | - | Explode (10 ft.; see text) | ||
14 | 22,400 | - | 20 ft. | - | L | - | - | Explode (15 ft.; see text) | ||
18 | 89,600 | - | 20 ft. | - | L | - | - | Explode (20 ft.; see text) | ||
18 | 369,000 | 4d6 F | - | Sicken | - | - | - | - | ||
6 | 4,255 | 1d3 F | - | Sicken | - | - | - | - | ||
12 | 35,500 | 2d6 F | - | Sicken | - | - | - | - | ||
9 | 13,280 | 1d6 F | - | Sicken | - | - | - | - | ||
3 | 1,400 | 1d1 F | - | Sicken | - | - | - | - | ||
15 | 109,000 | 3d6 F | - | Sicken | - | - | - | - | ||
20 | 856,000 | 6d6 F | - | Sicken | - | - | - | - | ||
1 | 200 | - | 20 ft. | - | L | 1 Dart | 1 | Analog, Breakdown, Injection, Professional (musician), Subtle | ||
12 | 27,600 | 4d8 P | 70 ft. | - | 1 | 6 | 1 | Breakdown | ||
4 | 2,100 | 1d8 P | 50 ft. | - | 1 | 6 | 1 | Breakdown | ||
8 | 7,500 | 2d8 P | 60 ft. | - | 1 | 6 | 1 | Breakdown |
Augmentations
Name | Level | Price | Systems | |
---|---|---|---|---|
6 | 4,000 | Lungs | ||
4 | 2,000 | Brain | ||
1 | 250 | Skin | ||
6 | 9,500 | Brain | ||
10 | 18,000 | Skin | ||
6 | 9,500 | Brain | ||
2 | 500 | Hand | ||
4 | 2,000 | Throat | ||
5 | 2,750 | Brain | ||
3 | 1,300 | Brain | ||
1 | 150 | Lungs | ||
14 | 73,000 | Brain | ||
4 | 2,100 | Brain | ||
19 | 557,000 | Brain | ||
9 | 13,500 | Brain | ||
11 | 24,500 | Throat | ||
2 | 750 | Throat | ||
16 | 162,000 | Throat | ||
20 | 810,000 | Throat | ||
7 | 6,250 | Throat | ||
7 | 6,500 | Eyes |
Items
Name | Level | Price | Bulk | Hands | Capacity | Usage | |
---|---|---|---|---|---|---|---|
7 | 6,500 | 4 | - | - | - | ||
1 | 200 | L | - | - | - | ||
3 | 1,400 | L | - | - | - | ||
7 | 7,000 | L | - | - | - | ||
11 | 25,000 | L | - | - | - | ||
15 | 115,000 | L | - | - | - | ||
19 | 600,000 | L | - | - | - | ||
1 | 30 | - | - | - | - | ||
1 | 25 | L | - | - | - | ||
2 | 165 | L | - | - | - | ||
1 | 100 | L | - | - | - | ||
2 | 450 | L | - | - | - | ||
5 | 2,500 | L | - | - | - | ||
8 | 8,000 | L | - | - | - | ||
11 | 21,000 | L | - | - | - | ||
14 | 58,000 | L | - | - | - | ||
17 | 200,000 | L | - | - | - | ||
3 | 1,400 | L | - | - | - | ||
2 | 500 | 1 | - | 20 | 1/minute | ||
2 | 1,000 | L | - | 15 | 1/8 hours | ||
3 | 1,400 | L | - | - | - |
Drone Mods
As a standard action, you create a devastating energy stream that arcs between your custom rig and your drone, creating a line effect; to use this ability, your custom rig must be in your possession and your drone must be within 30 feet of you. For each advanced drone mod your drone has, the arc deals 1d8 electricity damage to each creature in the line; affected creatures can attempt Reflex saving throws to halve the damage (DC = 10 + half your mechanic level + your Intelligence modifier). The damage increases by 1d8 at 4th level and every three levels thereafter. You can instead activate this ability as a full action to increase the damage dice to d10s.
Once you’ve activated this drone mod, you can’t do so again until you’ve rested for 10 minutes to regain Stamina Points.
|
Your drone conducts, stores, and unleashes electricity with a touch. Your drone gains a special unarmed strike that deals 1d3 electricity damage; this attack doesn’t count as archaic and targets EAC. When your drone reaches 3rd level, it gains Weapon Specialization with its natural weapon. Your drone must have the resistance (electricity) mod to select this mod. |
By periodically scavenging materials, your drone creates improvised explosives. After a full 8 hour rest, your drone can create up to three grenades by spending 2 Resolve Points per grenade. It can create any grenade with an item level that doesn’t exceed your mechanic level – 3, but only the drone can use them. These grenades remain functional until used or until the drone recovers Resolve Points after a full 8 hour rest. The drone can draw and throw one of these grenades as a standard action, even if it lacks the limbs to do so. As a reaction when your drone is reduced to 0 HP, it can detonate one of its stored grenades, which explodes using one corner of the drone’s space as the explosion’s grid intersection.
You can select this mod a second time, which reduces the RP cost per grenade to 1 and enables the drone to make any grenade with an item level less than your mechanic level. |
When your drone becomes grappled or is dealt damage by a creature within its reach, your drone can shock the attacker, dealing electricity damage as if the drone had struck the attacker with its conductive plating attack. Once your drone has used this mod, it can’t use it again for 1d4 rounds. Your drone must have the conductive plating mod to select this mod. |
Drone Chassis
Compact and resilient, the stormscout drone was developed on Shimrinsara to survive deadly weather and even direct lightning strikes—defenses that make them popular across the galaxy for entering dangerous areas, collecting samples for scientific examination, and recording their surroundings. |
Reinforced to shrug off falling debris and rescue cave-in victims, the tunnel drone uses a combination of digging apparatuses, sensors, and heavy limbs to detect, access, and (if necessary) subdue subterranean objectives. |
NPC Class Grafts
By embracing mystic tradition, extensive augmentation, deliberate genetic mutation, or relying on other extraordinary means, evolutionists transform themselves into powerful beings better suited to achieving their goals |
Creature Companion Graft
Despite their size, linnormlings claim to be descendants of the Eldest Ragadahn. They’re willful creatures yet offer their expertise with curses to anyone offering them proper tribute. |
Water elementals are common on Kalo-Mahoi, and the longer they remain on the Material Plane, the more they tend to adapt, taking on a semipermanent shape. While this diminishes some of the elemental’s resistances, it also drives them to imprint on and work with other creatures, such as kalos. |
Water elementals are common on Kalo-Mahoi, and the longer they remain on the Material Plane, the more they tend to adapt, taking on a semipermanent shape. While this diminishes some of the elemental’s resistances, it also drives them to imprint on and work with other creatures, such as kalos. |
Resembling a five-eyed manta ray, a Mahoi manta is the traditional kalo mount and beast of burden. Mahoi mantas forge strong bonds with their favorite riders and range in color from pale greys and blues to black, with a rare few being pale pink or purple. |
Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
Starfinder Interstellar Species © 2022, Paizo Inc.; Authors: Rigby Bendele, Jessica Catalan, John Compton, John Curtin, Dana Ebert, Eleanor Ferron, Ivis K. Flanagan, Nicole Heits, Joan Hong, Mikko Kallio, Jason Keeley, Aaron Lascano, Hilary Moon Murphy, Emily Parks, Joe Pasini, Erin Roberts, Chris S. Sims, Kendra Leigh Speedling, Owen K.C. Stephens, Jason Tondro, Isis Wozniakowska, and Linda Zayas-Palmer.