Near Space
Rulebook

Themes
+1 INT, WIS or CHA
You’re a civil servant, facilitating the day-to-day operations of a governmental agency and leaping systemic hurdles to accomplish your goals. Whether you’re a minor dignitary in the Pact Worlds, the Veskarium, or beyond, you operate within institutional boundaries to effect change, navigating the proper channels to find solutions and dealing with opposing bureaucrats who block your way. You’re now an adventurer, and the skills you’ve developed as a bureaucrat continue to serve you well in encounters with organizations across the galaxy.
Giants’ blood flows through your veins, and you feel a fascination and kinship with these towering beings. You may stand a little taller than most of your kind, and you are capable of great feats of endurance. Like many giantbloods, you likely bear some physical attributes of the specific giants you are descended from. You’ve learned to tap into giants’ great strength and fortitude to perform feats most people of your kind would find difficult, if not impossible.
+1 WIS
You have been incarcerated and have either escaped or been released, perhaps conditionally. You might have run afoul of the law or been unjustly locked up for a crime you didn’t commit. Either way, you have learned quite a bit during your time as an inmate. You figured out how to navigate gangs, guards, and sometimes dangerous and deceitful individuals. Now that you’re free of incarceration, you rely on the tools you learned and the conditioning you acquired to survive in the outside world.
While many think of front-line soldiers and officers as the core of a fighting force, you know that no military can function without access to supplies. You are the backbone of your army, providing your allies with resources crucial to their survival and amenities to provide material comforts in times of conflict. Perhaps you are a member of the Veskarium military who contributes to war efforts, but regardless of your specific affiliation, your allies know they can rely on you to get them exactly what they need.
The tumultuous atmosphere of Vesk-5 or another storm-ridden world has trained you to navigate difficult or even forbidden airspaces with grace. You’ve learned recognize the order in the apparent randomness of a storm. Your knowledge of weather patterns, ability to make split second decisions, and near-instantaneous reaction time give you the ability to move just a bit faster than the lightning on your tail. Wherever you picked up this skill, you know how to read a situation and never take your surroundings for granted.
Spells
ConjurationAcid
Mystic1
Witchwarper1
You call forth the corrosive atmosphere of a gas giant to damage your opponents.
Transmutation
Witchwarper2
You tap into the multiverse and find a reality with a forgotten object similar to the target of this spell, swapping that item with the target item.
ConjurationSummoning
Mystic3
You summon a concentrated cloud of Daegoxian spores, which renders living creatures docile and agreeable.
Abjuration
Mystic2
Precog2
Technomancer2
Witchwarper2
The target becomes encased in a field that dampens sounds and vibrations.
Necromancy
Mystic3
Precog3
Technomancer3
You infuse the target with necromantic energy, physically altering their form into an amalgam of life and undeath.
Abjuration
Mystic1
The target becomes infused with the resilience of a defrex and sprouts bristling spines.
Transmutation
Technomancer4
You turn a pile of technological junk into fetters and shackles that restrain a creature within range.
Conjuration
Technomancer1
Witchwarper1
You summon sharp fragments of technological junk that fly toward your target.
Divination
Precog4
Witchwarper4
You peer across the multiverse at the possible outcomes for this timeline, watching fate branch outward.
Transmutation
Technomancer2
Witchwarper2
You alter gravity’s effects on you.
Transmutation
Precog3
Witchwarper3
You transform a weapon or suit of armor into an antique version of itself, giving it the analog and archaic properties.
EvocationCold
Mystic3
Witchwarper3
You generate an arctic storm of harsh winds and battering hail and snow.
Transmutation
Mystic4
Precog4
Technomancer4
Turn a destroyed construct into a creature that obeys your spoken commands.
ConjurationSummoning
Mystic6
Precog6
Technomancer6
Witchwarper6
You conjure several Drift beacons into your current star system.
Abjuration
Technomancer2
You supercharge the target armor.
Conjuration
Technomancer1
Witchwarper1
You turn data into plant matter that either instantly explodes outward or lurks within a device.
Archetypes
Feats
Prerequisite
Headteachers are prestigious scholars who have become revered experts in their fields after decades of dedication. Like these famous osharu scholars, you pride yourself in exuding not only confidence but warmth, which helps you mentor others in their fields.
Life Science or Physical Science 5 ranks.
Something in your ancestry has strengthened your innate magic and given it an arachnid twist.
Racial trait that grants a spell-like ability.
You were born to fight your enemies, and nobody does it better.
Dex 13, base attack bonus +1, armor training trait.
You know how to fight while off-balance or prone.
-
You can't hold still, making you difficult to hit.
Hyper racial ability
You have focused on honing your innate magical talents.
At least one spell-like ability that is a level-0 or 1st-level spell, character level 4th.
You’ve mastered a method of using your bodily fluids to negate poison and venom.
Racial trait with “poison” or “slime” in the name.
You use your multiple legs to your advantage.
More than two legs or similar limbs.
You have survived terrible ordeals and exploitation, and you now naturally come together to help protect others against more powerful opponents.
Base attack bonus +1.
Armor
NameLevelPriceEACKACMax Dex BonusArmor Check PenaltySpeed AdjustmentUpgrade SlotsBulk
Light
42,000+4+54-1-11
Light
88,100+9+105-1-31
Light
1233,500+14+156-1-11
Light
52,700+3+46--2L
Light
913,500+9+108--3L
Light
1351,000+15+168--4L
Heavy
913,200+13+153-2-5 ft.52
Heavy
1352,000+18+203-3-5 ft.62
Heavy
17240,000+22+244-3-5 ft.73
Heavy
89,900+13+142-3-10 ft.33
Heavy
1238,500+17+183-5-10 ft.44
Heavy
16147,500+22+233-5-10 ft.44
Armor Upgrades
NameLevelPriceSlotsArmor TypeCapacityUsageBulk
Technological
12001Heavy, Light--L
41,9501Heavy, Light---
16162,0001Heavy, Light, Powered31/roundL
Technological
76,0002Light--1
89,5002Heavy, Light51/round2
1471,0002Heavy, Light51/round2
21,0001Heavy, Light, Powered101/roundL
31,6001Heavy, Light, Powered51L
Technological
41,7501Powered201/hour1
52,7001Heavy, Light, Powered--L
Weapons
NameLevelPriceDamageRangeCriticalBulkCapacityUsageSpecial
Plasma
Heavy Weapon
1018,5003d12 E & F100 ft.Nuisance 2100 Charges10Bright, Penetrating, Unwieldy
Plasma
Heavy Weapon
42,2501d12 E & F100 ft.Nuisance 240 Charges5Bright, Penetrating, Unwieldy
Plasma
Heavy Weapon
15119,5006d12 E & F100 ft.Nuisance 2100 Charges10Bright, Penetrating, Unwieldy
Plasma
Heavy Weapon
19565,0009d12 E & F100 ft.Nuisance 2100 Charges20Bright, Penetrating, Unwieldy
One-Handed
Advanced Melee
1018,5003d4 P-Wound L- -Analog, Disarm, Operative
One-Handed
Advanced Melee
19575,0009d6 P-Severe Wound L- -Analog, Disarm, Operative
One-Handed
Advanced Melee
64,3001d6 P-Wound L- -Analog, Disarm, Operative
One-Handed
Advanced Melee
1351,5005d4 P-Wound L- -Analog, Disarm, Operative
One-Handed
Advanced Melee
16175,0006d6 P-Wound L- -Analog, Disarm, Operative
Longarm
912,7503d8 P60 ft.Injection DC +2112 Darts1Analog, Injection, Unwieldy
Longarm
1470,6007d8 P80 ft.Injection DC +2112 Darts1Analog, Injection, Unwieldy, Entangle
Longarm
18398,00010d10 P80 ft.Injection DC +2124 Darts1Analog, Injection, Unwieldy, Entangle
Longarm
31,3251d8 P40 ft.Injection DC +216 Darts1Analog, Injection, Unwieldy
Two-Handed
Cryo
Advanced Melee
20804,4008d12 C-Enfeeble 120 1Powered (capacity 20, usage 1), Reach, Unwieldy
Two-Handed
Cryo
Advanced Melee
42,1001d8 C-Enfeeble 120 1Powered (capacity 20, usage 1), Reach, Unwieldy
Two-Handed
Cryo
Advanced Melee
1473,4004d10 C-Enfeeble 120 1Powered (capacity 20, usage 1), Reach, Unwieldy
Two-Handed
Cryo
Advanced Melee
712,8002d10 C-Enfeeble 120 1Powered (capacity 20, usage 1), Reach, Unwieldy
Flame
Small Arm
15109,5006d4 F50 ft.Arc 3d6L20 Flares1
Flame
Small Arm
1125,0004d4 F50 ft.Arc 2d6L20 Flares1
Flame
Small Arm
31,4001d6 F50 ft.Arc 1d4L4 Flares1
Flame
Small Arm
19591,5007d6 F50 ft.Arc 4d6L20 Flares1
Flame
Small Arm
76,5002d4 F50 ft.Arc 1d6L10 Flares1
Projectile
Sniper
1125,1003d10 P80 ft.Enfeeble 26 Rounds1Sniper 500 ft., Unwieldy
Projectile
Sniper
15107,1006d10 P100 ft.Enfeeble 26 Rounds1Sniper 1000 ft., Unwieldy
Projectile
Sniper
20825,00011d10 P120 ft.Enfeeble 28 Rounds1Sniper 1500 ft., Unwieldy
Projectile
Sniper
53,0101d10 P80 ft.Enfeeble 23 Rounds1Sniper 250 ft., Unwieldy
Sonic
Longarm
1346,1005d6 So60 ft.Nuisance 120 Charges2Boost 2d4
Sonic
Longarm
18371,0006d10 So60 ft.Nuisance 140 Charges2Boost 4d4
Sonic
Longarm
12051d6 So60 ft.Nuisance 120 Charges2
Sonic
Longarm
64,4002d6 So60 ft.Nuisance 120 Charges2Boost 1d4
Projectile
Small Arm
63,7502d4 P60 ft.Bleed 1d6L20 Rounds1Teleportive
Projectile
Small Arm
1232,0005d4 P60 ft.Bleed 3d6L20 Rounds1Teleportive
Projectile
Small Arm
17216,50011d4 P60 ft.Bleed 5d6L20 Rounds1Teleportive
Projectile
Small Arm
11051d4 P60 ft.Bleed 2L20 Rounds1Teleportive
Two-Handed
Advanced Melee
89,4003d8 B--1- -Analog, Reposition
Two-Handed
Advanced Melee
1236,9005d8 B-Knockdown 1- -Analog, Reposition
Two-Handed
Advanced Melee
41,8801d8 B-Knockdown 1- -Analog, Reposition
Two-Handed
Advanced Melee
12201d6 B--1- -Analog, Reposition
Two-Handed
Shock
Advanced Melee
76,7002d8 E-Staggered 120 1Powered (capacity 20, usage 1)
Two-Handed
Shock
Advanced Melee
1235,9004d8 E-Staggered 120 1Powered (capacity 20, usage 1)
Two-Handed
Shock
Advanced Melee
31,4901d8 E-Staggered 120 1Powered (capacity 20, usage 1)
Two-Handed
Shock
Advanced Melee
16169,0007d8 E-Staggered 120 1Powered (capacity 20, usage 1)
Shields
NameLevelPriceShield BonusMax Dex BonusArmor Check PenaltyUpgrade SlotsBulk
1236,800+1/+24-122
2900+1/+13-212
17256,000+1/+35-122
76,800+1/+24-222
1473,000+1/+25-121
42,100+0/+24-111
19570,000+1/+35-121
913,500+1/+14-111
1125,000+1/+1--11
2850+0/+1--01
16256,000+1/+3--21
64,350+1/+1--01
Weapon Fusions
NameLevelDescription
9First commissioned by the wardens of the prison-planet Daegox 4 and now used in prisons throughout Near Space, the burdening weapon fusion often bears chains or manacles. When you score a critical hit using a weapon with the burdening fusion, the target gains the encumbered condition for 1d4 rounds. 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 burdening effect.
13Developed by telepathic creatures such as the psychic gas oozes inhabiting Preluria, the mind-reading fusion reverberates with psychic feedback. When you score a critical hit using a weapon with the mind-reading fusion, you automatically read the surface thoughts of the creature struck. This is a mind-affecting ability. 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 mind-reading effect.
5Incorporating polar ice from particularly cold planets such as Vesk-7, this fusion causes the attached weapon to deliver a creeping numbness. Once per day, when a numbing weapon deals cold damage to an enemy, you can activate the fusion as a reaction to make a disarm attempt against that target with the same attack bonus as the weapon attack. The target must also succeed at a Fortitude saving throw (DC = 10 + half the weapon’s item level + the ability score modifier you apply to attack rolls with the weapon) or feel a lack of sensation in its limbs, taking a –4 penalty to attack rolls, melee damage rolls, and Reflex saving throws for 1 round. The numbing weapon can be applied only to weapons that deal cold damage.
3Your weapon whispers bolstering words into your mind, allowing you to withstand even mighty terrors such as the colossi of Daimalko. The DC to demoralize you increases by 1 while you wield the weapon, and you gain a +1 morale bonus to your saving throws against fear effects.
Starship Expansion Bays
BaysSizesPCUCost
1All42
1All11
1All4010
1All12
1All32
Starship Security
PCUCost
7540
4025
2515
1510
Starship Sensors
RangeModifierCost
Long (20 hexes)+620
Medium (10 hexes)+612
Short (5 hexes)+66
Starship Weapons
RangeSpeedDamagePCUCostSpecial
ClassHeavy
TypeTracking
Long (20 hexes)16 Hexes8d10 1511Gravity Tether, Limited Fire 5
ClassHeavy
TypeDirect Fire
--5d4 18Ramming
ClassLight
TypeDirect Fire
--3d4 16Ramming
ClassCapital
TypeDirect Fire
--2d4 x 10520Ramming
ClassLight
TypeDirect Fire
--2d4 14Ramming
ClassLight
TypeDirect Fire
Short (5 hexes)-1d10 108Jamming
ClassHeavy
TypeDirect Fire
Short (5 hexes)-3d8 2520Broad Arc
ClassLight
TypeDirect Fire
Medium (10 hexes)-2d8 1512Suspending +5
ClassHeavy
TypeTracking
Long (20 hexes)8 Hexes8d8 1510Limited Fire 5, Smoldering 4d8
ClassLight
TypeTracking
Long (20 hexes)8 Hexes4d6 104Limited Fire 5, Smoldering 2d6
ClassHeavy
TypeDirect Fire
Medium (10 hexes)-4d8 3028Suspending +10
ClassHeavy
TypeDirect Fire
Short (5 hexes)-3d10 3026Jamming
ClassLight
TypeDirect Fire
Long (20 hexes)--58Bugging

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 Near Space © 2020, Paizo Inc.; Authors: Kate Baker, Tracy Barnett, Tineke Bolleman, Adam Daigle, Eleanor Ferron, Crystal Frasier, Amanda Hamon, Sasha Laranoa Harving, Vanessa Hoskins, Jenny Jarzabski, Jason Keeley, Mike Kimmel, Luis Loza, Ron Lundeen, Robert G. McCreary, Andrew Mullen, Hilary Moon Murphy, Adrian Ng, Joe Pasini, Lu Pellazar, Samantha Phelan, James Rodehaver, Chris S. Sims, Diego Valdez.

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