Pact Worlds
Species
Astrozoans are seven-limbed, starfish-like aberrations adept at controlling their body shape and coloration, which enables them to impersonate similarly-sized creatures. |
Bantrids are small, anosmatic aberrations with a column-like body mounted on an organic rolling foot-orb who can’t abide remaining stationary. |
Borais are not-quite dead corpses who retain a sliver of their soul, leaving them both living and undead simultaneously. |
Khizars are plantlike, nature-loving telepaths who sense light, taste through touch, and display emotion through the glow of their seedpod. |
SROs are sentient robotic organisms so complex they attract a soul, develop true artificial intelligence, and gain free will. |
Strix are generous technophiles adapted to darkness and wary of outsiders; they fly on black-feathered wings and live communally. |
Themes
You are a biotech researcher or avid user of such tech, constantly seeking out or developing new biotechnologies and combining existing augmentations with advancements in other fields. You might be a member of the Augmented, a researcher in one of Bretheda’s cutting-edge biotech corporations, a spellcasting genetomancer blending biotechnology with magic, or even a voluntary test subject for new augmentations. Either way, you have taken a strong hand in your own evolution. |
Corporations control much of the modern world, from the food each person eats to the weapons a soldier deploys on the field of battle. You are an agent of one such corporation, which relies on your negotiation, deal-making, and your natural cunning to advance its agendas. Whether you are making proposals to agents of other corporations to split the mining rights for a valuable asteroid or establishing your corporation’s presence on a newly discovered world, you are the company’s eyes, ears, and hands. |
You served as a hooded, faceless adherent to a religion or organization that remains hidden from public view—usually because its aims are illegal or immoral. Although your time in a cult is most likely behind you—or, at least, that’s what you insist whenever the subject arises—you remain keenly aware of signs of cult activity and inured to physical hardship by exposure to mind-expanding substances combined with sleepless nights of unending ritual. |
You’ve had some form of cybernetic augmentation since you were very young, and you see further augmentation as a path to self-improvement. You might be a verthani from the Augmented caste, a steelskin orc seeking to distinguish yourself from mainstream society, or anyone else inspired by the possibilities technology offers. Either way, you strive to master your current cybernetics and seek to further upgrade yourself whenever the opportunity presents itself. |
You have been affected by the energies of death and negative energy. You are not undead, but you have an affinity for the dead and undead that is inexplicable to most living creatures. You may have suffered an attack from an undead creature when very young, or you may have been exposed to strange radiation, dimensional rifts, or magic that caused a weak but permanent link between you and the Negative Energy Plane. You survived this formative experience, but not without some change. |
You can feel draconic magic pulsing through your veins, and the guttural roar of dragons invigorates you. Whether you’re from an area with deep ties to dragons or have simply spent your life studying the magnificent beasts, you understand how dragons’ categorization (metallic or chromatic and specific colors) affects their moods, outlooks, and even ultimate goals. You can harness the power of dragons, and you sing the creatures’ praises wherever you go |
You were drawn to Liavara by the Dreamers’ songs, which awoke in you a resonance with these enlightened beings. Now you see the world around you in a new light, and you have a transcendent, innate understanding of the mystical power suffusing the universe. You don’t command this energy; the most you can do is accept it and absorb it—and when you become utterly in sync with those psychic reverberations encapsulated in the Dreamers’ songs, you gain oracular glimpses of things yet to come. |
You are a veteran of the public blood sport industry—a survivor of countless battles to earn a shiny credstick of winnings, the adulation of your fans, or both. You might be a veteran of Akiton’s fighting pits, a student of the ritualized styles of Triaxus’s battleflowers, or the sort of masochist who can’t help but return to Eox’s Halls of the Living. You’re likely to die before your habits do, though, as you find few things more exciting than the rush of battle and the pounding cheers of a thousand fans. |
You are fascinated by the internal workings of machines, whether they’re intelligent constructs or technological equipment. You might be someone who enjoys tinkering in a garage, or you might be a worker at a factory that specializes in building robots or weaponry. You’re likely interested in exploring and figuring out the innovations of other organizations and species on distant worlds. Regardless of your specific motivation, there’s always a gadget that needs tinkering with. |
The sun is the source of all life in the system, and though you may not worship it directly, you seek to honor this precious gift. From a distance, the sun is a serenely glowing light, but in actuality, it is a churning mass of plasma that reaches temperatures of millions of degrees. By meditating on this contradiction, you attempt to achieve inner peace and greater selfcontrol. Whether you're a devotee of Sarenrae or simply a resident of the Burning Archipelago, the sun looms large in your life, figuratively and literally. |
You are a free-ranging corsair within the wild and unpredictable fringes of galactic civilization and live by your own code, or a code shared with other like-minded individuals. You tend to view personal property as a laughable concept, unless it is your gear. You might be a freebooter on your own ship, a member of a space-bound gang of raiders, or even a member of the Free Captains of the Diaspora. Alternatively, you might be a new recruit to the piratical lifestyle, just learning the ropes under a more seasoned crew. |
In their adolescence, kasathas undertake a yearlong walkabout known as the Tempering, in which they are encouraged to experience other cultures. You have examined this practice (or perhaps undergone it yourself) and have concluded that a year is not enough time to learn from the countless other civilizations. In any case, you don’t need to be a kasatha to consider yourself a student of the universe. Many tempered pilgrims are also followers of the philosophy of the Cycle. |
You believe that the trappings of civilization have made others soft, so you eschew them to live in the wilds, such as the jungles of Castrovel. You don’t necessarily avoid technology, as it can help you survive in some of the harsher, more extreme environments, but you tend to adorn your equipment with furs and leaves. This might make you seem like a backwards primitive to some people, but you know that nature—in all its forms—will be around long after all societies have collapsed and turned to dust. |
You are driven to explore the ruins of bygone civilizations, whether they are millennia old or recently collapsed. You might seek to explore the interior of Apostae or travel the galaxy to discover lost settlements, and your motives might be purely academic or simply profiteering. You often employ modern technology to aid in your explorations, but you are no stranger to unusual and ancient machinery, sometimes using them in the field when in a pinch. |
Spells
Alter the corrosiveness, density, or toxicity of the surrounding atmosphere | |
Teleport from one computer to another within range | |
Cause creatures to become encumbered | |
Turn 1 bulk of inert matter into an equal amount of junked electronic equipment, suitable for certain spells | |
Turn junk into light armor or upgrade light armor to heavy armor | |
Turn junk into a one-handed melee weapon | |
Cause creatures to forget how to use their feats and abilities | |
Increase the amount of bulk a creature can carry | |
Restore hit points to an undead creature | |
Reanimate a recently destroyed construct or undead | |
Cause a single attack to ignore cover and concealment |
Archetypes
Feats
Prerequisite | |
---|---|
When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you. | Base attack bonus +1 |
You gain power from the deity you faithfully worship. | Worship a deity of an alignment within one step of your own alignment. |
You have expanded your latent telepathic powers. | Limited telepathy racial trait. |
You have learned to casually ignore wounds that would interfere with a lesser spellcaster’s concentration. | Combat Casting, ability to cast 4th-level spells. |
You are a student of the battle dances of kasathan legends. You weave in and out of a fray with grace, moving your arms and body in a flowing motion that confounds your foes. | Dex 13, Mobility or trick attack. |
You wield illusions that misdirect, deceive, or entertain an audience. | Cha 15, Minor Stage Magic, Stage Magic, character level 7th. |
You have a minor natural psychic ability. | Cha 11. |
You have learned new magical tricks to deceive or entertain. | Cha 13, Minor Stage Magic, character level 4th. |
Armor
Name | Level | Price | EAC | KAC | Max Dex Bonus | Armor Check Penalty | Speed Adjustment | Upgrade Slots | Bulk | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 6,100 | +10 | +12 | 3 | -3 | -5 ft. | 3 | 2 | ||
4 | 2,400 | +7 | +8 | 2 | -3 | -5 ft. | 2 | 2 | ||
10 | 16,500 | +15 | +17 | 3 | -4 | -5 ft. | 3 | 2 | ||
3 | 1,200 | +2 | +3 | 5 | -1 | - | 1 | 1 | ||
2 | 980 | +4 | +5 | 2 | -2 | -10 ft. | 2 | 3 | ||
5 | 3,300 | +9 | +10 | 2 | -2 | -10 ft. | 2 | 3 | ||
9 | 14,500 | +16 | +17 | 2 | -2 | -10 ft. | 4 | 3 | ||
14 | 80,000 | +21 | +22 | 3 | -2 | -10 ft. | 6 | 3 | ||
2 | 650 | +2 | +2 | 4 | - | - | 0 | L | ||
6 | 4,150 | +6 | +6 | 6 | - | - | 1 | L | ||
9 | 12,500 | +11 | +11 | 7 | - | - | 2 | L | ||
13 | 48,500 | +15 | +15 | 8 | - | - | 3 | L | ||
18 | 340,000 | +20 | +20 | 9 | - | - | 4 | L |
Armor Upgrades
Name | Level | Price | Slots | Armor Type | Capacity | Usage | Bulk | |
---|---|---|---|---|---|---|---|---|
1 | 800 | 1 | Heavy, Light, Powered | - | - | L | ||
4 | 2,000 | 1 | Heavy, Light, Powered | 1 | 1 | 1 | ||
8 | 10,000 | 1 | Heavy, Light, Powered | 1 | 1 | 1 | ||
12 | 38,000 | 1 | Heavy, Light, Powered | 1 | 1 | 1 | ||
16 | 180,000 | 1 | Heavy, Light, Powered | 1 | 1 | 1 | ||
19 | 590,000 | 1 | Light | 5 | 1/round | 1 | ||
15 | 120,000 | 1 | Light | 10 | 2/round | L | ||
8 | 10,000 | 1 | Light | 10 | 3/round | L | ||
9 | 13,000 | 1 | Heavy, Light, Powered | 10 | 1/round | - | ||
7 | 6,700 | 1 | Heavy, Powered | 3 | 1 | 1 | ||
1 | 1,500 | 1 | Heavy, Light, Powered | - | - | L |
Weapons
Name | Level | Price | Damage | Range | Critical | Bulk | Capacity | Usage | Special | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 10,900 | 2d10 E | 45 ft. | Staggered | 2 | 40 Charges | 4 | Line, Lockdown, Unwieldy | ||
3 | 1,550 | 1d10 E | 20 ft. | Staggered | 2 | 20 Charges | 2 | Line, Lockdown, Unwieldy | ||
13 | 52,900 | 4d10 E | 75 ft. | Staggered | 2 | 80 Charges | 5 | Line, Lockdown, Unwieldy | ||
18 | 441,000 | 6d10 E | 100 ft. | Staggered | 2 | 100 Charges | 10 | Line, Lockdown, Unwieldy | ||
7 | 6,630 | 2d6 S | 40 ft. | Bleed 1d6 | 1 | 16 Flechettes | 1 | Analog, Automatic, Underwater | ||
14 | 74,300 | 6d6 S | 60 ft. | Bleed 4d4 | 1 | 36 Flechettes | 1 | Analog, Automatic, Underwater | ||
17 | 784,000 | 12d6 S | 60 ft. | Bleed 4d6 | 1 | 48 Flechettes | 1 | Analog, Automatic, Underwater | ||
3 | 1,610 | 1d6 S | 30 ft. | Bleed 1d4 | 1 | 8 Flechettes | 1 | Analog, Automatic, Underwater | ||
11 | 26,700 | 4d6 S | 40 ft. | Bleed 3d4 | 1 | 24 Flechettes | 1 | Analog, Automatic, Underwater | ||
8 | 6,270 | 2d6 P | 30 ft. | Injection DC +2 | L | 5 Darts | 1 | Analog, Injection | ||
13 | 44,980 | 4d6 P | 30 ft. | Injection DC +2 | L | 5 Darts | 1 | Analog, Injection | ||
18 | 369,000 | 8d6 P | 30 ft. | Injection DC +2 | L | 5 Darts | 1 | Analog, Injection | ||
3 | 1,650 | 1d6 P | 30 ft. | Injection DC +2 | L | 5 Darts | 1 | Analog, Injection | ||
6 | 4,750 | 3d4 P | 120 ft. | - | 2 | 2 Rounds | 1 | Analog, Sniper (1000 ft.), Unwieldy | ||
11 | 27,300 | 6d4 P | 140 ft. | - | 2 | 2 Rounds | 1 | Analog, Sniper (1250 ft.), Unwieldy | ||
16 | 185,000 | 8d8 P | 160 ft. | - | 2 | 2 Rounds | 1 | Analog, Sniper (1500 ft.), Unwieldy | ||
1 | 440 | 2d4 P | 100 ft. | - | 2 | 2 Rounds | 1 | Analog, Sniper (500 ft.), Unwieldy | ||
18 | 360,000 | 9d6 E & F | 100 ft. | Blind | 2 | 100 Charges | 10 | Bright, Explode (15 ft.), Unwieldy | ||
3 | 1,300 | 1d6 E & F | 100 ft. | Blind | 2 | 40 Charges | 5 | Bright, Explode (5 ft.), Unwieldy | ||
13 | 48,100 | 5d6 E & F | 100 ft. | Blind | 2 | 100 Charges | 5 | Bright, Explode (10 ft.), Unwieldy | ||
8 | 9,050 | 3d6 E & F | 100 ft. | Blind | 2 | 100 Charges | 5 | Bright, Explode (10 ft.), Unwieldy | ||
4 | 2,100 | 1d4 P | - | Bleed 1d4 | L | - | - | Analog, Operative | ||
16 | 160,000 | 5d8 P | - | Bleed 2d6 | L | - | - | Analog, Operative | ||
13 | 50,900 | 3d8 P | - | Bleed 1d8 | L | - | - | Analog, Operative | ||
1 | 250 | 1d4 P | - | Bleed 1d3 | L | - | - | Analog, Operative | ||
7 | 7,000 | 2d4 P | - | Bleed 1d4 | L | - | - | Analog, Operative | ||
10 | 18,000 | 2d6 P | - | Bleed 1d6 | L | - | - | Analog, Operative | ||
13 | 48,400 | 3d4 E | - | Staggered | - | - | - | Stun | ||
1 | 235 | 1d1 E | - | Staggered | - | - | - | Stun | ||
7 | 6,000 | 1d4 E | - | Staggered | - | - | - | Stun | ||
4 | 1,850 | 1d3 E | - | Staggered | - | - | - | Stun | ||
10 | 17,500 | 2d4 E | - | Staggered | - | - | - | Stun | ||
16 | 161,000 | 3d8 E | - | Staggered | - | - | - | Stun | ||
14 | 70,000 | 9d4 A & S | - | Corrode 4d4 | 1 | - | - | Analog, Disarm, Reach, Trip | ||
4 | 2,430 | 2d4 A & S | - | Corrode 1d4 | 1 | - | - | Analog, Disarm, Reach, Trip | ||
10 | 17,000 | 5d4 A & S | - | Corrode 2d4 | 1 | - | - | Analog, Disarm, Reach, Trip | ||
18 | 409,000 | 9d8 A & S | - | Corrode 6d4 | 1 | - | - | Analog, Disarm, Reach, Trip |
Ammunition
Name | Level | Price | Capacity | Special | Bulk | |
---|---|---|---|---|---|---|
1 | 75 | 25 | - | L |
Weapon Fusions
Name | Level | Description | |
---|---|---|---|
5 | The apprehending fusion causes the weapon to grow spikes and overwrought iron fixtures, as befits its use by the Hellknights. When an apprehending weapon hits an enemy, you can activate the fusion as a reaction to perform a trip combat maneuver against that target with the same attack bonus as for the weapon attack. Additionally, the target must 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 be unable to cast spells or spell-like abilities for 1 round. Once the weapon has used this ability, it cannot use it again until you take a 10-minute rest to regain Stamina Points. | ||
3 | The fusion causes a weapon to become etched with glowing circuitry and ringed with faint blue-black flames. Stewards often use astute weapons as they hunt down criminals within the Pact Worlds. The DC of Bluff checks to feint against you and to use the operative’s trick attack ability against you increases by 2 while you wield such a weapon. | ||
4 | A creation of the Brethedan biotech firm Life Innovations, a bonding weapon melds into your limb when you draw it (its coloration changes to match your skin tone). You gain a +2 circumstance bonus to your KAC against disarm and sunder combat maneuvers targeting the weapon. | ||
5 | You can add the interposing fusion only to a melee weapon. Developed and popularized by the Knights of Golarion, this fusion generally adds shining sword icons to the weapon. Whenever you hit an enemy with an interposing weapon, you and all adjacent allies gain a +1 enhancement bonus to AC against that enemy’s melee attacks until the beginning of your next turn. | ||
4 | Followers of the Prophecies of Kalistrade use manufacturing weapon fusions to ensure they are never without ammunition (or gouged by isolated traders for ammunition), even on long trade missions. This fusion often makes the weapon pearly white with gold accents. You can add up to 400 credits of UPBs to a manufacturing weapon as a swift action. When you do, the fusion’s magic instantly manufactures ammunition inside the weapon worth an equal amount (which might mean recharging a battery) up to the maximum the weapon can carry. This ammunition is nonmagical and can be removed normally. | ||
9 | Famously linked to criminals who worship Lao Shu Po, the ratjaw fusion aids in disarming and robbing foes. On a critical hit, the weapon knocks an item of your choice out of the target’s possession, as long as it something that could be removed with a successful disarm combat maneuver. 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 this disarming ability. If the ratjaw weapon is a ranged weapon, the disarmed item lands in any square of your choice adjacent to the target. If the ratjaw weapon is a melee weapon, it draws the item to you, and you can grab the item with a free hand. | ||
3 | Like most weapon fusions designed for use on AbadarCorp weapons, the sentinel fusion makes a weapon richly ornamented, sometimes even gold-plated, and often adds icons of vault doors. Favored by colonists and corporate guards, once per day a sentinel weapon allows you to declare an area of up to 1,000 cubic feet as being under guard for up to 8 continuous hours. While wielding the sentinel weapon within an area under guard in this manner, you gain a +2 bonus to initiative checks and Perception checks. | ||
4 | You can add the tactical fusion only to a ranged weapon. Tactical weapons are traditionally associated with the mercenaries of the Skyfire Legion and the close bonds they often form with one another. Such weapons typically take on decorations of crossed blades, bundles of arrows, or similar sets of weaponry. When you use a tactical weapon to provide covering fire or harrying fire, the bonus granted increases by 1. This ability of this fusion doesn’t stack with other abilities that increase the bonuses provided by covering fire or harrying fire. | ||
7 | Popular among the Xun of the Golden League, a tattoo weapon can be hidden in the form of a tattoo on your body. If you already have tattoos, the weapon matches them in size and style when in tattoo form. When not in tattoo form, the weapon has images similar to its last tattoo form worked along its length as colorful decorations. Detect magic and similar spells do not reveal the magical natural of a tattoo weapon in its tattoo form, though true seeing does, and with a close examination a successful Mysticism check (DC = 15 + half the weapon’s item level) reveals that the tattoo is magical. A successful dispel magic spell targeting the tattoo causes the weapon to appear and fall at your feet. The weapon’s bulk does not impair you while in tattoo form, and you can hide or retrieve the weapon as a swift action. While it is a tattoo, the weapon can’t be damaged. | ||
2 | Dwarven asteroid miners favor the Ulrikka duster fusion, which causes any weapon with it to take on an armored, stocky appearance. Attacks made with weapons with this fusion ignore half of a target item’s hardness. Use of such weapons has helped more than one short-supplied dwarven mining crew remove the last bits of useful material from an asteroid while still remaining armed enough to fight off space pirates. |
Items
Name | Level | Price | Bulk | Hands | Capacity | Usage | |
---|---|---|---|---|---|---|---|
11 | 24,500 | 1 | - | - | - | ||
4 | 350 | L | - | - | - | ||
8 | 1,500 | L | - | - | - | ||
12 | 5,500 | L | - | - | - | ||
7 | 6,500 | L | - | 20 | 1/round | ||
8 | 9,000 | 1 | 2 | 40 | 1/round | ||
1 | 50 | L | - | - | - | ||
14 | 62,500 | - | - | - | - | ||
3 | 1,300 | - | - | - | - | ||
1 | 50 | L | - | - | - | ||
18 | 360,000 | L | - | - | - | ||
8 | 8,900 | L | - | - | - | ||
13 | 48,000 | L | - | - | - | ||
5 | 450 | L | - | 5 | 1/use | ||
3 | 1,200 | - | - | - | - | ||
3 | 250 | - | - | - | - | ||
2 | 750 | 1 | - | 20 | 1/hour | ||
4 | 2,000 | L | 1 | 20 | 1/hour | ||
12 | 36,000 | - | - | - | - | ||
7 | 5,600 | L | - | - | - | ||
10 | 17,000 | L | - | - | - | ||
1 | 20 | L | - | - | - | ||
5 | 475 | - | - | - | - | ||
5 | 475 | - | - | - | - | ||
5 | 475 | - | - | - | - | ||
5 | 475 | - | - | - | - | ||
5 | 475 | - | - | - | - | ||
5 | 475 | - | - | - | - | ||
5 | 475 | - | - | - | - | ||
5 | 475 | - | - | - | - | ||
5 | 475 | - | - | - | - | ||
5 | 475 | - | - | - | - | ||
4 | 2,150 | - | - | - | - | ||
9 | 13,900 | - | - | - | - | ||
14 | 77,000 | - | - | - | - | ||
4 | 2,000 | L | 1 | 40 | 1/round | ||
1 | 100 | L | - | - | See text | ||
9 | 12,250 | L | - | - | - | ||
6 | 4,450 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
1 | 200 | L | - | - | - | ||
6 | 4,250 | L | - | 20 | 1/hour |
Starship Expansion Bays
Bays | Sizes | PCU | Cost | |
---|---|---|---|---|
1 | All | 1 | 1 | |
1 | All | 5 | 15 | |
1 | All | 5 | 10 | |
2 | All | 0 | 5 | |
2 | M, L | 10 | 5 |
Starship Weapons
Range | Speed | Damage | PCU | Cost | Special | |
---|---|---|---|---|---|---|
Medium (10 hexes) | 12 Hexes | 5d8 | 10 | 10 | Limited Fire 5, Spore | |
Medium (10 hexes) | 14 Hexes | 3d6 | 5 | 5 | Limited Fire 5, Spore | |
Short (5 hexes) | - | 2d6 | 10 | 5 | Burrowing |
Starship Other Systems
PCU | Cost | |
---|---|---|
5 | 3 | |
0 | 1 |
Mongrelman from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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 Pact Worlds © 2018, Paizo Inc.; Authors: Alexander Augunas, Judy Bauer, Robert Brookes, Jason Bulmahn, John Compton, Amanda Hamon Kunz, Thurston Hillman, Mikko Kallio, Jason Keeley, Jonathan Keith, Steve Kenson, Lyz Liddell, Ron Lundeen, Robert G. McCreary, David N. Ross, Owen K.C. Stephens, James L. Sutter, and Russ Taylor.