Pact Worlds
Rulebook

Species
+2 DEX, +2 CHA, -2 CON
Hit Points4
Astrozoans are seven-limbed, starfish-like aberrations adept at controlling their body shape and coloration, which enables them to impersonate similarly-sized creatures.
+2 DEX, +2 CON, -2 INT
Hit Points4
Bantrids are small, anosmatic aberrations with a column-like body mounted on an organic rolling foot-orb who can’t abide remaining stationary.
+2 CON, +2 CHA, -2 WIS
Hit Points6
Borais are not-quite dead corpses who retain a sliver of their soul, leaving them both living and undead simultaneously.
+2 CON, +2 WIS, -2 DEX
Hit Points6
Khizars are plantlike, nature-loving telepaths who sense light, taste through touch, and display emotion through the glow of their seedpod.
+2 DEX
+2 STR
Hit Points2
SROs are sentient robotic organisms so complex they attract a soul, develop true artificial intelligence, and gain free will.
+2 DEX, +2 INT, -2 CHA
Hit Points6
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.
+1 CON
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.
+1 INT
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.
+1 CON
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
Transmutation
Mystic4
Witchwarper4
Alter the corrosiveness, density, or toxicity of the surrounding atmosphere
ConjurationTeleport
Technomancer4
Teleport from one computer to another within range
EnchantmentMind-Affecting
Technomancer2
Cause creatures to become encumbered
Universal
Technomancer0
Turn 1 bulk of inert matter into an equal amount of junked electronic equipment, suitable for certain spells
ConjurationCreation
Technomancer1
Turn junk into light armor or upgrade light armor to heavy armor
ConjurationCreation
Technomancer1-6
Turn junk into a one-handed melee weapon
EnchantmentMind-Affecting
Technomancer3
Mystic3
Cause creatures to forget how to use their feats and abilities
Transmutation
Mystic1
Increase the amount of bulk a creature can carry
Necromancy
Mystic1-6
Technomancer1-6
Restore hit points to an undead creature
Necromancy
Mystic5
Precog5
Technomancer6
Reanimate a recently destroyed construct or undead
Divination
Mystic1
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
NameLevelPriceEACKACMax Dex BonusArmor Check PenaltySpeed AdjustmentUpgrade SlotsBulk
Heavy
76,100+10+123-3-5 ft.32
Heavy
42,400+7+82-3-5 ft.22
Heavy
1016,500+15+173-4-5 ft.32
Light
31,200+2+35-1-11
Heavy
2980+4+52-2-10 ft.23
Heavy
53,300+9+102-2-10 ft.23
Heavy
914,500+16+172-2-10 ft.43
Heavy
1480,000+21+223-2-10 ft.63
Light
2650+2+24--0L
Light
64,150+6+66--1L
Light
912,500+11+117--2L
Light
1348,500+15+158--3L
Light
18340,000+20+209--4L
Armor Upgrades
NameLevelPriceSlotsArmor TypeCapacityUsageBulk
Technological
18001Heavy, Light, Powered--L
Technological
42,0001Heavy, Light, Powered111
Technological
810,0001Heavy, Light, Powered111
Technological
1238,0001Heavy, Light, Powered111
Technological
16180,0001Heavy, Light, Powered111
19590,0001Light51/round1
15120,0001Light102/roundL
810,0001Light103/roundL
913,0001Heavy, Light, Powered101/round-
76,7001Heavy, Powered311
Technological
11,5001Heavy, Light, Powered--L
Weapons
NameLevelPriceDamageRangeCriticalBulkCapacityUsageSpecial
Shock
Heavy Weapon
810,9002d10 E45 ft.Staggered 240 Charges4Line, Lockdown, Unwieldy
Shock
Heavy Weapon
31,5501d10 E20 ft.Staggered 220 Charges2Line, Lockdown, Unwieldy
Shock
Heavy Weapon
1352,9004d10 E75 ft.Staggered 280 Charges5Line, Lockdown, Unwieldy
Shock
Heavy Weapon
18441,0006d10 E100 ft.Staggered 2100 Charges10Line, Lockdown, Unwieldy
Projectile
Longarm
76,6302d6 S40 ft.Bleed 1d6116 Flechettes1Analog, Automatic, Underwater
Projectile
Longarm
1474,3006d6 S60 ft.Bleed 4d4136 Flechettes1Analog, Automatic, Underwater
Projectile
Longarm
17784,00012d6 S60 ft.Bleed 4d6148 Flechettes1Analog, Automatic, Underwater
Projectile
Longarm
31,6101d6 S30 ft.Bleed 1d418 Flechettes1Analog, Automatic, Underwater
Projectile
Longarm
1126,7004d6 S40 ft.Bleed 3d4124 Flechettes1Analog, Automatic, Underwater
Small Arm
86,2702d6 P30 ft.Injection DC +2L5 Darts1Analog, Injection
Small Arm
1344,9804d6 P30 ft.Injection DC +2L5 Darts1Analog, Injection
Small Arm
18369,0008d6 P30 ft.Injection DC +2L5 Darts1Analog, Injection
Small Arm
31,6501d6 P30 ft.Injection DC +2L5 Darts1Analog, Injection
Projectile
Sniper
64,7503d4 P120 ft.-22 Rounds1Analog, Sniper (1000 ft.), Unwieldy
Projectile
Sniper
1127,3006d4 P140 ft.-22 Rounds1Analog, Sniper (1250 ft.), Unwieldy
Projectile
Sniper
16185,0008d8 P160 ft.-22 Rounds1Analog, Sniper (1500 ft.), Unwieldy
Projectile
Sniper
14402d4 P100 ft.-22 Rounds1Analog, Sniper (500 ft.), Unwieldy
Plasma
Heavy Weapon
18360,0009d6 E & F100 ft.Blind 2100 Charges10Bright, Explode (15 ft.), Unwieldy
Plasma
Heavy Weapon
31,3001d6 E & F100 ft.Blind 240 Charges5Bright, Explode (5 ft.), Unwieldy
Plasma
Heavy Weapon
1348,1005d6 E & F100 ft.Blind 2100 Charges5Bright, Explode (10 ft.), Unwieldy
Plasma
Heavy Weapon
89,0503d6 E & F100 ft.Blind 2100 Charges5Bright, Explode (10 ft.), Unwieldy
One-Handed
Basic Melee
42,1001d4 P-Bleed 1d4L- -Analog, Operative
One-Handed
Basic Melee
16160,0005d8 P-Bleed 2d6L- -Analog, Operative
One-Handed
Basic Melee
1350,9003d8 P-Bleed 1d8L- -Analog, Operative
One-Handed
Basic Melee
12501d4 P-Bleed 1d3L- -Analog, Operative
One-Handed
Basic Melee
77,0002d4 P-Bleed 1d4L- -Analog, Operative
One-Handed
Basic Melee
1018,0002d6 P-Bleed 1d6L- -Analog, Operative
Solarian
1348,4003d4 E-Staggered -- -Stun
Solarian
12351d1 E-Staggered -- -Stun
Solarian
76,0001d4 E-Staggered -- -Stun
Solarian
41,8501d3 E-Staggered -- -Stun
Solarian
1017,5002d4 E-Staggered -- -Stun
Solarian
16161,0003d8 E-Staggered -- -Stun
Two-Handed
Advanced Melee
1470,0009d4 A & S-Corrode 4d41- -Analog, Disarm, Reach, Trip
Two-Handed
Advanced Melee
42,4302d4 A & S-Corrode 1d41- -Analog, Disarm, Reach, Trip
Two-Handed
Advanced Melee
1017,0005d4 A & S-Corrode 2d41- -Analog, Disarm, Reach, Trip
Two-Handed
Advanced Melee
18409,0009d8 A & S-Corrode 6d41- -Analog, Disarm, Reach, Trip
Ammunition
NameLevelPriceCapacitySpecialBulk
Cartridge
17525-L
Weapon Fusions
NameLevelDescription
5The 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.
3The 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.
4A 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.
5You 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.
4Followers 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.
9Famously 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.
3Like 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.
4You 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.
7Popular 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.
2Dwarven 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
NameLevelPriceBulkHandsCapacityUsage
1124,5001---
4350L---
81,500L---
125,500L---
Technological
Worn
76,500L-201/round
Technological
89,00012401/round
Personal
Worn
150L---
1462,500----
Magic
Worn
31,300----
150L---
18360,000L---
88,900L---
1348,000L---
5450L-51/use
31,200----
Personal
Worn
3250----
Technological
Worn
27501-201/hour
Technological
Worn
42,000L1201/hour
Hybrid
Worn
1236,000----
75,600L---
Hybrid
Worn
1017,000L---
120L---
5475----
5475----
5475----
5475----
5475----
5475----
5475----
5475----
5475----
5475----
42,150----
913,900----
1477,000----
Technological
42,000L1401/round
Technological
Worn
1100L--See text
Magic
Worn
912,250L---
64,450L---
Technological
Worn
1200L---
1200L---
Technological
Worn
1200L---
1200L---
1200L---
1200L---
Technological
Worn
1200L---
Technological
64,250L-201/hour
Starship Expansion Bays
BaysSizesPCUCost
1All11
1All515
1All510
2All05
2M, L105
Starship Weapons
RangeSpeedDamagePCUCostSpecial
ClassHeavy
TypeTracking
Medium (10 hexes)12 Hexes5d8 1010Limited Fire 5, Spore
ClassLight
TypeTracking
Medium (10 hexes)14 Hexes3d6 55Limited Fire 5, Spore
ClassLight
TypeDirect Fire
Short (5 hexes)-2d6 105Burrowing
Starship Other Systems
PCUCost
53
01

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.

This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This website is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.