Starfinder Enhanced
Species
Elanayas are hardy, charismatic humanoids with glittering skin who form permanent bonds with an elemental. |
Holograms are AIs, stored in a spherical core, who interact with the physical world through a tangible hardlight body. |
Born from the collapse of a dying star, novians are tiny, boastful balls of plasma who enjoy competition and confrontation. |
Chatty and inventive, scuridays are fluffy fey raconteurs eager to explore the galaxy and acquire new tales. |
Themes
From the vibrant nightlife of Absalom Station to the glitzy casinos of the Burning Archipelago, there are places throughout the galaxy where people gather to party and relax. But you know how much work goes into securing these venues. From fights on the dance floor to grifters trying to hustle, your job has been to protect patrons and hosts by any means necessary. You have sharp situational awareness and know how to defuse an escalating situation efficiently and quietly, even if it means leaving a few bruises. |
The allure of interplanetary adventure can lead just about anybody to leave a sedentary life behind and travel into the stars. While some of these people have prior training, many others do not, including academics, vidgamers, and corporate suits. That’s where you come in! As a personal trainer, you know the value in maintaining good diet and exercise, especially in zero gravity environments where prolonged habitation can lead to muscular atrophy. Whether you travel within one solar system to visit clients on different worlds, or want to establish your own gym, your enthusiastic willingness to share your knowledge to better improve the fitness of those around you is palpable. While there may be other personal trainers in the galaxy, you hope that your physical fitness will give you a leg up on the competition. |
Whether you are a rich kid doing it for kicks or a student of the streets doing it to survive, you’ve found that you have quite a bit of skill at nicking things from other people without them noticing. You are most comfortable when wandering through large crowds, as they have the most marks and rubes milling about—plus the tumult of moving people to give you the perfect cover. Even without the benefit of milling masses, you know how to hide in plain sight, and you are always on the lookout for the perfect diversion, whether a relatively harmless smoke grenade or a precariously balanced fruit cart. Your work is usually a solitary affair, but you certainly could use a team from time to time, whether as diversions from your true purpose or as backup when the pickings are slim. When you do agree to travel or work with others, you may be motivated by what treasures you can find to add to your collection. |
In a galaxy filled with faster-than-light travel, virtual reality, and space stations housing millions, many people forget where their food comes from. Even those who exclusively dine on MREs and whatever comes out of their culinary synthesizers don’t stop and consider the inspiration behind their food-like cuisine. Even for cultures who travel the stars, livestock are a critical part of the economy and remain a key component of many products. As a rancher, you have first-hand experience raising, protecting, and perhaps even rendering domestic animals. You are aware of the symbiotic nature of life throughout the universe and want to experience that sublime relationship for yourself, rather than waiting for the proverbial space cows to come home. |
Some people make their living working in a business suit, others in service positions helping those around them, all on a set schedule, knowing the pattern of their life will stay the same from day to day. You wanted more than that repetitive, safe schedule. You’ve sought your own fortune, or at least living, using your talents to hustle and amaze as a street performer, creating elaborate illusions and manipulations that appear to outsiders as complex magical abilities. From mind reading to levitation and making things disappear, you’ve learned the art of using distraction to make others think they saw one thing while another was happening before their eyes. Unfortunately for you, either through over-hustling or market saturation, your busking is not as profitable as it once was. But the show must go on and so you’ve decided to head out into space, finding new audiences to amaze and delight. |
First-person shooters, dating simulators, platformers, puzzles, real-time strategy, sports, or massive multiplayer online role-playing games—you’ve mastered them all. You know the levels by heart, have memorized every cheat code, and can play some of the classics blindfolded. You’re proud of your achievements, but have chosen to leave the comforts of your local arcade and adventure into places you have never been, seeking out new experiences and new challenges among the stars. |
Spells
You manifest an invisible and intangible sensor that hovers one foot above your head. | |
You become a conduit for all possible realities and timelines, enabling you to twist events with little warning. | |
You lend some of your magical power to an ally as they cast a spell with a casting time of 1 round or less. | |
You create a faint, multicolored aurora around the target, providing resistance against energy attacks. | |
You create a faint, multicolored aurora around the target, providing resistance against energy attacks. | |
You appear to teleport across the battlefield in short jumps, make attacks, and then teleport again. | |
You create and hurl a sphere of temporal distortion at a foe, disrupting their body and slowing their movements. | |
You fill the target’s mind with self-doubt, pernicious ruminations, and crushing inadequacy. | |
Rather than shaping your magical power into a specific spell, you exude raw magic as a destructive aura. | |
You dilate time and space around a creature, creating a set of confusing afterimages that make it difficult to pinpoint their exact movements. | |
You rapidly age a computer system, module, or construct, introducing errors, overloading systems, and degrading its software. | |
You rapidly rewind time for all creatures in the area to a moment before they were born, potentially erasing them from existence completely. | |
You rapidly rewind time for all creatures in the area to a moment before they were born, potentially erasing them from existence completely. | |
You wrap the target in a fearsome aura. | |
You create small glowing spheres that orbit your head. | |
You energize a small pile of junk. | |
You transform the ground or floor into a pool of lava about one foot deep. | |
You siphon part of your lifeforce into an unseen reservoir. | |
You instill intense feelings of uncertainty in a creature. | |
You siphon some of the healing energy that would otherwise affect the target. | |
You form a subtle mental link between yourself and the targets, enabling the targets to analyze and learn from your future errors. | |
You briefly split your personal timeline into three paths. | |
You draw insights from the target’s memories and emotions. | |
You implant a devastating trap into a computer, causing it to overload when operated. | |
You modify a comm unit, causing it to broadcast an electrical signal that creatures of a chosen type find unbearable. | |
You modify the wavelengths emitted by the target, transforming the device into a magical light source for the purpose of piercing supernatural darkness. | |
With a touch, you apply a voracious acid to the target, causing their body to decay, rust, or crumble rapidly. | |
You conjure haunting ghosts of a forgotten past into the area. | |
With a touch, you apply a voracious acid to the target, causing their body to decay, rust, or crumble rapidly. | |
Drawing upon your own magical essence, you create a Tiny magical spirit to assist you. | |
You paralyze the target’s heart, causing intense pain and weakness. | |
You paralyze the target’s heart, causing intense pain and weakness. | |
You create an imperceptible beacon marking your exact point in time and space at that instant. | |
You project a wave of temporal disruption that batters and disorients all creatures in the area. | |
You create a magical lure at the center of the affected area, which creatures in the area perceive as either a wondrous temptation or an imminent threat that must be deactivated. | |
You create three time bombs (each an explosive about the size of a datapad) that each instantly adhere to a floor, wall, or similar surface. | |
You push an object forward or backward through time. | |
You transfer crucial seconds from yourself to nearby creatures. | |
You partially untether an ally from the flow of time, enabling them to perform minor tasks with remarkable speed. | |
You transform the target, rapidly updating its components and mechanisms to modern design standards for the spell’s duration. | |
You create a faint vertical field that warps time and space. | |
You drain the moisture and vitality from your surroundings. |
Archetypes
Feats
Prerequisite | |
---|---|
You can evade enemy attacks while flying, though it impacts your ability to aim. | Fly speed with average maneuverability or better |
Known online as “The AkBattPackHack”, this simple, quick, and dangerous trick went viral on social media during Drift Crisis (_Starfinder Drift Crisis_) riots on Akiton, where outgunned residents incapacitated an entire robotic security force within a few minutes. | Int 11 |
You have practiced preventing an enemy from using a grenade by destroying and detonating it in their hand. | - |
You’ve learned techniques that redirect your disrupted magical energy back to your enemies. | Mysticism 5 ranks |
Seeing your allies hurt drives you to lash out at your foes. | Base attack bonus +1 |
When you scramble away from danger, you’re harder to hit. | Acrobatics 5 ranks |
Your knowledge of gymnastics tricks and martial arts techniques remove some of the disadvantages of charging your enemies. | Acrobatics 3 ranks |
You can imbue your attacks with a portion of your magic. | Mystic Strike, Weapon Specialization |
When foes attempt to resist your magic, you can redouble your efforts to break their defenses. | Spellcaster |
You are well trained at moving into potentially dangerous areas. | - |
You can get extra oomph out of your powered weaponry, at great expense to the weapon. | Engineering 5 ranks |
With careful timing you can take maximum advantage of a coordinated assault on your foes. | Base attack bonus +3 |
When you realize you’ve put your foot in your mouth, you’re adept at quickly backpedaling and playing the fool to save your own skin. | - |
The people within your organization respect and look up to you and prove to be a reliable source of intel. | Manager of an organization using the leadership system (Starfinder Galaxy Exploration Manual 100). |
You can bludgeon your foes and send them reeling. | Str 13, base attack bonus +4 |
You leverage physics to add a curve to your thrown grenades. | - |
You are capable of incredible bursts of strength for a brief time. | Str 17 |
You can leap down on your foes with increased ferocity, adding the force of your fall to your strike. | Base attack bonus +6 |
You deny multiple foes the advantage of their numbers. | Base attack bonus +6 |
You can knock your foe’s weapon aside when you seize an opening in their tactics. | Base attack bonus +4 |
You swiftly pursue fleeing foes. | Dex 17, base attack bonus +10, Step Up, Step Up and Strike |
Even in the most perilous conditions you can summon the resolve to complete your spells. | Spellcaster, character level 5 |
Your unflinching demeanor under threat makes some think twice. | Intimidate 5 ranks |
Your spellcasting and your medical knowledge synergize. | Wis 11 |
When you take your time to complete a task, your careful attention yields greater results. | - |
You know how to make a sudden entrance that puts your enemies on their back foot. | Str 15 |
You drive your vehicles hard, making them deadlier to foes. | Piloting 1 rank |
Your ability to overcome adversity is inspiring to your allies. | - |
You can stop on a dime when a misstep leaves you open to attack. | Dex 11, Acrobatics 1 rank |
Your blood or other vital fluids clot quickly, reducing the chance of ongoing danger. | Con 13 |
Your focus on defense leaves no opening for your opponents as you fire on them. | Base attack bonus +4 |
While other gunners rely on hand-eye coordination, you use careful calculation and science to obliterate your foes. | Physical Science 3 ranks |
You provide quick, expert care to save lives in the direst moments. | Medicine 1 rank |
Your mind is a fortress. When others intrude, you can push them back with incredible force. | Iron Will, telepathy or limited telepathy |
Your knowledge of the natural world makes you more appealing to all sorts of denizens of the untamed places. | Wis 13 |
You can damage your enemy’s weapons as they strike you, sometimes to terrifying effect. | Con 17 |
When you fight dirty you fight really dirty. The explosive results speak for themselves. | Sleight of Hand 5 ranks, Improved Combat Maneuver (dirty trick) |
In your most dire moments, you summon a primal desire to survive that pushes you beyond your limits. | Con 17 |
By taking a moment to prepare before attempting to make an impression, you can help another creature look and feel more confident. | - |
Your body responds more effectively to infection. | Con 13 |
You can use your knowledge of a creature’s anatomy and biology to unnerve it. | - |
When your target doesn’t know you’re armed, you can strike out before they even know what hit them. | Sleight of Hand 5 ranks |
Your anti-grenade reflexes are particularly sharp. | Base attack bonus +5, Antigrenadier |
Your knowledge of your own biology gives you the ability to attempt a dramatic trick to survive a knockout blow. | Int 17 |
When you counter a spell, you can claim some of its thaumaturgic energies to regain your own cast spells. | Ability to cast spells |
Drawing your weapon is pure reflex when you sense danger. | Improved Initiative or Quick Draw |
You are skilled in using rope and cable. | Athletics 5 ranks |
Your gaze alone serves as a challenge to combat. | Intimidate 15 ranks |
When you provide tactical fire, you pin your foes down and seek opportunities to strike. | Base attack bonus +4 |
Your musical training and virtuosic reflexes allow you to get more sound out of your sonic and musical weaponry. | Profession (musician) 5 ranks |
By taking a moment to calm your mind, your body is capable of greater feats than usual. | - |
You’ve trained in how to take your foes alive. | - |
Your enhanced metabolism processes toxins of all kinds more quickly than usual. | Con 11 |
By shooting a thrown grenade out of mid-air, you detonate it before your enemies are ready for the blast. | Base attack bonus +10, Multi-Weapon Fighting |
You can use what you know about an incoming spell to increase your defenses against it. | Int 13 or Wis 13 |
You know how to take advantage of your foe’s distraction when casting spells. | Spellcaster |
You know techniques and materials that can turn excess foraged foodstuffs into preserved rations. | Survival 1 rank |
You gain additional stores of resolve when you can connect with nature. | - |
When you see something demonstrated you can replicate it, even if you are not skilled in the task. | - |
You have grown more verdant, and your flora-like qualities protect you against certain hazards. | Character level 10, evergreen or limited plant benefits species ability |
You’ve specialized your studies to focus on how to take down dangerous creatures you may encounter. | Int 13 |
The adrenal surge of your panic makes your spells more potent against those you fear. | Ability to cast spells |
You have trained in defensive fighting techniques that take advantage of your quick reflexes. | Dex 11 |
Your natural physicality causes animals to react to you more deferentially. | Con 11 or Str 11 |
Your skills as a pilot make you confident and persuasive to others. | Dex 13 |
Multiple areas of study come easily to you, allowing you to become well versed in a variety of topics. | Int 15, Life Science as a class skill, Physical Science as a class skill |
Your professional peers are more likely to extend favors and treat you with respect. | Profession 3 ranks |
Your professionalism makes people happy to work with you, even outside of your professional capacity. | - |
Your management skills make a team more effective when you’re all working together. | Cha 15 |
You can easily sever the magic sustaining your active spells. | Dex 13, Mysticism 3 ranks, spellcaster |
You can exploit your opponent’s tells in the heat of battle to gain an edge in defeating them. | Sense Motive 3 ranks |
Your cultured manner of speaking means that those you coerce are sometimes even impressed by your sheer force of will. | Cha 17, Veiled Threat |
You fix broken objects and artificial life forms with ease. | Int 13, Engineering 5 ranks |
Your covering fire keeps foes from reacting to the battlefield freely, lest they catch a bullet from your suppressing fire. | - |
You are practiced in converting your momentum into deadly efficiency. | Dex 17 |
With split second reactions you can avoid triggering hazards as you attempt to disarm them. | Engineering 5 ranks |
When you are focused on defense, nothing gets past you. | Shield Proficiency |
You can consume the latent magical charge of spell gems to fuel your own magical reservoir. | Ability to cast 3rd level spells |
You are an avid student of starship design and function, and you have taught yourself to do a little bit of everything on a starship, to the benefit of your fellow crew. | - |
You can summon the will to fight through your ailments and focus on the task at hand. | Character level 5th |
For better or worse, people tend to form their opinions of your very quickly. | Cha 15 |
You are especially resistant to effects that compel your actions or modify your internal state. | Character level 5th |
Your instincts make it nearly impossible to catch you off guard. | Perception 5 ranks |
You can treat a disease and the symptoms well enough to keep your patient on their feet a little longer than usual. | Medicine 5 ranks |
You know one handy trick for stopping a spellcaster in their magical tracks. | - |
Whether by deliberate study or random chance, you possess some small knowledge and mastery of chronomancy. | Int 15, character level 5th, no levels in precog |
You do not simply don a disguise; you embody a character. | Cha 13, Bluff 3 ranks |
You use your close access to an enemy to try to topple them. | Acrobatics 15 ranks |
You have a boon companion that steels your courage and sharpens your mind with their mere presence. | - |
You have a preternatural sense of danger and sometimes find your body reacting before your mind notices the risk. | Wis 17 |
Your body rejects negative effects so violently that even your foes are disgusted. | Con 17 |
Your body and soul share a powerful connection that makes you particularly resilient against having your life snuffed out. | Con 13 |
You can pinpoint and exploit a weak point on an item, making it trivial to destroy. | Int 15, base attack bonus +3 |
Your first attacks are sometimes simply opportunities to test your opponent’s defenses. | base attack bonus +4 |
The weightlessness of space is home, and you move through it with ease. | Dex 11 |
Weapons
Name | Level | Price | Damage | Range | Critical | Bulk | Capacity | Usage | Special | |
---|---|---|---|---|---|---|---|---|---|---|
5 | 450 | - | 20 ft. | - | L | - Drawn | - | Explode (15 ft.; 10-foot bonus) | ||
11 | 3,750 | - | 20 ft. | - | L | - Drawn | - | Explode (15 ft.; 20-foot bonus) | ||
17 | 37,600 | - | 20 ft. | - | L | - Drawn | - | Explode (15 ft.; 30-foot bonus) | ||
1 | 60 | 1d4 A | 20 ft. | - | L | - Drawn | - | Explode (1d4 A, 15 ft., see text) | ||
5 | 450 | 2d4 A | 20 ft. | - | L | - Drawn | - | Explode (2d4 A, 15 ft., see text) | ||
9 | 1,970 | 4d4 A | 20 ft. | - | L | - Drawn | - | Explode (4d4 A, 15 ft., see text) | ||
13 | 7,400 | 6d6 A | 20 ft. | - | L | - Drawn | - | Explode (6d6 A, 15 ft., see text) | ||
17 | 36,500 | 10d6 A | 20 ft. | - | L | - Drawn | - | Explode (10d6 A, 15 ft., see text) | ||
4 | 300 | 1d8 | 20 ft. | - | L | - Drawn | - | Explode (15 ft.; 1d8 HP) | ||
10 | 2,550 | 3d8 | 20 ft. | - | L | - Drawn | - | Explode (15 ft.; 3d8 HP) | ||
14 | 11,700 | 6d8 | 20 ft. | - | L | - Drawn | - | Explode (15 ft.; 6d8 HP) | ||
7 | 950 | 1d20 A | 20 ft. | - | L | - Drawn | - | Explode (1d20 A, 15 ft.) | ||
13 | 7,650 | 2d20 A | 20 ft. | - | L | - Drawn | - | Explode (2d20 A, 15 ft.) | ||
16 | 25,150 | 3d20 A | 20 ft. | - | L | - Drawn | - | Explode (3d20 A, 15 ft.) | ||
20 | 124,600 | 4d20 A | 20 ft. | - | L | - Drawn | - | Explode (4d20 A, 15 ft.) | ||
4 | 310 | 1d10 B | 20 ft. | - | L | - Drawn | - | Explode (1d10 B, 15 ft.) | ||
8 | 1,320 | 2d10 B | 20 ft. | - | L | - Drawn | - | Explode (2d10 B, 15 ft.) | ||
11 | 3,580 | 3d10 B | 20 ft. | - | L | - Drawn | - | Explode (3d10 B, 15 ft.) | ||
13 | 7,270 | 4d12 B | 20 ft. | - | L | - Drawn | - | Explode (4d12 B, 15 ft.) | ||
17 | 34,480 | 5d12 B | 20 ft. | - | L | - Drawn | - | Explode (5d12 B, 15 ft.) | ||
3 | 265 | 1d8 S | 20 ft. | - | L | - Drawn | - | Explode (1d8 S, bleed 1, 10 ft.) | ||
6 | 675 | 2d8 S | 20 ft. | - | L | - Drawn | - | Explode (2d8 S, bleed 1d4, 10 ft.) | ||
11 | 3,750 | 3d8 S | 20 ft. | - | L | - Drawn | - | Explode (3d8 S, bleed 1d8, 10 ft.) | ||
14 | 11,600 | 4d8 S | 20 ft. | - | L | - Drawn | - | Explode (4d8 S, bleed 2d8, 10 ft.) | ||
17 | 39,900 | 5d8 S | 20 ft. | - | L | - Drawn | - | Explode (5d8 S, bleed 3d8, 10 ft.) | ||
3 | 225 | 1d6 C & P | 25 ft. | - | - | - Drawn | - | Explode (1d6 C & P, 15 ft.) | ||
6 | 590 | 2d6 C & P | 25 ft. | - | - | - Drawn | - | Explode (2d6 C & P, 15 ft.) | ||
11 | 3,510 | 4d6 C & P | 25 ft. | - | - | - Drawn | - | Explode (4d6 C & P, 15 ft.) | ||
15 | 15,500 | 6d6 C & P | 25 ft. | - | - | - Drawn | - | Explode (6d6 C & P, 20 ft.) | ||
19 | 73,000 | 10d6 C & P | 25 ft. | - | - | - Drawn | - | Explode (10d6 C & P, 20 ft.) | ||
1 | 55 | 1d4 F | 20 ft. | - | L | - Drawn | - | Explode (1d4 F, 15 ft., see text) | ||
5 | 440 | 2d4 F | 20 ft. | - | L | - Drawn | - | Explode (2d4 F, 15 ft., see text) | ||
7 | 960 | 3d4 F | 20 ft. | - | L | - Drawn | - | Explode (3d4 F, 15 ft., see text) | ||
9 | 1,960 | 4d4 F | 20 ft. | - | L | - Drawn | - | Explode (4d4 F, 15 ft., see text) | ||
13 | 7,370 | 6d6 F | 20 ft. | - | L | - Drawn | - | Explode (6d6 F, 15 ft., see text) | ||
15 | 16,430 | 10d6 F | 20 ft. | - | L | - Drawn | - | Explode (10d6 F, 15 ft., see text) | ||
17 | 38,960 | 14d6 F | 20 ft. | - | L | - Drawn | - | Explode (14d6 F, 15 ft., see text) | ||
5 | 480 | - | 20 ft. | - | L | - Drawn | - | Explode (10 ft.); see text | ||
9 | 2,050 | - | 30 ft. | - | L | - Drawn | - | Explode (20 ft.); see text | ||
9 | 2,000 | 2d12 F & S | 20 ft. | - | L | - Drawn | - | Explode (2d12 F & S, low radiation, 20 ft.) | ||
12 | 5,000 | 3d12 F & S | 20 ft. | - | L | - Drawn | - | Explode (3d12 F & S, medium radiation, 20 ft.) | ||
16 | 21,000 | 6d12 F & S | 20 ft. | - | L | - Drawn | - | Explode (6d12 F & S, high radiation, 20 ft.) | ||
20 | 110,000 | 9d12 F & S | 20 ft. | - | L | - Drawn | - | Explode (9d12 S & F, severe radiation, 20 ft.) | ||
13 | 7,700 | - | 20 ft. | - | L | - Drawn | - | Explode (5 ft., see text) | ||
11 | 3,850 | 3d10 | 20 ft. | - | L | - Drawn | - | Explode (3d10, 15 ft., see text) | ||
17 | 38,500 | 6d10 | 20 ft. | - | L | - Drawn | - | Explode (6d10, 15 ft., see text) | ||
12 | 5,500 | - | 20 ft. | - | L | - Drawn | - | Explode (confused 1 round, 10 ft.) | ||
15 | 17,500 | - | 20 ft. | - | L | - Drawn | - | Explode (confused 2 rounds, 15 ft.) | ||
18 | 56,750 | - | 20 ft. | - | L | - Drawn | - | Explode (confused 3 rounds, 20 ft.) | ||
15 | 16,500 | - | 20 ft. | - | L | - Drawn | - | Explode (15 ft.); see text | ||
8 | 1,420 | - | 20 ft. | - | L | - Drawn | - | Explode (teleported 10 ft., 15 ft.) | ||
13 | 7,500 | - | 20 ft. | - | L | - Drawn | - | Explode (teleported 25 ft., 15 ft.) | ||
17 | 38,500 | - | 20 ft. | - | L | - Drawn | - | Explode (teleported 50 ft., 15 ft.) | ||
5 | 405 | 1d8 So | 20 ft. | - | L | - Drawn | - | Explode (1d8 So, 15 ft., see text) | ||
9 | 1,820 | 2d8 So | 20 ft. | - | L | - Drawn | - | Explode (2d8 So; 15 ft., see text) | ||
13 | 6,950 | 4d8 So | 20 ft. | - | L | - Drawn | - | Explode (4d8 So, 15 ft., see text) | ||
18 | 49,100 | 6d8 So | 20 ft. | - | L | - Drawn | - | Explode (6d8 So, 15 ft., see text) | ||
3 | 255 | 1d10 B | 20 ft. | - | L | - Drawn | - | Explode (1d10 B nonlethal, 15 ft.) | ||
6 | 645 | 2d10 B | 20 ft. | - | L | - Drawn | - | Explode (2d10 B nonlethal, 15 ft.) | ||
9 | 1,985 | 3d10 B | 20 ft. | - | L | - Drawn | - | Explode (3d10 B nonlethal, 15 ft.) | ||
12 | 5,195 | 4d10 B | 20 ft. | - | L | - Drawn | - | Explode (4d10 B nonlethal, 15 ft.) | ||
16 | 24,450 | 5d10 B | 20 ft. | - | L | - Drawn | - | Explode (5d10 B nonlethal, 15 ft.) | ||
18 | 54,550 | 6d10 B | 20 ft. | - | L | - Drawn | - | Explode (6d10 B nonlethal, 15 ft.) | ||
4 | 345 | 1d8 F | 20 ft. | - | L | - Drawn | - | Explode (1d8 F, 20 ft., see text) | ||
7 | 975 | 2d8 F | 20 ft. | - | L | - Drawn | - | Explode (2d8 F, 20 ft., see text) | ||
11 | 3,700 | 4d8 F | 20 ft. | - | L | - Drawn | - | Explode (4d8 F, 20 ft., see text) | ||
15 | 17,100 | 5d8 F | 20 ft. | - | L | - Drawn | - | Explode (5d8 F, 20 ft., see text) | ||
18 | 57,600 | 6d8 F | 20 ft. | - | L | - Drawn | - | Explode (6d8 F, 20 ft., see text) | ||
2 | 150 | - | 20 ft. | - | L | - Drawn | - | Explode (10 ft., see text) | ||
7 | 940 | - | 20 ft. | - | L | - Drawn | - | Explode (10 ft., see text) | ||
13 | 7,500 | - | 20 ft. | - | L | - Drawn | - | Explode (20 ft., see text) | ||
11 | 3,780 | - | 20 ft. | - | L | - Drawn | - | Explode (20 ft., see text) | ||
15 | 17,750 | - | 20 ft. | - | L | - Drawn | - | Explode (20 ft., see text) | ||
5 | 430 | 1d8 P | 20 ft. | - | L | - Drawn | - | Explode (1d8 P plus 1d6 C or 1d6 F, 10 ft.) | ||
7 | 925 | 2d8 P | 20 ft. | - | L | - Drawn | - | Explode (2d8 P plus 2d6 C or 2d6 F, 10 ft.) | ||
11 | 3,600 | 3d8 P | 20 ft. | - | L | - Drawn | - | Explode (3d8 P plus 3d6 C or 3d6 F, 10 ft.) | ||
14 | 10,300 | 4d8 P | 20 ft. | - | L | - Drawn | - | Explode (4d8 P plus 4d6 C or 4d6 F; 10 ft.); see text | ||
17 | 35,900 | 5d8 P | 20 ft. | - | L | - Drawn | - | Explode (5d8 P plus 5d6 C or 5d6 F, 10 ft.) | ||
2 | 135 | 2d8 P | 15 ft. | - | L | - Drawn | - | Explode (2d8 P, 30 ft.); see text | ||
5 | 420 | 3d8 P | 15 ft. | - | L | - Drawn | - | Explode (3d8 P, 30 ft.); see text | ||
9 | 1,800 | 6d8 P | 15 ft. | - | L | - Drawn | - | Explode (6d8 P, 30 ft.); see text | ||
13 | 7,200 | 6d8 P | 15 ft. | - | L | - Drawn | - | Explode (10d8 P, 30 ft.); see text | ||
17 | 36,300 | 14d8 P | 15 ft. | - | L | - Drawn | - | Explode (14d8 P, 30 ft.); see text | ||
3 | 265 | 1d8 P | 15 ft. | - | L | - Drawn | - | Explode (1d8 P plus 1d4 F if underwater, 10 ft.) | ||
7 | 1,030 | 2d8 P | 15 ft. | - | L | - Drawn | - | Explode (2d8 P plus 1d6 F if underwater, 10 ft.) | ||
12 | 5,630 | 3d8 P | 15 ft. | - | L | - Drawn | - | Explode (3d8 P plus 2d6 F if underwater, 10 ft.) | ||
15 | 17,890 | 5d8 P | 15 ft. | - | L | - Drawn | - | Explode (5d8 P plus 3d6 F if underwater, 10 ft.) | ||
18 | 57,620 | 7d8 P | 15 ft. | - | L | - Drawn | - | Explode (7d8 P plus 4d6 F if underwater, 10 ft.) | ||
6 | 605 | - | 20 ft. | - | L | - Drawn | - | Explode (15 ft., see text) | ||
10 | 2,520 | 3d6 B & So | 20 ft. | - | L | - Drawn | - | Explode (3d6 B & So, 15 ft., see text) | ||
14 | 9,560 | 5d6 B & So | 20 ft. | - | L | - Drawn | - | Explode (5d6 B & So, 15 ft., see text) | ||
19 | 74,100 | 9d6 B & So | 20 ft. | - | L | - Drawn | - | Explode (9d6 B & So, 15 ft., see text) |
Augmentations
Name | Level | Price | Systems | |
---|---|---|---|---|
5 | 3,300 | Lungs | ||
1 | 360 | All Feet | ||
5 | 3,000 | Brain | ||
3 | 1,000 | Brain | ||
6 | 4,100 | Endocrine | ||
4 | 2,200 | Skin | ||
7 | 6,400 | Eyes | ||
7 | 6,600 | Heart | ||
3 | 1,400 | Spinal Column | ||
9 | 13,400 | Spinal Column | ||
15 | 106,800 | Spinal Column | ||
2 | 600 | All Legs | ||
5 | 2,900 | All Feet | ||
3 | 1,300 | Heart | ||
3 | 1,350 | Brain | ||
6 | 4,300 | Brain | ||
9 | 13,400 | Brain | ||
3 | 1,230 | Eyes | ||
3 | 1,400 | Endocrine |
Items
Name | Level | Price | Bulk | Hands | Capacity | Usage | |
---|---|---|---|---|---|---|---|
5 | 2,750 | L | - | - | - | ||
1 | 50 | 2 | - | - | - | ||
4 | 2,300 | - | - | - | - | ||
2 | 190 | - | - | - | - | ||
8 | 1,300 | - | - | - | - | ||
14 | 10,000 | - | - | - | - | ||
3 | 1,300 | L | - | - | - | ||
1 | 50 | 2 | - | - | - | ||
1 | 5 | 1 | - | - | - | ||
6 | 4,500 | L | - | - | - | ||
8 | 8,700 | 1 | - | - | - | ||
9 | 13,300 | 1 | - | - | - | ||
1 | 100 | 2 | - | - | - | ||
11 | 23,500 | L | - | - | - | ||
2 | 110 | - | - | - | - | ||
2 | 500 | L | 1 | 20 | Varies | ||
5 | 3,300 | L | - | - | - | ||
6 | 4,200 | L | - | - | - | ||
7 | 930 | L | - | - | - | ||
1 | 230 | L | - | - | - | ||
7 | 5,700 | L | - | - | - | ||
3 | 1,400 | L | - | - | - | ||
7 | 6,800 | L | - | - | - | ||
12 | 34,000 | L | - | - | - | ||
4 | 2,500 | L | - | - | - | ||
2 | 175 | 1 | - | - | - | ||
3 | 1,500 | L | - | 20 | 1/minute | ||
6 | 4,500 | L | - | 20 | 2/minute | ||
12 | 38,000 | L | - | 20 | 1/round | ||
1 | 235 | L | - | - | - | ||
2 | 700 | L | - | - | - | ||
1 | 25 | L | - | - | - | ||
18 | 55,000 | - | - | - | - | ||
6 | 675 | - | - | - | - | ||
12 | 5,600 | - | - | - | - | ||
5 | 455 | - | - | - | - | ||
4 | 2,100 | 1 | - | - | - | ||
5 | 3,100 | 1 | - | - | - | ||
14 | 78,000 | 1 | - | - | - | ||
6 | 635 | - | - | - | - | ||
14 | 63,000 | L | - | - | - | ||
1 | 100 | 1 | - | - | - | ||
4 | 2,100 | L | - | - | - | ||
3 | 1,500 | L | - | - | - | ||
5 | 2,900 | L | - | - | - | ||
7 | 5,600 | L | - | - | - | ||
5 | 2,900 | L | - | - | - | ||
7 | 5,700 | L | - | - | - | ||
2 | 700 | L | - | - | - | ||
1 | 5 | - | - | - | - | ||
2 | 420 | - | - | - | - | ||
1 | 40 | - | - | - | - | ||
2 | 150 | L | - | - | - | ||
1 | 50 | L | - | - | - | ||
3 | 1,300 | L | - | - | - | ||
2 | 850 | L | - | - | - | ||
6 | 4,250 | 1 | - | - | - | ||
2 | 125 | 1 | - | - | - | ||
4 | 2,000 | L | - | - | - | ||
5 | 3,200 | 1 | 1 | 20 | 1/round | ||
1 | 75 | 1 | - | - | - | ||
10 | 2,550 | - | - | - | - | ||
9 | 2,100 | - | - | - | - | ||
4 | 350 | - | - | - | - | ||
9 | 2,100 | - | - | - | - | ||
8 | 1,450 | - | - | - | - | ||
7 | 900 | - | - | - | - | ||
6 | 670 | - | - | - | - | ||
1 | 75 | 2 | - | - | - | ||
4 | 2,000 | 1 | - | - | - | ||
9 | 12,500 | 1 | - | - | - | ||
10 | 2,500 | - | - | - | - | ||
2 | 140 | - | - | - | - | ||
5 | 3,300 | L | - | - | - | ||
6 | 4,000 | 1 | - | - | - | ||
12 | 36,000 | 1 | - | - | - | ||
18 | 330,000 | 1 | - | - | - | ||
2 | 1,200 | 3 | - | - | - | ||
1 | 5 | L | - | - | - | ||
3 | 1,400 | 4 | - | 60 | 1/minute | ||
2 | 50 | 2 | - | - | - | ||
1 | 20 | - | - | 20 | 1/hour | ||
1 | 150 | L | 1 | 40 | 1/hour | ||
4 | 1,800 | L | - | - | - | ||
2 | 150 | 2 | - | - | - | ||
1 | 100 | - | - | - | - | ||
12 | 5,700 | - | - | - | - | ||
4 | 350 | - | - | - | - | ||
8 | 1,500 | - | - | - | - | ||
2 | 750 | 1 | - | - | - | ||
6 | 4,500 | 2 | - | - | - | ||
10 | 18,700 | 5 | - | - | - | ||
14 | 75,000 | 20 | - | - | - | ||
2 | 1,700 | - | - | - | - | ||
14 | 76,000 | - | - | - | - | ||
12 | 35,000 | 1 | - | - | - | ||
3 | 1,350 | - | - | - | - | ||
9 | 1,950 | - | - | - | - | ||
1 | 40 | - | - | - | - | ||
16 | 26,000 | - | - | - | - | ||
3 | 260 | - | - | - | - | ||
6 | 675 | - | - | - | - | ||
10 | 2,680 | - | - | - | - | ||
9 | 2,000 | - | - | - | - | ||
1 | 75 | - | 1 | - | - | ||
3 | 250 | - | 1 | - | - | ||
6 | 650 | - | 1 | - | - | ||
9 | 2,000 | - | 1 | - | - | ||
12 | 5,500 | 1 | 1 | - | - | ||
8 | 10,000 | 1 | - | - | - | ||
10 | 18,500 | 1 | - | - | - | ||
16 | 172,500 | 1 | - | - | - | ||
7 | 5,400 | - | - | - | - | ||
5 | 3,000 | - | - | - | - | ||
8 | 1,380 | - | - | - | - | ||
6 | 650 | - | - | - | - | ||
5 | 3,000 | - | - | - | - | ||
2 | 740 | L | - | 20 | 2/use | ||
9 | 13,000 | L | - | - | - | ||
5 | 480 | - | - | - | - | ||
14 | 11,700 | - | - | - | - | ||
5 | 480 | - | - | - | - | ||
5 | 480 | - | - | - | - | ||
8 | 1,500 | - | - | - | - | ||
7 | 850 | - | - | - | - | ||
1 | 200 | L | - | - | - | ||
5 | 3,200 | 1 | 2 | 20 | 4/hour | ||
1 | 400 | L | 1 | 20 | 2/round | ||
3 | 1,500 | L | 1 | 20 | 2/round | ||
7 | 7,000 | L | 1 | 20 | 2/round | ||
9 | 14,000 | L | 1 | 20 | 2/round | ||
11 | 25,000 | L | 1 | 20 | 2/round | ||
10 | 19,600 | 10 | - | - | - | ||
9 | 12,600 | 1 | - | - | - | ||
13 | 51,000 | - | - | - | - | ||
3 | 1,500 | L | - | - | - | ||
2 | 500 | L | 1 | - | - | ||
2 | 500 | L | 1 | - | - | ||
6 | 3,900 | 2 | - | - | - | ||
1 | 60 | - | - | - | - | ||
2 | 110 | - | - | - | - |
Rituals
Name | Ritual Level | Assistants | Round Length | Script | |
---|---|---|---|---|---|
4 | None | 1 hour | Open The Way (Will; Shaken for 1 hour, Retry), Speak The Name (target), Release Power (Mysticism; Damage, Failure) | ||
4 | Any | 10 minutes | Gather Power (Mysticism; Dazed for 1 hour), Sacrifice (Items and Resolve), Release Power (Will; Damage, Failure) | ||
5 | Any | 10 minutes | Prepare The Area (Engineering; Dazed for 1 hour, Failure), Gather Power (Will; Fatigued, Retry), Open The Way (Mysticism; Damage, Failure) | ||
1 | 2 | 1 minute | Sacrifice (see text), Release Power (see text; Damage, Failure) | ||
5 | 2 | 1 hour | Prepare The Area (Life Science, Profession [cook], or Survival; Sickened for 1 minute, Retry), Sacrifice (Resolve), Shape Power (Mysticism; Failure) | ||
4 | 3 | 1 hour | Invoke Entity (Mysticism; Damage), Sacrifice (A body part of the target creature, such as hair, blood, or nails), Speak The Name (Name of the individual to be cursed) | ||
5 | 3 | 1 hour | Invoke Entity (Mysticism; Damage), Sacrifice (A body part of the target creature, such as hair, blood, or nails), Speak The Name (Name of the individual to be cursed), Release Power (Will; see text, failure) | ||
6 | 3 | 1 hour | Invoke Entity (Mysticism; Damage), Sacrifice (A body part of the target creature, such as hair, blood, or nails), Speak The Name (Name of the individual to be cursed), Release Power (Will; see text, failure) | ||
4 | Any | 1 hour | Prepare The Area (Will; Damage, Retry), Sacrifice (Items) | ||
5 | Any | 1 hour | Prepare The Area (Will; Damage, Retry), Sacrifice (Items), Release Power (Mysticism; Dazed for 1 hour, Retry) | ||
6 | Any | 1 hour | Prepare The Area (Will; Damage, Retry), Sacrifice (Items), Release Power (Mysticism; Damage, Failure) | ||
1 | Any | 10 minutes | Gather Power (Engineering; Damage, Retry), Release Power (Mysticism; Damage, Failure) | ||
2 | Any | 10 minutes | Gather Power (Engineering; Damage, Retry), Release Power (Mysticism; Damage, Failure) | ||
3 | Any | 10 minutes | Gather Power (Engineering; Damage, Retry), Open The Way (Will; Dazed 1 hour, Retry), Release Power (Mysticism; Damage, Failure) | ||
4 | Any | 10 minutes | Gather Power (Engineering; Damage, Retry), Open The Way (Will; Dazed 1 hour, Retry), Release Power (Mysticism; Damage, Failure) | ||
5 | Any | 10 minutes | Gather Power (Engineering; Damage, Retry), Open The Way (Will; Dazed 1 hour, Retry), Release Power (Mysticism; Damage, Failure) | ||
6 | Any | 10 minutes | Gather Power (Engineering; Damage, Retry), Open The Way (Will; Dazed 1 hour, Retry), Release Power (Mysticism; Damage, Failure) | ||
5 | Any | 10 minutes | Prepare The Area (Mysticism; Damage, Retry), Gather Power (Mysticism; Fatigued, Failure), Sacrifice (Items), Shape Power (Will; see text) | ||
5 | Any | 10 minutes | Gather Power (Mysticism; Fatigued), Shape Power (Will; Damage), Sacrifice (Resolve), Open The Way (Will; see text) | ||
4 | 2 | 1 hour | Gather Power (Mysticism; Damage, Retry), Open The Way (Will; Nauseated for 1 hour, Failure), Sacrifice (Resolve), Release Power (Fortitude; Fatigued and explosive growth) |
Creature Companion Graft
Often misattributed as an Eoxian invention, bone familiars have been developed in numerous magical societies where necromancy is practiced. Designed to be low-maintenance companions, casting aids, and protective guardians, bone familiars appear as skeletal figures encased in a thin translucent casing of ectoplasmic material. |
Brigataks are crustaceans with twelve legs, three large razor-sharp pincers, and hard shells with a flat top that match their surroundings, most commonly in hues of yellow or green. They are found on dozens of planets throughout the galaxy, leading to arguments among xenobiologists as to whether they were spread by some other species, intentionally or not, or they are simply an example of parallel evolution. |
Ebrilares are curious mammalian predators with large, expressive eyes and soft fur that utilize echolocation to hunt. They have exceptionally large ears that move independently of one another, better enabling them to capture and pinpoint sounds. Typically, an ebrilare releases a steady, slow-paced pulse of ultrasonic noise from deep in their throat. This enables them to “see” long distances with their echolocation, at the expense of accuracy. When a choice bit of prey catches their interest— or when a larger predator catches sight of them in turn—an ebrilare increases the frequency of these pulses, shortening the distance they can hear but increasing the detail and accuracy. This pulsing causes their throat to vibrate consistently, which emits a gentle thrum, like that of a purring cat. |
Different varieties of colorful, musical flockays are found on many worlds throughout the galaxy—so many that some believe Shelyn herself put them there, so that they could bring beauty to the forests in which they are found. These flying creatures inhabit a variety of trees and are easily spotted by the rainbow plumage on the crown of their head. They are easily domesticated, which has further led to their ubiquity in many solar systems, including the Pact Worlds. |
These fuzzy little balls of fluff come in every color of the rainbow. They are happiest in pairs, though they can also be a cheerful companion to someone who takes the time and effort to bond with them. These creatures are bred throughout the Pact Worlds, often in specific, easily marketable color combinations—some of the most popular include purple with green and pink with blue. |
At some point in the distant past, the ancestors of the liminal crossed over from the First World to Limina, a planet in the Vast, through one of the many naturally-occurring blooms— gateways between the First World and Material Plane—endemic to that planet. |
While anacites, androids, and SROs are fully sapient beings, nonsapient technological creatures have often attained status akin to an animal or family pet. Taking the form of an irregularly shaped polyhedron covered with a shiny touch- sensitive coating; poypoiks were originally a pre-Gap series of “digital pets” created by the hobgoblins of the Marixah Republic for children to play with and learn how to care for a pet. Sometime after Triune sent the Signal into the Vast, poypoiks began to show self-awareness, but never sentience beyond animal intelligence. Following this, manufacture of the toys increased, with careful screening so they could be properly cared for and sold to those wishing to have a true “digital” pet. |
Quanders are small, skittish amphibians with six short legs, a thick tail, and a frill of colorful fins crowning their head. Quanders secrete a conductive mucous from their pores, which coats their skin completely and allows them to release bursts of electricity which they use to harm their foes and scare off predators. Clever and quick, they prefer hiding to direct confrontation, and they almost never head into unfamiliar areas without careful consideration and a cautious approach. |
Rogatriches are territorial, cantankerous elementals similar in appearance to a large bipedal bird. Native to frigid regions of the Plane of Water, rogatriches regularly find their way to the Material Plane, particularly to regions with constant cold temperatures. |
Scootaroots are sentient plant creatures with a vaguely animal-like form and behaviors; they’re similar in appearance to caterpillars, centipedes, or snakes, with countless skittering roots for legs and a row of bushes growing along their backs. These bushes grow nutritious purple berries which many species consider delicious. If not harvested regularly, these berries tend to attract birds and other small creatures who nest in the scootaroot’s branches. While scootaroots rarely mind this arrangement, some creatures can harm the scootaroot, particularly those that attempt to dig into its bark-like back or snap off its twigs to form their nest. |
Varksis are four-legged creatures that resemble strange rock formations as much as they do living creatures. They prefer to spend most of their time underground, where they can hold their breath for prodigious amounts of time, rarely surfacing to breathe. |
Vividiles are clever, quadrupedal reptiles who absorb latent radiation, digest it, and use it to grow protective crystalline plates along their back and tail. As they age, these plates grow denser, particularly around the tip of the tail, where they form a club-like wedge. Vividiles use these plates and their tail to protect themselves, though they prefer to hunker down and hide under their protective plates, resorting to attacking with their tails only when faced with persistent predators. |
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 Enhanced © 2023, Paizo Inc.; Authors: Kate Baker, Michael Bramnik, Jessica Catalan, John Compton, John Curtin, Anthony Dollinger, Ivis K. Flanagan, Kim Frandsen, John Godek III, Joan Hong, Jason Keeley, Sasha Laranoa Harving, Quinn Murphy, Emily Parks, Joe Pasini, James Rodehaver.