TEXT: 1
  
  2
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See http://paizo.
  com/starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not 
  endorse this product. 
  Starfinder is a registered trademark of Paizo Publishing, LLC, and the Starfinder® Roleplaying Game and the Starfinder® Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Starfinder® Roleplaying Game Compatibility 
  License. See http:// paizo.com/starfinder/compatibility for more information on the compatibility license.
  Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, 
  background, and new class descriptions—is Product Identity. All other content is considered Open Game Content. Reference in non-
  Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their 
  ownership and is used under Fair Use.
  Starjammer is published by d20pfsrd.com Publishing under the Open Game License version 1.0a Copyright 2000 Wizards of the 
  Coast, Inc. © 2017 d20pfsrd.com Publishing.
  Credits
  Credits
  Authors: Peter K. Ullmann, Kirby Flake, John Reyst, Troy Daniels, Michael McNeill, Manuel A. Oaxaca, 
  Allen Snyder, Michael Ritter
  Converted By: Tyler Beck, Kim Frandsen, Michael Ritter, Peter K. Ullmann
  Editors: Troy Daniels, John Reyst, Sam Hearn
  Artists: Dio Mahesa, Shaman’s Stockart, Enmanuel Martinez Lema, Juan Ochoa, Gennifer Bone, 
  Godsandidols.com, Tarakanovich, Doll Divine, JE Shields, Purple Duck Games, Joshua De Santo, Eric 
  Lofgren, Peter Saga
  Design and Layout: Rick Hershey
  Associate Editors: Michael McNeill, Luke McManamon, Allen Snyder, Jakob Cherpovsky, Daniel 
  Reynolds, Manuel A. Oaxaca, David Duggan, Kevin Strasser, Dustin Nicholls
  Volunteer Editors: Donald Helt, Aaron Lesse, Kevin Nguyen, David Scott, Bradley Grant, Tim Snider, 
  Kevin Strasser, Daniel Lane, Florent Hequet, Shawn Cotton, Ando Shollack, Randy Price, Jared G. Reni, 
  Sam Hearn, Aaron Miller, Shawn Adams, J Halverson, J Gorbach, rikRjohnson@comcast.net
  Line Developers: John Reyst, Troy Daniels, and Peter K. Ullmann
  Publisher: John Reyst, d20pfsrd.com Publishing
  
  3
  “The only thing more vast than 
  space itself, is the way humans 
  and their ilk can disrupt even the 
  simplest of plans. That is why 
  they must be exterminated. . . ” 
  - D’zebrik, Zurkhan Advisor
  “The only thing more vast than 
  space itself, is the way humans 
  and their ilk can disrupt even the 
  simplest of plans. That is why 
  they must be exterminated. . . ” 
  - D’zebrik, Zurkhan Advisor
  
  4
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  Contents
  Contents
  IntroductIon 
  5
  What is Starjammer? 
  6
  races 
  10
  Abiarazi 
  10
  Manu 
  16
  Pasimachi 
  20
  Transgenic 
  29
  Subraces 
  27
  Dwarves 
  27
  Elves 
  38
  Gnomes 
  39
  Half-elves 
  41
  Half-orcs 
  42
  Halflings 
  42
  Humans 
  43
  Additional Racial Archetypes 
  44
  classes 
  45
  Archetypes 
  45
  Heliacal Healer 
  47
  Shock Trooper 
  46
  Void Tracker 
  47
  Factions of the Void 
  49
  Bastion Incantorum 
  49
  Infinite Star Legion 
  49
  Israfel Order 
  51
  Red Tang Spice Guild 
  53
  Shaman Knights 
  54
  Feats 
  55
  Feats of the Void 
  55
  MagIc 
  59
  New Spells 
  59
  Hazards 
  69
  Encounter Chances 
  69
  Hazard Details 
  69
  Planets 
  76
  Planet Shape Classification 
  76
  Planet Size Classification 
  77
  Worlds Beyond 
  84
  Void Gods 
  94
  Other Gods of the Starjammer Setting 
  103
  travelIng 
  104
  Crew Roles 
  104
  The Vessels of Starjammer 
  111
  Converted Frames 
  111
  Vessel Types by Size 
  111
  Sample Spacefaring Vessels 
  114
  Personal Transportation Devices 
  116
  Spacefaring Vessel Engines 
  116
  New Weapons for Spacefaring Vessels 
  123
  Additional Expansion Bays 
  126
  Shields 
  128
  Beasts 
  129
  New Universal Monster Rules 
  129
  New Monsters 
  130
  Known Star Beasts 
  135
  Tardigrades 
  141
  
  5
  IntroductIon
  This project has been a long time in the works and is the result of multiple authors 
  putting in countless hours getting it just right. Now it’s up to you, the readers, to take 
  Pathfinder out into the stars, travelling the void, to countless worlds unknown.
  The void. A seemingly vast emptiness between the multitude of stars, but teeming with 
  life spread far and wide and abundant in both numbers and variety. Those who choose to 
  travel the void exchange the familiar landscapes of their home-worlds for the darkness of 
  the void and the light of foreign suns in search of new horizons, knowledge, or riches. Some 
  become beacons of light and hope while others seek only to plunder.
  Paths in the void. Travelers between worlds encounter the juxtaposition of the strange 
  intertwined with the recognizable, the comfortable wrapped around the unfamiliar, 
  leaving many ill-at-ease. True adventurers realize that while dangers may lurk in the 
  darkness for the unwary, the wonders of the universe are awaiting discovery and that 
  those who are clever, lucky, or skilled - or some combination of all three - may survive the 
  challenges of the void and build empires that span across worlds.
  
  6
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  IntroduCtIon
  WHat Is 
  starjaMMer?
  Starjammer is exploration and adventure in 
  space – from technological marvels that break 
  past the clouds and careen between planets to 
  strange magics developed to explore new worlds. 
  The core concept is to provide a unique experience 
  for players and GMs by facilitating games that 
  span stars rather than just continents and that visit 
  any world they can imagine. While Starjammer 
  is intended to be a complete set of tools to run 
  Pathfinder adventures in the darkness of the void, 
  it is also intended to be compatible with material 
  from third-party publishers. “Additional Resources” 
  sidebars at the end of each chapter provide 
  suggestions for other titles that players and GMs 
  may find useful for expanding their options.
  There are many types of adventures to be 
  found in the void: thrilling big-screen one-on-one 
  dogfights between rebel and imperial vessels; 
  episodic prime-time adventures that center 
  on specific missions and explore humanitarian 
  themes; campaigns that allow players to infiltrate 
  enemy vessels as if they were spacefaring 
  dungeons, fighting off pirates, and clearing decks 
  in search of the treasures of the stars; exploring 
  new worlds, races, and civilizations. There is 
  no practical limit to the kinds of adventures or 
  combinations of elements that can be found in 
  your games.
  Likewise, there is no set definition of what a 
  spacefaring adventure will or should look like - they 
  may contain as much or as little magic or technology 
  as players and GMs desire. An adventure may be 
  almost entirely surface-bound with space vessels 
  existing merely to move from one world to another 
  while other campaigns might play out entirely in 
  the void between the stars. The universal constant 
  is that element of the unknown from distant places 
  that few within the setting ever visit.
  What becomes known can never be unlearned, 
  and this poses a very real risk to those who better 
  or worse, even the homeworld of the adventurers. 
  Planetary invasion is a very real possibility in 
  the world of Starjammer, as is colonization. The 
  difference is largely one of perspective, but that 
  does not change the reality that it’s the player’s 
  choice in how to approach their adventures in space.
  navIgatIng tHIs Book
  The chapters of this book examine the necessary 
  elements of adventuring out in the void, such as 
  new species, class options, feats, spells, spacefaring 
  vessels, space hazards, void gods, and new 
  worlds for players to explore. Most of the options 
  presented are intended for use by players and GMs 
  alike, but there are a few elements that GMs may 
       First, there may be some confusion! This book 
  was originally planned to be titled “Starfinder” 
  but apparently Paizo Inc. began development 
  on a product they ALSO planned to call 
  Starfinder, but they didn’t know about THIS 
  product. They were very kind and contacted 
  d20pfsrd.com Publishing to ask what could be 
  done. An agreement was made that the name 
  of the d20pfsrd.com Publishing product 
  would change, allowing Paizo to continue 
  developing under that name, and in return 
  d20pfsrd.com 
  Publishing 
  would 
  receive 
  ongoing development notes of their Starfinder 
  project. The book you are reading now is 
  the bounty of that relationship, combining 
  the awesomeness of Starjammer with the 
  incredible Paizo Inc. product - Starfinder. 
  Starjammer, originally published in February 
  2017, was a Pathfinder Roleplaying Game 
  compatible science fiction game. Now that 
  Starfinder has published, we have updated 
  the rules so that the Manu, Transgenics, and 
  other concepts behind Starjammer can play 
  in the Starfinder universe. Enjoy!
  
  7
  wish to keep close to the chest and surprise their 
  players with.
  Chapter 1—Character Races: Who are the 
  heroes that brave the journey into space to find 
  adventure? This chapter includes four new races 
  for the Starjammer setting, as well as new options 
  for existing core races. Each race is presented with 
  a mix of racial feats, spells, and unique adventuring 
  gear appropriate for each race.
  Abiarazi - The abiarazi are shape-changing 
  oozes who possess latent psychic abilities 
  and a voracious appetite.
  Manu-  Manu are rough, black-skinned 
  humanoids with brightly colored eyes and 
  thick, blunt teeth. They are sculpted stone 
  made flesh and crafters extraordinaire. 
  Pasimachi - Pasimachi are beetle-like 
  humanoids with a bulky build, and a tough 
  exoskeleton. They are the greatest builders 
  in the known universe.
  Transgenics - Myths and legends of aliens 
  visiting new worlds and mating with the 
  natives? 100% true and the source of the 
  transgenic people who roam the galaxy in 
  search of their genetic origins.
  Core Races- Humans, dwarves, elves, gnomes, 
  halflings, half-orcs, and about a thousand 
  other races; give or take. The galaxy is a 
  crowded place, and these races and more 
  are out there, waiting for adventure. 
  Chapter 2—Class Options: This chapter 
  presents options to use existing classes in new 
  and exciting ways, from the heliacal healer to the 
  shock trooper. These options can be incorporated 
  into existing characters or used for new heroes 
  that adventure both planetside and across the 
  universe. It also details five new factions for your 
  characters to join or encounter in your adventures 
  across the stars.
  Chapter 3—Feats of the Void: This chapter 
  contains new feats that can be taken by any 
  character, including new feats that expand 
  character customization.
  Chapter 4—Magic in the Void: Magics 
  developed for travel, survival, or combat out in the 
  depths of space for every adventurer who takes 
  to the stars. If you’re going to survive out in the 
  darkness, you’re going to need powerful magics at 
  your command.
  Chapter 5—Hazards: This chapter contains a 
  comprehensive guide to different environments 
  that can be encountered on the distant worlds 
  across the universe. Also, included in this chapter 
  are several worlds for characters to visit and 
  explore. You will also find information on some of 
  the major gods of the Starjammer setting.
  Chapter 6—Traveling in the Void: This 
  chapter takes an in-depth look at five different 
  classifications of spacecraft and gives both players 
  and GMs the tools to customize their own vessels. 
  Select your hull, engine, weapons, templates, and 
  more to customize your own craft to perfectly 
  suit the needs of your crew or campaign. There 
  are also several sample vessels to help you get 
  started playing on your own spacecraft. Finally, 
  you will find out how speed works in the void 
  and what type of engines you need to get to your 
  destination. Before you begin building your vessel, 
  you will need a crew and positions for those crew 
  members. That is the first thing discussed in this 
  chapter.
  Chapter 7—Beasts of the Void: With all the 
  magic and technology at a character’s disposal 
  to get them out among the stars, they need 
  monsters that will challenge them and drive 
  them to show their merits. This chapter includes 
  a host of new monsters, including the reclusive 
  void travelers, the adaptable tardigrades, and the 
  mythic ribbon dragon.
   
   
  
  8
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  IntroduCtIon
  BrIngIng starjaMMer 
  to Your taBle
  You have decided to take the plunge and throw 
  your players and their characters out into the void. 
  There are many ways you can go about doing it. 
  Here we will talk about some of the many ways you 
  can start your Starjammer adventures. There are 
  some universal caveats to consider of course: 
   < The starting solar system in your campaign. 
  Since Starjammer is a universal system, there 
  are no pre-made solar systems or settings for 
  you to use. You must create the solar system 
  that your players will be interacting with. 
  Remember that while your planets exist in a 
  vacuum, your game should not. Tailor planets 
  as you need them and flesh out your campaign 
  to challenge your players. 
   < What technology level are you going to want 
  your campaign to be at? Starjammer assumes 
  a certain level of technology versus magic. 
  However, you can tweak it in whichever 
  direction you want. Are you looking for High 
  Science Fiction like Star Trek? Operatic Science 
  Fiction like Star Wars? What about Nitty Gritty 
  Science Fiction like Battlestar Galactica or Firefly? 
  Or do you prefer just a sprinkle of science, as 
  you would see in Thundarr the Barbarian? These 
  are the kinds of decisions you must make about 
  your campaign before you take it to the stars.
   < Standard Races or Alien Races? How are you 
  going to start off your campaign? There are 
  several examples below, and only one of them 
  starts your campaign with races out of this book. 
  That is not to say that they could not be used, 
  but you must decide how they will be used. Or, 
  will they be used at all?
   
   
   
  starjaMMer, tHe 
  caMpaIgn
  You have decided that you are going to start 
  right out in a Starjammer campaign. Your players 
  will be playing characters using the races in this 
  book, or other fantastic races that you have created 
  for them. They might have a vessel and they may 
  have a crew. What else will you need to consider? 
   < Do you have custom races that you wish to 
  introduce?
   < Have you designed a solar system, or series 
  of solar systems that will keep the players 
  entertained? Is your system clear, or are there 
  hazards to be encountered?
   < Are you using adversaries from this book 
  (check out the Zurkhan in Chapter 9: Bestiary 
  for an example) or are you making it up 
  yourself? Are those adversaries monsters, 
  pirates, space cults, military organizations, or 
  battle-hardened traders?
  starjaMMer, strange 
  neW Worlds
  In this version of Starjammer, your standard 
  campaign world has been visited, or perhaps 
  attacked, by a race from the void. Your campaign 
  world now must adapt to knowing that there 
  are things beyond the stars that are dangerous. 
  Governments, organizations, and/or player 
  characters get their hands on a starcraft and can 
  now leave their homeworld. Why would they want 
  to do that and what is going to be involved? 
   < How do the player characters get off-world? Are 
  they given a spacecraft or do they take it? If they 
  are given a spacecraft are they trained in its use 
  or did they steal the vessel and literally must 
  learn spaceflight from scratch?
   < Will players take to the stars in a pre-designed 
  craft of the GM’s making, or will you allow them 
  to design their own?
  
  9
   < Interactions with the race that brought their 
  fantasy world spaceflight: are they benevolent, 
  or were they invaders?
  starjaMMer, alone 
  In a galaxY Far, Far 
  aWaY
  Your player characters were minding their 
  own business, or perhaps getting too close to an 
  extraterrestrial threat and were abducted. Taken 
  to who knows where in the galaxy now they have 
  been thrown straight out of their comfortable 
  fantasy existence with magic and dragons and now 
  must face the technological threats of a science 
  fiction universe.
   < This is your typical survival campaign but with 
  a major twist; The Void. Perhaps your player 
  characters have been abandoned on an odd 
  world and must find their way off. Maybe 
  they are in an interplanetary prison and must 
  escape. Regardless the alien environment will be 
  disturbing, and hopefully completely different 
  from anything they have ever seen before.
   < Do they even get a spacecraft and get to escape 
  or are you relocating your campaign to the 
  distant world you stranded them on? 
   < Did they even get to a world? After their 
  abduction, did they manage to escape while 
  still traveling? If so, did they take over the 
  vessel and are now learning how to pilot this 
  technomagical beast?
  One of the most interesting aspects of playing 
  Starjammer is the almost infinite possibilities that 
  can be brought to the table, the fantasy world, or in 
  this case, the fantasy galaxy.
  
  10
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  raCes
  races
   
  Ù races oF 
  starjaMMer
  Choosing to play a standard fantasy race such 
  as a human, dwarf, or elf, versus playing one of 
  the astonishing races described in this chapter is 
  up to your Game Master and is based upon the 
  type of campaign that they wish to run. Abiarazi, 
  manu, and other “stellar” races are as diverse as 
  fantasy races, with inspiration being taken from 
  the original fantasy races to create their interstellar 
  counterparts.
  aBIarazI
  Abiarazi are shape-changing oozes that can take 
  the form of other humanoids. They have latent 
  psychic abilities and voracious appetites. Abiarazi 
  find the concept of ownership an oddity: a quirk 
  shared by other races. However, they understand 
  all too well the concept of consumption, and 
  whether it’s an entire store of foodstuffs or 
  planetary resources, the abiarazi are hungry for 
  more.
  Originally hailing from a planetoid known as 
  Vivistaldur, the abiarazi were forced into space 
  when their planet was shattered. Half of the 
  planet was broken into a multitude of vessel-
  sized asteroids that, along with the remaining 
  race InForMatIon
  Race
  Avg. Height
  Avg. Weight
  Age of Maturity
  Maximum Age
  Abiarazi
  4-6 ft.
  90-150 lbs.
  12 yrs.
  110+2d20 years
  Manu
  6-7 ft.
  160-240 lbs.
  105 yrs.
  250+3d20 years
  Pasimachi
  4-5 ft.
  160-240 lbs.
  15 yrs.
  60 + 2d20 years
  Transgenic
  5-7 ft.
  100-300 lbs.
  18 yrs.
  80+2d20 years
  
  11
  hemisphere of the planet, continue to orbit within 
  the star system. It is a harsh reminder to all sentient 
  races to not allow these creatures to become 
  overcome by their own insatiable appetites. While 
  their homeworld is incapable of sustaining life, 
  the abiarazi survive on half a dozen other worlds, 
  forming a small empire (as celestial empires go) 
  and attempting to rebuild the glory of their long-
  lost home. Some abiarazi make sacred pilgrimages 
  back to Vivistaldur to search for forgotten cultural 
  relics or lost knowledge; these voyages into their 
  own past are a time-honored tradition. Recovering 
  what was lost by their forbears is considered one of 
  the greatest honors in abiarazi culture. Those that 
  engage in such expeditions are viewed as a mixture 
  of heroes to their people and as beings anointed by 
  some undefined “higher power” that has charged 
  them with the task of restoring to the abiarazi that 
  which had been forgotten. Those that bring back 
  to memory bits of their ancient culture or retrieve 
  ancient artifacts are revered and provided for by 
  their communities.
  Physical Description: In their true forms, they 
  are pulpy masses of vein-riddled violet slime, 
  though they often take the form of pale-skinned 
  humanoids with flat, nose-less faces, dark eyes, and 
  scowling mouths.
  Society: Abiarazi appear to get along and 
  work well with others of their species. While 
  most abiarazi have no qualms about taking on 
  humanoid forms for extended periods of time, 
  there are some within abiarazi society that consider 
  themselves “purists”, keeping their amorphous, 
  gelatinous forms unless they need to take on 
  another shape for a specific purpose. There are a 
  few pitiful abiarazi that have gone mad, constantly 
  shifting between a plethora of forms, unable to 
  retain a shape for more than a few seconds at a 
  time. This makes them difficult to interact with at 
  the best of times, and dangerous at the worst.
  Abiarazi find the commingling of their gelatinous 
  natural forms to be exceptionally intimate, and 
  taboo unless done with a mate in a private setting. 
  It is also considered impolite to pass through an 
  abiarazi in its ooze form, as it is regarded as an 
  invasion of that abiarazi’s personal space.
  Relations: Abiarazi often have a difficult time 
  interacting with other races because they are 
  viewed as strange and exotic. Most sentient races 
  do not want to willingly meet an ooze, so they 
  usually assume a humanoid form to interact with 
  other species. When abiarazi want to put someone 
  at ease, they often appear as a member of 
  whatever race that they’re interacting with.
  
  12
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  raCes
  aBIarazI 
  racIal traIts
  Ability Scores: +2 Constitution +2 Intelligence, -2 
  Charisma. Abiarazi are tough and cunning, but put other 
  creatures off by their strange mannerisms. 
  Racial Hit Points: 6 HP
  Size and Type: Abiarazi are oozes with the shapechanger subtype and are Medium size.  They eat 
  and breathe, but do not sleep unless they want to gain some beneficial effect from this activity, such as 
  gaining spells. Abiarazi are neither mindless, nor blind, and so they have no special immunity to gaze 
  attacks, visual effects, illusions, or other attack forms that rely upon sight. Abiarazi are immune to sleep 
  effects.
  Compulsive: Abiarazi find simple, repetitive behaviors fascinating, almost to the point of obsession. 
  This may manifest itself in varied ways; overeating, gambling, repeatedly washing after minimal contact 
  with other species, etc. Thus, abiarazi suffer a -2 penalty to Will saves to resist compulsions.
  Oozeform: As a standard action, abiarazi can become flexible enough to move through areas at least 
  half their size with no penalty for squeezing. Abiarazi can move through a space at least one-quarter of 
  their size using the standard penalties for squeezing. Abiarazi may use this ability a number of rounds per 
  day equal to their total character level.
  Plasmic Lash: Abiarazi have a long, sticky tentacle that can be used to attack. In humanoid form, this 
  tentacle typically manifests itself as a tongue-like appendage. It is treated as a secondary melee attack 
  and is sticky along its entire surface. A creature hit by this attack cannot move more than 10 feet away 
  from the abiarazi and takes a -2 penalty to EAC and KAC if the lash is attached (this penalty does not stack 
  if multiple lashes are attached). The lash can be removed by the target or an adjacent ally by making an 
  opposed Strength check against the abiarazi as a standard action or by dealing 2 points of damage to 
  the lash (EAC 11, KAC 11, damage does not reduce the abiarazi’s Hit Points). An abiarazi cannot move 
  more than 10 feet away from a creature stuck to its lash, but it can release its lash from the target as a 
  free action, and the abiarazi may pull any creature attached to its lash 5 feet toward it as a swift action if 
  it succeeds in an opposed Strength check. An abiarazi can only have one creature attached to its lash at a 
  time.
  Psychic Obscurity: Once per day as a standard action, an abiarazi can appear blurry and distorted, 
  granting her concealment against all creatures for up to 1 minute per character level. 
  Shapechanger: The abiarazi can use this ability as a standard action to assume the form of any Small or 
  Medium creature of the humanoid type. If the form it assumes has any of the following abilities, it gains 
  the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. If used as part of a disguise, 
  this ability grants a +10 circumstance bonus to the Disguise check. While in their natural forms, abiarazi 
  are unable to wear armor or clothing.
  Voracious Appetite: Abiarazi are almost constantly hungry and require twice as much food as 
  a normal humanoid. If an abiarazi does not eat at least once every four hours, it gains the fatigued 
  condition.
  Languages: Abiarazi speak Aklo. An abiarazi with a high Intelligence score can choose from the 
  following: Aurelian, Common, Dwarven, Elven, Gnome, Manu, or Pasimachus.
  
  13
  They have no unusual ties to any one race, 
  though they do have strained relations with 
  humans. For reasons that are lost to the pages of 
  time, humans and abiarazi do not typically get 
  along very well, and the shape-changing oozes are 
  not openly welcome in human communities.
  Alignment and Religion: Abiarazi are largely 
  secular, not worshipping any set of gods. Those 
  abiarazi that indulge in religion often worship gods 
  of space and of the void, particularly the goddess 
  Alula. There are small communities of abiarazi 
  that worship other gods, but they are far more the 
  exception than the rule.
  Adventurers: The ruins of Vivistaldur are a 
  nigh-irresistible draw to abiarazi, and many 
  abiarazi choose to make the journey from the 
  farthest reaches of the cosmos. There are others 
  that choose a life of piracy or conquest, and such 
  abiarazi are often reviled as the scourge of the 
  stars.
  Male Names: Agu, Fahd, Majid, Nuh, Sa’ld, Ulan, 
  Vega, Zayd
  Female Names: Baraka, Folami, Kanika, Kehinde, 
  Radhiya, Samiyah, Yamileth, Zaynabu
  alternate racIal 
  traIts 
  The following racial traits may be selected 
  instead of the shapechanger racial trait. Consult 
  your GM before selecting these options. 
  Cerebrist: The abiarazi gains the following 
  spell-like abilities: 1/day−anticipate thoughts, 
  ghost whip, and reflecting armor. The caster level for 
  these effects is equal to the abiarazi’s level, with a 
  save DC equal to (12 + the abiarazi’s Intelligence 
  bonus). 
  Ultrapsionic: The abiarazi gains the following 
  spell-like abilities; 1/day−biofeedback, concussion 
  blast, and sustenance. The caster level for these 
  effects is equal to the abiarazi’s character level, with 
  a save DC equal to (12 + the abiarazi’s Intelligence 
  bonus). 
  racIal 
  arcHetYpes 
  MorpHIc WarrIor
  Training from birth to control their ability to 
  take on humanoid form, abiarazi use their ability 
  to shapechange to their advantage in combat 
  situations. The morphic warrior capitalizes on his 
  ability, making himself a very difficult target to hit 
  by rapidly manipulating his form. 
  2nd-LeveL ALternAtive CLAss FeAture
  Ooze Defense (Ex): Your ooze-like form allows 
  you to move in ways that humanoid creatures 
  could never dream of. You gain a +1 bonus to EAC 
  plaYIng an aBIarazI:
  
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  and KAC. This bonus does not apply when you are 
  flat-footed or off-kilter.
  4th-LeveL ALternAtive CLAss FeAture
  Shapechanger’s Dodge (Ex): You can use your 
  shapechanger racial trait as a reaction when a 
  target opponent declares a melee or ranged attack 
  against you. The opponent suffers a 20% miss 
  chance on that attack and on successive attacks 
  against you until the start of your next turn. You 
  can use this ability a number of times per day equal 
  to 4 + your Charisma bonus. 
  8th-LeveL ALternAtive CLAss FeAture
  Doppelganger Defense: Your bonus to EAC 
  and KAC from ooze defense increases by an 
  additional +1, and the miss chance granted from 
  shapechanger’s dodge increases by +20% (for a 
  total of 40%). 
  12th-LeveL ALternAtive CLAss FeAture
  Combat Mimic (Su): You can use your 
  shapechanger racial trait to perfectly mimic the 
  features of a humanoid opponent in combat, 
  confusing and disorienting him. The opponent you 
  are mimicking takes a -2 penalty on attack rolls 
  against you, as well as a -2 penalty on all saving 
  throws, as long as you are visible to him. At 16th 
  level, your mimicry is so complete that it confuses 
  the target’s allies as well, giving them the same 
  penalties. These penalties last a number of rounds 
  equal to your level in the class in which you took 
  this archetype.
  aBIarazI Feats 
  gelatInous constItutIon 
  (aBIarazI) 
  Your ooze heritage begins to manifest as your body 
  becomes more resistant to certain effects.
  Prerequisites: 3rd level, Con 13, Toughness, 
  abiarazi. 
  Benefit: You gain a +2 bonus to saves versus 
  paralysis, poison, polymorph effects, and stunning.
  gelatInous constItutIon, 
  greater (aBIarazI) 
  Your racial recuperative powers are heightened. 
  Prerequisites: 9th level, Con 17, Improved 
  Gelatinous Constitution, abiarazi 
  Benefit: You gain a +2 bonus to saves versus 
  paralysis, poison, polymorph effects, and stunning. 
  These bonuses stack with the bonuses granted by 
  Gelatinous Constitution.
  gelatInous constItutIon, 
  IMproved (coMBat, 
  aBIarazI) 
  Evolving into a higher ooze form, your body’s defenses 
  grow stronger. 
  Prerequisites: Con 15, 7th level, Gelatinous 
  Constitution, abiarazi 
  Benefit: Once per day if you are struck by a 
  critical hit, as a reaction you may negate the critical 
  hit, making the attack a normal hit. 
  gelatInous constItutIon, 
  ultIMate (coMBat, 
  aBIarazI) 
  You have reached the pinnacle of evolution for your 
  species. 
  Prerequisites: Con 17, 12th level, Greater 
  Gelatinous Constitution, abiarazi 
  Benefit: While in your natural form, you become 
  immune to the following effects: critical hits, 
  flanking, paralysis, poison, polymorph, precision 
  damage and stunning.
  
  15
  aBIarazI spells 
  FormLoCk 
  School abjuration; Level mystic 4 
  Casting Time 1 standard action 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one creature Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance 
  yes 
  This spell attempts to prevent a targeted 
  creature from voluntarily changing 
  forms for the duration of its effect. If the 
  target creature fails their saving throw, 
  transmutation effects are not possible. 
  Formlock does not return the target creature 
  to its true form. If the creature is the target 
  of a transmutation spell while affected 
  by formlock, the other caster must make 
  a caster level check (1d20 + caster level) 
  against a DC (11 + your caster level). Success 
  means that the transmutation effect 
  succeeds and formlock ends.
  aBIarazI 
  cHaracter tHeMe 
  You’ve perfected the art of imitating other races, 
  to the point where you could 
  probably pass for a member of 
  nearly any humanoid species.
  ForMless 
  eMIssarY
  Theme Knowledge (1st): 
  You gain a +1 trait bonus to 
  Disguise checks to pass for any 
  other humanoid race. Disguise 
  also becomes a class skill for 
  you, though if it is a class skill 
  from the class you take at 1st 
  level, you instead gain a +1 on 
  Disguise checks. In addition, 
  you gain a +1 bonus to your Charisma score.
  Integration (6th): You’ve spent your entire life 
  among other species, learning to adapt to any 
  culture. When making a Culture check to recall 
  knowledge of another species in order to appear as 
  a member of that species, you may roll the check 
  twice and take the better result.
  Intervention (12th): You’re adept at saving face 
  in complex social situations, even if your allies are 
  less than diplomatic. Once per day, if an ally within 
  30 feet would fail a Bluff or Diplomacy check, as a 
  reaction you may roll the same check using your 
  bonuses and substitute that result for your ally’s, as 
  if she had rolled the higher result.
  Formless Master (18th): You’re so convincing 
  that sometimes you convince yourself. Once per 
  day, when you succeed at a Disguise check, regain 
  1 Resolve Point.
  
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  Ù Manu
  Hailing from a verdant world known as Qundin, 
  the manu have made a meteoric rise to the stars, 
  because their race was considered little more than 
  primitive savages a few millennia ago. Now they 
  boast one of the most technologically advanced 
  civilizations in the known universe, pioneering 
  some of the most innovative magitech available. 
  Most manu live productive lives working to 
  improve some aspect of manu culture or to provide 
  some lasting work that will be remembered for 
  many generations to come, but some were born to 
  seek adventure across the stars.
  Physical Description: Manu are rough, black-
  skinned humanoids with brightly colored eyes and 
  thick, blunt teeth. Their sharp, sculpted features 
  give them a stoic, slightly menacing presence. Their 
  limbs are slightly longer than a human’s and end at 
  four-fingered hands which are equally oversized. 
  However, their finely-tapering fingers result in an 
  unexpectedly graceful grasp on tools. Their calves 
  and feet are wider than most humanoids and they 
  walk with a slight hunch. They prefer to wear loose, 
  brightly colored clothing and wide sashes either 
  tied around their waists or draped decoratively 
  over their clothing.
  Society: Unlike many species, manu castes are 
  not hierarchical. They are indicative of a chosen 
  cultural path; craftsman, guardian, herald, laborer, 
  and magistrate. Manu craftsmen are typically 
  suited not only to intellectual pursuits, but are 
  also dedicated to bringing to fruition the labors 
  of those pursuits, be they cultural advances, new 
  magics, or advanced technologies. Guardians 
  are both warriors and caretakers of the people, 
  working to serve and protect those that cannot 
  care for themselves. Manu heralds are their leaders, 
  mouthpieces for the people. Among their ranks 
  can be found merchants, diplomats, explorers, 
  and theologians. Laborers lead a simple life, under 
  the guidance of others and being the many hands 
  that make work light. They are farmers, smiths, and 
  builders, and they make up the largest of the manu 
  castes. The magistrates differ from the heralds in 
  that they do not lead, but rather, employ their skills 
  to interpret meaning, either as judges, translators, 
  historians, or philosophers.
  There are also the casteless, or “losa” as the manu 
  call them; people who have rejected the system of 
  castes that dominates manu society. They are not 
  criminals; they are the manu that forge their own 
  path, and they often display traits of many of the 
  other castes. These manu are most often the ones 
  that seek out adventure among the stars.
  Relations: Manu maintain positive relationships 
  
  17
  with most other races, who wish to trade for 
  manu goods or services. However, they are in 
  fierce competition with goblins when it comes 
  to manufacturing spacefaring technologies, who 
  have stolen or copied many wonders that were first 
  created by manu.
  Manu live and work within a caste system that is 
  not immediately obvious to outsiders, as it is not 
  identified by any clothing or appearance on their 
  homeworld. Because of these subtleties, those that 
  are not manu can often have trouble integrating 
  into societies where manu form the majority, 
  leading to a rise in racial tensions. To combat this 
  trend, manu that live with other races often adapt 
  identifying clothing or mannerism to help others 
  to understand which caste a particular individual 
  belongs to. Mistaking a guardian for a laborer 
  could potentially cause a minor incident in a mixed 
  society.
  Alignment and Religion: While manu are 
  often of good alignment, this is not necessarily 
  a universal trait. As creative, constructive beings, 
  manu prefer to create rather than to destroy, 
  though their creations tend to be just as chaotic in 
  application as they are to be orderly.
  Manu favor deities that promote travel, 
  knowledge, magic, the stars, and trade, or humbler 
  concepts such as community or cooperation. 
  Some also follow faiths that promote artifice, 
  imagination, memories, or runic writings, finding 
  comfort and solace in creation or remembrance.
  Adventurers: Manu infrequently become 
  adventurers, preferring to stay within their societal 
  structures and work to the benefit of their people. 
  However, those that do often hear the calling of 
  the stars and feel the tugging of inspiration and 
  exploration. 
  Male Names: Aakil, Farrar, Gyan, Izar, Quain, 
  Stian, Tarak, Ved
  Female Names: Astraia, Bao, Fenna, Ganya, 
  Hoku, Sidra, Waneta, Zella
  alternate racIal 
  traIts
  The following racial traits may be selected 
  instead of the standard racial traits for manu. 
  Consult your GM before selecting these options.
  Goblinfoe: Competition between manu and 
  goblins can be so fierce that some manu develop 
  a deep-seated animosity toward goblins that can 
  drive them to be reckless. Manu with this trait gain 
  a +1 racial bonus to attack rolls against goblins and 
  a +2 bonus to all saving throws against fear effects. 
  plaYIng a Manu:
  
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  Manu racIal 
  traIts
  This trait replaces master tinker.
  racIal 
  arcHetYpes
  MYstIc tecHnIcIan
  The mystic technician is one of the master 
  craftspeople of the manu race, capable of creating 
  magitech items with great speed and ease. They use 
  these items to help them pursue greater marvels 
  of innovation to improve their lives, and the lives of 
  their friends and fellow citizens.
  2nd-LeveL ALternAtive CLAss FeAture
  Assayer (Ex): At 2nd level, a technician adds ½ 
  his level to Engineering checks to disable devices 
  and Mysticism checks to disarm magical traps. In 
  addition, he gains a +4 insight bonus on Mysticism 
  checks made to identify the properties and 
  command words of magic items in his possession. 
  This bonus increases to +8 at 6th level, and by +4 
  every four levels thereafter to a maximum of +20 at 
  18th level. 
  4th-LeveL ALternAtive CLAss FeAture
  Magitech Resistance (Su): At 4th level, a 
  technician gains a +2 bonus to all saving throws to 
  resist magical effects caused by magical items. This 
  bonus increases to +4 at 6th level, and to +6 at 8th 
  level. 
  6th-LeveL ALternAtive CLAss FeAture
  Swift Craftsman (Ex): At 6th level, a technician 
  can create magical items with astounding speed. It 
    
   
   
   
   
   
   
   
   
            Ability Scores: +2 Intelligence, +2 Wisdom: Manu are  .             
   
   
   
   
   
          clever, wise, and resourceful. 
  Racial Hit Points: 4 HP
  Type and Size: Manu are humanoids with the manu subtype, and are Medium creatures.
  Craft Magitech: Manu gain a +1 racial bonus to Mysticism checks and Engineering checks to craft tech 
  items, and they always treat these skills as class skills. They also gain a +1 bonus to all Craft checks to create 
  magical items.
  Darkvision: Manu can see in the dark up to 60 feet.
  Magesense: Manu can use detect magic as a constant spell-like ability. The caster level of this spell-like 
  ability is equal to the manu’s character level.
  Master Tinker: Manu gain a +1 bonus to Computers checks to disable a computer system and 
  Engineering checks to disable devices. They are also proficient with any weapon they have personally 
  crafted.
  Snap Innovation: Once per day, a manu can treat their character level as if it were 4 higher for the 
  purposes of using any level-based class feature (such as a mechanic’s energy shield trick or an operative’s 
  field treatment exploit). This trait does not give manu early access to level-based powers; it only affects 
  powers they could already use without this trait. Regardless of the ability that is boosted, the effect will 
  only last for one round.
  Languages: Manu speak Manu. A manu with a high Intelligence score can choose from the following: 
  Aklo, Aurelian, Common, Dwarven, Elven, Gnome, or Pasimachus.
  
  19
  takes a technician half the normal amount of time 
  to create magical items. 
  12th-LeveL ALternAtive CLAss FeAture
  Spell Resistance (Su): At 12th level, the 
  technician gains spell resistance equal to (10 + ½ 
  the technician’s character level). 
  Manu Feats
  MartIal acuItY (coMBat, 
  Manu)
  Your ability to quickly assess complex patterns applies 
  even to dangerous situations.
  Prerequisites: Int 15, manu
  Benefit: Whenever you would gain a bonus to 
  attack rolls or to AC due to battlefield position, 
  such as flanking, higher ground, or cover, you gain 
  an additional +2 insight bonus.
  relIc dealer (Manu)
  Knowing the value of your goods and what goes into 
  making them has made you a master at dealing with 
  merchants.
  Prerequisites: Cha 15, Culture 2 ranks, 
  Diplomacy 2 ranks, manu
  Benefit: Whenever you are attempting to 
  improve the attitude of a creature in order to 
  bargain for a magical item (either buying or 
  selling), you may roll Diplomacy twice and take the 
  better result.
  stronglung (Manu)
  Working in environments that could be airless at any 
  moment has taught you to control your breathing.
  Prerequisites: Con 13, Endurance, manu
  Benefit: Whenever you are deprived of air, you 
  may hold your breath for an additional number 
  of rounds equal to four times your Constitution 
  modifier (minimum 4). You also gain an additional 
  +4 bonus to Fortitude saves to resist any spell or 
  effect that causes you to be deprived of air.
  Manu MagIc 
  IteMs
  Item 
  Price
  Level
  Bulk
  Grav 
  Jacket
  2,500 
  credits
  2
  L
  GrAv JACket
  Developed especially for work in zero-gravity 
  environments, this bulky black jacket helps 
  keep the wearer stable when gravity is 
  lost. If a spacecraft loses gravity, anyone 
  wearing a grav jacket remains able to walk 
  upon the nearest solid surface within 5 feet 
  as if gravity was normal, including walls or 
  ceilings. In addition, when in zero gravity, 
  the wearer of a grav jacket gains a +10 
  competence bonus made to attempt high 
  jumps or long jumps. A grav jacket does not 
  grant any special protection against spells 
  such as reverse gravity.
  Manu spells
  suppress mAGiC
  School abjuration; Level mystic 3, 
  technomancer 3
  Casting Time 1 standard action
  Range touch
  Effect one magic item
  Duration 1 round/level
  Saving Throw Will negates (object); Spell 
  Resistance no
  This spell temporarily suppresses the mana 
  flow in a magical object. The magical item 
  must make a Will save or be turned into a 
  normal item for the duration of the spell. 
  An item in a creature’s possession uses its 
  own Will save bonus or its owner’s Will save 
  
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  bonus, whichever is higher. If an item’s 
  saving throw results in a natural 1 on the 
  die, the item’s magic is suppressed for twice 
  the normal duration of the spell.
  Manu racIal 
  tHeMe:
  sHIpBuIlder
  Theme Knowledge (1st): You’ve spent years 
  helping to create and repair engineered items. 
  When you successfully use the aid another action 
  to aid an ally’s Engineering check, that character 
  gains a +2 circumstance bonus to the check (in 
  addition to the +2 bonus normally granted for 
  successfully aiding another). Engineering also 
  becomes a class skill for you, though if it is a class 
  skill from the class you take at 1st level, you instead 
  gain a +1 on Engineering checks. In addition, you 
  gain a +1 bonus to your Intelligence score.
  Builder Prodigy (6th): After years of working 
  on spacefaring vessels, learning the ins and outs of 
  their design and construction, you have become a 
  master builder. You gain a +4 bonus to Engineering 
  checks to craft or repair parts of spacefaring 
  vessels, and you never damage such items you 
  attempt to repair, no matter how much you fail the 
  check by.
  Jury-Rig (12th): You’ve become adept at using 
  cheaper materials without reducing the stability 
  or reliability of the vessels you create. You may add 
  your character level to the build points of a vessel 
  you build without increasing its cost. If you are part 
  of an adventuring crew, this build point increase 
  applies to your crew’s starship as long as you travel 
  with the crew.
  Master Shipbuilder (18th): Fixing things is 
  cathartic for you, and can even recharge you. 
  Once per day, when you successfully repair a 
  technological item with the Engineering skill, you 
  regain 1 Resolve Point.
   
  Ù pasIMacHI
  After devastation rained down upon their 
  homeworld in the form of a massive meteor 
  shower that destroyed an entire hemisphere, the 
  surviving pasimachi took to the stars to ensure 
  the survival of their race. Having colonized three 
  new homeworlds since, the pasimachi have forged 
  a greater bond as a people and are one of the 
  most unified races in the known galaxy. They have 
  waged no wars against one another and have 
  developed a hive-like culture in which all pasimachi 
  are considered kin and any conflict with those that 
  are not pasimachi are faced collectively before 
  resolving conflict between each other.
  As a relatively new race to spacefaring, pasimachi 
  have an innate sense of curiosity and awe 
  regarding the universe’s wonders, and they have 
  no long-standing traditions regarding most other 
  species, or the dangers of the void. This can lead 
  to some naivety when dealing with more “space 
  wise” races, and new encounters are often met 
  with either an overwhelming sense of optimism, 
  or among the more jaded members of pasimachi 
  society, with an overly cautious or aggressive 
  demeanor.
  Pasimachi have a strong attachment to their past; 
  those that maintain a positive perspective view 
  their race’s history as a testament to their strength 
  and ability to survive any adversity, while those 
  that have a negative outlook tend to focus on the 
  tragedy of their home planet’s destruction. Either 
  way, they tend to hold grudges, fervently seek 
  to repay debts, and form attachments to people, 
  places, and things quite easily.
  Pasimachi are builders; not in the same way 
  that dwarves are craftspeople, but pasimachi tend 
  to want to create things that will last. Their most 
  populous planet, Colmea, has grand, mountain-
  like hive-cities that were constructed to mimic 
  the largest mountain ranges from their original 
  homeworld, Coi-Linea. They also build grand tombs 
  
  21
  to honor their greatest leaders and heroes, temples 
  for their gods, and massive public works projects 
  that benefit millions of people. When part of mixed 
  societies, they push for similar projects, just so that 
  they can be a part of their construction.
  Physical Description: The average pasimachus 
  is a beetle-like monstrous humanoid that stands 
  around six feet tall, has a bulky build, and has either 
  a black, green, or reddish-brown exoskeleton. 
  They have three segmented digits on each hand 
  and foot, and toughened shell-like wings (known 
  as elytra) cover their backs, hiding and protecting 
  vestigial hind wings. They have multifaceted, black 
  eyes, and a pair of sinuous antennae that reposition 
  themselves according to the pasimachus’ 
  mood, which is useful for those that interact 
  with pasimachi, since they don’t have any other 
  recognizable facial expressions that communicate 
  mood or tone. 
  Relations: Pasimachi and dwarves have 
  somewhat of a rivalry, as dwarven craftsmen look 
  down upon the comparatively crude workings 
  of the pasimachi, and the pasimachi feel that 
  dwarven craftsmanship is ostentatious. Watching 
  pasimachi and dwarves argue amuses many other 
  races quite a bit, and so most other humanoids 
  welcome pasimachi openly, despite their insectoid 
  appearance, which can be startling to those who 
  do not expect to encounter them.
  Society: Prior to the destruction of their 
  homeworld nearly 700 years ago, pasimachi were a 
  fractious species, with constant infighting between 
  clans. Since leaving their uninhabitable home 
  planet, the pasimachi have set aside their rivalries 
  and worked to strengthen the bonds between their 
  peoples. Now, the clans work together to ensure 
  the survival of their race, like worker bees doing 
  their part to ensure the success of their colony, and 
  are stronger than ever. If there are any dissidents 
  among them, they keep such activities carefully 
  hidden.
  Within their own clans, pasimachi are prone to 
  demonstrations of strength and battle prowess. 
  They also carve runes into their exoskeletons, in 
  similar fashion to other races tattooing their skin, to 
  proclaim their allegiance to their clan, or intimidate 
  their rivals.
  Alignment and Religion: Generally even-
  tempered, pasimachi can be prone to explosive 
  behavior when pushed to extremes. Most 
  pasimachi are neutral-good, working together for 
  the betterment of their society, but not concerning 
  themselves overmuch with following rules or 
  established procedures to get the job done. They 
  prefer to worship deities of community, protection, 
  and travel, as those are the gods whose values 
  most closely mirror their own.
  
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  Adventurers: Many pasimachi who choose to 
  lead lives of adventure often seek out new worlds 
  that could potentially be settled by their people. 
  They are not a race that is particularly prone to 
  conquest, so finding worlds unclaimed by other 
  races is preferable to territorial disputes. However, 
  they are fierce protectors of their homes, families, 
  friends, and possessions; almost to a fault. 
  Male Names: Akrek, Charoc, Hiklekk, Kriq, 
  Negatok, Prek, Salkik, Zedakek
  Female Names: Arrareen, Chiriek, Ekeena, 
  Iqreena, Keesla, Meessakek, Qorah, Teece 
  alternate racIal 
  traIts
  The following racial traits may be selected 
  instead of the standard racial traits for pasimachi. 
  Consult your GM before selecting these options.
  Acidic Spittle: Capable of breathing out sprays 
  of acid, pasimachi with this trait may breathe a 
  blast of acid once per day as a standard action that 
  deals 2d6 damage in a 30’ cone. All creatures within 
  the affected area must make a Reflex saving throw, 
  DC 10 + ½ the user’s character level + the user’s 
  Constitution modifier. Those who succeed at the 
  save only take half damage from the attack. This 
  trait replaces expert climber.
  pasIMacHus 
  racIal traIts
   
   
   
   
   
        Ability Scores:  +4 Strength, -2 Dexterity, -2 Intelligence: 
  . 
   
   
   
   
        Pasimachi are exceptionally strong, but not particularly agile 
  or clever.
  Racial Hit Points: 4 HP
  Type and Size: Pasimachi are humanoids with the pasimachus subtype, and are Medium creatures.
  Slow and Steady: Pasimachi have a base speed of 20 feet, but their speed is never modified by armor or 
  encumbrance.
  Darkvision: Pasimachi can see in the dark up to 60 feet.
  Insectoid: Pasimachi are monstrous humanoids with the insectoid subtype.
  Climb: Pasimachi have a climb speed of 20 feet, and gain a +8 racial bonus to Athletics checks to climb 
  thanks to that climb speed.
  Expert Climber: Pasimachi can cling to cave walls and even ceilings if the surface has hand and 
  footholds. In effect, Pasimachi are treated as being constantly under the effects of a non-magical spider 
  climb spell, save that Pasimachi cannot cling to smooth surfaces. This trait doubles the normal +8 racial 
  bonus to Athletics checks to climb normally granted to creatures with a climb speed (to a total +16 bonus).
  Hardened Carapace: Pasimachi gain a +2 bonus to their EAC and KAC.
  Shell Slam: Pasimachi gain a slam attack as a primary natural attack that deals 1d4 points of damage.
  Stability: Pasimachi receive a +4 racial bonus to their KAC when resisting bull rush or trip
  attempts while standing on the ground.
  Languages: Pasimachi start with Common and Pasimachus. Pasimachi with high Intelligence scores can 
  choose from Abiarazi, Aklo, Aurellian, Dwarf, Gnome, Manu, or Orc.
  
  23
  Chitin Horn: Sprouting a large, sharp growth 
  of exoskeleton from the head, a pasimachus with 
  this trait gains one natural gore attack as a primary 
  natural attack that deals 1d4 piercing damage. This 
  trait replaces shell slam.
  Exhale Fire: Capable of breathing out gouts of 
  flame, pasimachi with this trait may breathe a blast 
  of fire once per day as a standard action that deals 
  1d6 damage in a 15’ cone. All creatures within the 
  affected area must make a Reflex saving throw 
  to avoid taking damage. The save DC against this 
  breath weapon is 10 + ½ the user’s character level 
  + the user’s Constitution modifier. Those who 
  succeed at the save take no damage from the 
  attack. This trait replaces shell slam.
  Hardened Claws: Certain warrior pasimachi 
  have developed harder, sharper claws than their 
  brethren. They receive two claw attacks. These are 
  primary natural attacks that deal 1d4 damage. This 
  trait replaces hardened carapace and shell slam.
  Flight: Some pasimachi have stronger, larger 
  hind wings than their peers. These pasimachi have 
  a fly speed of 30 feet with clumsy maneuverability. 
  This trait replaces hardened carapace and stability.
  Lasher:  Having longer and more finely-
  controlled antennae than most pasimachi, those 
  that possess this trait are capable of making attacks 
  with them. Pasimachi have long antennae that 
  they can use to make attacks of opportunity with 
  a reach of 5 feet. Their antennae are capable of 
  making a single secondary natural attack, allowing 
  you to attack with them at a -5 penalty along with 
  your other attacks. This attack deals 1d8 points of 
  damage plus the user’s Strength modifier. This trait 
  replaces hardened carapace.
  Light Affinity: Certain pasimachi are immune to 
  light-based blindness and dazzle effects, and are 
  treated as one level higher when determining the 
  effects of any light-based spells or effects they cast 
  (including spell-like and supernatural abilities). In 
  addition, once per day a pasimachus can emit light 
  similar to that of a torch for a number of minutes 
  equal to its character level. This trait replaces 
  hardened carapace and stability.
  Swarming: Pasimachi are used to living and 
  fighting communally with other members of their 
  race. Up to two pasimachi with this trait can share 
  the same square at the same time. If two such 
  pasimachi that are occupying the same square 
  attack the same foe, they are considered to be 
  flanking that foe as if they were in two opposite 
  squares. This trait replaces shell slam and stability.
  Tunnel Master: Accustomed to digging and 
  tunneling, pasimachi with this trait gain a burrow 
  speed of 30 feet. They also gain a +1 bonus to 
  Physical Science checks involving geology and 
  to Survival checks made while underground. This 
  trait replaces climb, expert climber, and hardened 
  carapace.
  racIal suBtYpes
  While most pasimachi follow the general model 
  plaYIng a pasIMacHus:
  
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  of the pasimachi, there are many subspecies of 
  pasimachus that differ from the standard. Those 
  subspecies manifest different characteristics from 
  their peers in both appearance and ability.
  Presented here are 9 variant pasimachus 
  heritages for PCs to choose from. From the 
  bioluminescent fireflies to pasimachi with long 
  antennae that they wield like whips, some 
  pasimachi were bred for traits that may prove 
  useful to an adventurer. If you choose one of these 
  subspecies, you should work with your GM to 
  ensure that your character’s appearance matches 
  with the type chosen. The racial traits that are listed 
  in each entry replace standard pasimachus traits 
  just as they do above.
  Blisterbeetle Pasimachi: Inhabitants of the 
  tangleworld Sharrikin, blisterbeetle pasimachi 
  have developed powerful acid glands in their 
  mouths that they can use to spray acid at their foes. 
  Blisterbeetle pasimachi have the acidic spittle trait.
  Cavern Pasimachi: Some clans of pasimachi 
  live their lives deep beneath the earth, mining 
  for precious metals and gems, or creating vast 
  underground cities. These pasimachi have the 
  tunnel master trait.
  Firefly Pasimachi: These pasimachi have 
  adapted to dark or underground environs, 
  having bioluminescent skin that can glow at-
  will underneath their carapace, emitting a pale 
  green light strong enough to see by. They are also 
  capable of exhaling blasts of fire. Firefly pasimachi 
  have the exhale fire and light affinity traits.
  Rhino Pasimachi: Having evolved a large horn 
  atop their heads, rhino pasimachi charge into the 
  fray, unafraid of taking the lead in combat. Rhino 
  pasimachi have the chitin horn trait.
  Scarabswarm Pasimachi: Scarabswarm 
  pasimachi are a close-knit war clan that constantly 
  train to act in concert with one another to defeat 
  their foes. Scarabswarm pasimachi have the 
  swarming racial trait.
  Sharpclaw Pasimachi: This clan of pasimachi 
  live in remote wilderness areas where they must 
  struggle to survive with few resources. They have 
  come to rely upon their own natural gifts to survive 
  out in the wild lands. These pasimachi have the 
  hardened claws trait.
  Whiplash Pasimachi: Having longer and more 
  sensitive antennae than other pasimachus clans, 
  these warriors have developed their control over 
  their own antennae to the point that they can use 
  them in combat. These pasimachi have the lasher 
  racial trait.
  Windrunner Pasimachi: Having adapted to the 
  tangleworld, Sharrikin, and its megaflora jungles, 
  these pasimachi have the flight racial trait.
  racIal 
  arcHetYpes
  BoMBardIer 
  BeetlecYcle rIder
  Mounted atop a sleek but deadly enercycle 
  styled after a huge beetle, the bombardier 
  beetlecycle rider charges into the fray with ferocity. 
  She shatters formations and her bombardier 
  beetlecycle shreds the armor of her foes as they 
  charge past the twisted remains of their enemies, 
  surging forward onto victory.
  2nd-LeveL ALternAtive CLAss FeAture
  Battle Beetlecycle (Ex): At 2nd level, a 
  bombardier beetlecycle rider builds herself a sleek, 
  beetle-shaped enercycle from whatever parts she 
  has scrounged up during her adventuring. This 
  cycle functions as a Basic Enercycle which the 
  rider can modify and repair using her Engineering 
  skill, even untrained if necessary. This cycle is so 
  haphazardly built that only the creator can ride 
  it reliably. Any other creature trying to pilot the 
  beetlecycle takes a -5 penalty to all Piloting checks 
  
  25
  and attack rolls while riding, and even vehicle 
  actions which would not require a check require 
  a Piloting check with DC = 10 + the bombardier 
  beetlecycle rider’s level by anyone other than 
  herself trying to pilot it.
  4th-LeveL ALternAtive CLAss FeAture
  Armor Crusher (Ex): You’ve become adept at 
  ripping through armor using both your weapons 
  and your cycle itself. At 4th level, the bombardier 
  beetle rider receives a +2 bonus to checks made to 
  sunder an item while mounted. This bonus stacks 
  with the bonus granted by Improved Combat 
  Maneuver and similar feats. In addition, the rider 
  has installed a special battering ram on the front of 
  her cycle which can be used to attempt a sunder 
  combat maneuver instead of a standard ram 
  action. If the attempt is successful, the beetlecycle 
  takes only ¼ the normal damage from the collision. 
  If the target has no armor, the beetlecycle deals 
  damage to the target itself as normal.
  8th-LeveL ALternAtive CLAss FeAture
  Hovering Beetle (Ex): At 8th level, the 
  bombardier beetlecycle rider is able to make 
  a significant upgrade to her beetlecycle. The 
  beetlecycle’s base statistics become that of a Hover 
  Pod. Any upgrades the rider has done to her cycle 
  are carried over to its new version.
  12th-LeveL ALternAtive CLAss FeAture
  Vengeful Rider (Ex): At 12th level, a bombardier 
  beetlecycle rider’s cycle becomes almost like an 
  extension of her own body. Double the threat 
  range of any weapons wielded during a charge 
  while riding the beetlecycle. This increase does not 
  stack with other effects that increase the threat 
  range of the weapon. In addition, whenever an 
  opponent makes an attack of opportunity against 
  you or your cycle, you may make a sunder attempt 
  against that opponent as an immediate action. 
  This sunder attempt is made before the target’s 
  attack resolves, and if your attack is successful, the 
  damage is increased by half (+50%).
  pasIMacHus Feats
  one luckY Bug 
  (pasIMacHus)
  You are considered a good luck charm among your 
  allies.
  Prerequisite: Charisma 13, pasimachus
  Benefit: Twice per day, after one ally within 60 
  feet rolls a natural 1 on a saving throw, or a critical 
  hit is confirmed against them, you may allow 
  them to either reroll that saving throw, or force 
  the creature that confirmed the critical hit against 
  them to reroll the attack roll. This does not stack 
  with other effects that allow them to reroll a saving 
  throw or an attack roll. 
  After allowing your ally to make a reroll, if your 
  ally succeeds at their saving throw on their reroll, or 
  if the attack fails upon rerolling, you gain a +1 luck 
  bonus to attack rolls, saving throws, skill checks, 
  and ability checks for one round.
  poWerFul WIngs 
  (pasIMacHus)
  Your wings are much stronger than those of your 
  peers, and your ability to fly is unrivaled among your 
  kind.
  Prerequisite: Character level 5th, flight racial 
  trait, pasimachus
  Benefit: Your fly speed is increased by 5 feet, 
  and your maneuverability is upgraded by one step 
  (from clumsy to poor).
  Special: You can gain this feat up to four 
  times. Each time you take this feat, your fly 
  speed increases by an additional 5 feet, and your 
  maneuverability is upgraded by one additional 
  step. 
  
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  pHeroMone MessagIng 
  (pasIMacHus)
  Your body is capable of secreting special pheromones 
  that you can use to communicate with other 
  members of your race.
  Prerequisite: You may only select this feat at 1st 
  level, pasimachus
  Benefit: By secreting specialized pheromones, 
  you can send a short message of 25 words or less 
  to every other pasimachus within 30 feet. Any 
  pasimachus receiving the message recognizes 
  you if it knows you. A pasimachus may respond 
  to your message if they also have the Pheromone 
  Messaging feat. You may use this ability a number 
  of times per day equal to your Constitution 
  modifier (minimum 1).
  Creatures with the sense through (scent) ability 
  can detect a pasimachus using their pheromones 
  as if the scent was strong for 2d8 rounds after the 
  message is sent out.
  selectIve pHeroMone 
  MessagIng (pasIMacHus)
  You can control your pheromones to the point 
  where you can exclude some pasimachi from your 
  pheromone communication.
  Prerequisite: Pheromone Messaging, character 
  level 4th, pasimachus
  Benefit: When you use Pheromone Messaging, 
  you can choose a number of targets in the area up 
  to your Charisma modifier. These targets are not 
  affected by your pheromone messaging.
  sonIc dIssonance 
  (pasIMacHus)
  You can create various tones by rubbing your 
  mandibles together, which can be used to prevent 
  others from concentrating.
  Prerequisite: Pasimachus
  Benefit: As a full action, you may rub your 
  mandibles together rapidly, creating a high-pitched 
  sound that makes concentration difficult. Casting 
  spells within 20 ft. of the pasimachus using Sonic 
  Dissonance requires a Will save (DC 15 + the level 
  of the spell being cast) otherwise the spell fails. In 
  addition, the DC of Perception checks involving 
  hearing within 20 ft. is increased by 5. These effects 
  end at the beginning of your turn unless you use 
  another full action to continue the effects.
  stInkBug (pasIMacHus)
  You possess stink glands on your abdomen, which 
  you may use to nauseate your foes.
  Prerequisite: Character level 5th, pasimachus
  Benefit: You may, as a standard action once per 
  day, expel noxious vapors from your abdomen as 
  per the spell stinking cloud (caster level equals the 
  pasimachus’ level). You are immune to your own 
  stink gland secretions.
  
  27
  pasIMacHI 
  equIpMent
  Pasimachi have access to the following 
  equipment.
  BAttLe BeetLe
  Specially trained mounts of pasimachi battle 
  riders, battle beetles serve both as riding 
  animals and as protective companions. 
  Stables that are capable of accommodating 
  the massive insects are rarely found outside 
  of pasimachi worlds or major metropoles, 
  but make for excellent mounts once they 
  become mature enough to fly. These 
  creatures require exotic saddles to ride. See 
  page 135 for statistics for the battle beetle.
  pAsimAChi Lumos
  Stored in sealed spherical glass vials, 
  pasimachi lumos is, essentially, liquid light. 
  Harvested from the bioluminescent glands 
  of firefly pasimachi, these vials emit a torch-
  like light in a 30-ft, radius, which increases 
  the light level by one step.
  pasIMacHus 
  MagIc IteMs
  heArtBeAt BeetLe
  Aura moderate conjuration (healing) [good]; 
  CL 7th; 
  Slot none; Price 33,600 credits; Item Level 12; 
  Weight .1 lb.
  This golden clockwork scarab beetle seems 
  to be an interesting enough curiosity. 
  However, if it is held for more than 1 round, 
  or carried in a living creature’s possession 
  for more than 1 minute, it animates into a 
  clicking and whirring mechanical insect. The 
  beetle tears through any leather or cloth, 
  burrows into flesh, and reaches the bearer’s 
  heart in 1 round. This causes no damage, 
  and once in place, the scarab latches onto 
  the bearer’s heart and awaits direction.
  Up to three times per day on command, the 
  beetle activates powerful healing magic, 
  exactly as if a mystic cure spell of 3rd level 
  had been cast upon the bearer.
  ConstruCtion reQuirements
  Feats Craft Wondrous Item; Spells greater 
  celestial healing; Special creator must be at 
  least 10th level; Cost 17,800 credits
  pasIMacHI spells
  deAdLy Chitin deFense
  School transmutation; Level mystic 1
  Casting Time 1 standard action
  Range touch
  Target 1 creature that has a natural armor 
  bonus
  Duration 10 minutes/level
  Saving Throw Fortitude negates (harmless); 
  Spell Resistance yes (harmless)
  The target creature sprouts dozens of thorn-
  like projections, like a patch of thorny 
  brambles, made up of bone or chitin. These 
  do not harm the armor’s wearer (though 
  donning or removing armor under the 
  effects of this spell takes twice as long), 
  but they act as armor spikes. Any creature 
  attacking the target creature with natural 
  weapons takes 1 point of piercing damage 
  for each attack that hits. At 5th level, the 
  spikes gain a +1 enhancement bonus 
  to attack and damage rolls; this bonus 
  increases to +2 at 10th level. At 15th level, 
  the spikes also gain the holy weapon 
  quality.
  hive mind
  School enchantment [mind-affecting]; Level 
  mystic 5, technomancer 5
  Casting Time 1 standard action
  
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  Range close (25 ft. + 5 ft./2 levels)
  Targets one willing creature/four levels, no 
  two of which may be more than 30 ft. apart
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  You link your mind together with that of one 
  or more willing creatures within range, 
  creating a hive mind that allows you to 
  process thought faster and more efficiently. 
  All creatures sharing the hive mind are 
  immune to flanking. Additionally, for every 
  creature sharing the hive mind, all creatures 
  sharing the hive mind gain a +1 bonus to 
  initiative, a +1 bonus to Will saves, and a +1 
  bonus on Intelligence-based skill and ability 
  checks.
  prismAtiC sheLL
  School abjuration; Level technomancer 4
  Casting Time 1 standard action
  Range personal
  Effect you
  Duration 7 rounds
  A glittering vortex of energy swirls around you 
  for one brief, shining moment, and then 
  it settles down upon your body, infusing 
  your skin with a protective shell of magic. 
  Each round, the protection granted by this 
  spell changes to a new effect as the magic 
  shell changes color, beginning with red in 
  the first round of the effect. The caster also 
  gains a +4 armor bonus to EAC and KAC for 
  the duration of the spell.
  Order
  Color
  Effects of Color
  1st
  Red
  Gain DR 5/magic and fire 
  resistance 5.
  2nd
  Orange
  Gain fire resistance 5 and 
  electricity resistance 5.
  3rd
  Yellow
  Gain electricity resistance 
  5 and acid resistance 5.
  4th
  Green
  Gain acid resistance 5 and 
  cold resistance 5.
  5th
  Blue
  Gain cold resistance 5 and 
  sonic resistance 5.
  6th
  Indigo
  Gain sonic resistance 5 
  and fast healing 5.
  7th
  Violet
  Gain fast healing 5 and 
  DR/5 magic.
  
  29
   
  Ù
  transgenIcs
  Transgenics are truly children of the stars. They 
  are the offspring of a human and an alien race, 
  with either an alien father and human mother or 
  an alien mother and human father. Sometimes this 
  resulting offspring may have been the result of a 
  magical rather than a natural union, even though 
  they are still able to mate with other transgenics 
  and other races. Transgenics often call themselves 
  a “brood.” Some choose to live with human family, 
  but often, their alien ancestry is unknown, which 
  often motivates them to learn more about their 
  alien side. Thus, transgenics tend to be explorers 
  searching to find out more about themselves and 
  their lineage. What they do at the end of this search 
  depends on the transgenic, but if the cause of 
  their existence was an unwilling union, they might 
  choose to take revenge on that parent. At the 
  core of what makes a transgenic, is they just want 
  to explore the different aspects that make them 
  themselves.
  Physical Description: They appear to be mostly 
  human, but no matter how usual the body of their 
  alien ancestor, transgenics will have humanoid 
  body shape including one head with two eyes, one 
  nose, one mouth, two arms, two legs, ten fingers, 
  and ten toes. However, their skin color tends to 
  favor their alien ancestry with hues ranging from 
  blue, green or even red. Their eyes closely resemble 
  human eyes, but the shape of the iris tend to more 
  elliptical rather than circular and the colors of their 
  eyes can be literally any color including blue, green, 
  red, brown, gray, black, orange, etc. A transgenic’s 
  hair can range anywhere from bald to full, straight 
  to curly or even naturally spiky, and will often have 
  unusual coloring such as bright crimson red or lime 
  green. They are normally around five and a half feet 
  tall and weigh about 130 pounds. 
  Society: As a half-race, transgenics do not have 
  a homeworld of their own. They must live within 
  other societies and adapt to them, which like other 
  half-races, forces transgenics to remain versatile. 
  Because they are usually more familiar with other 
  races of the void, many transgenics are able to act 
  as diplomats between planet-bound races and 
  space traveling races. However, there are some very 
  rare colonies that consist entirely of transgenics, 
  usually made of outcasts or transgenics tired of 
  dealing with other races.
  Relations: Transgenics see themselves as a “half 
  race”, so they find themselves most at ease with 
  other half races including half-elves, half-orcs, 
  aasimar, and tieflings. These “half races” do share 
  a kinship with transgenics as well. Transgenics are 
  courteous to “full races”, but are cautious when 
  making commitments, such as adventuring with 
  them. Of all the other races, they get along best 
  with humans and halflings. Their relations with 
  dwarves, elves, and gnomes is tenuous at best.
  Alignment and Religion: Transgenics may be 
  any alignment, however most tend to be some 
  sort of neutral. If their ancestry is known, some 
  transgenics might attempt to emulate their alien 
  ancestor’s behavior and thus have the same 
  alignment. Transgenics tend to worship the gods of 
  the void, feeling more comfortable with those that 
  respect space and the void. Some transgenics are 
  known to worship the insane elder gods. 
  Adventurers: Searching for answers to their 
  alien heritage draws many transgenics out 
  adventuring. Some search to find their ancestors 
  or others of their ancestral race, while other could 
  care less and adventure for gold or for adventure 
  itself. They enjoy traveling to new worlds to 
  experience all that the universe has to offer, but 
  they typically do not stay long, yearning for the 
  next adventure, traversing the starways and can 
  often be found working in dockyards as engineers 
  aboard a vessel, or as pioneers in search of a 
  habitable world upon which to found a colony. 
  Many transgenics do establish a home, stronghold, 
  or even space station if they find a place that 
  makes them happy.
  Male Names: Aarush, Ba’nor, Jatin, Kar’thall, 
  
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  Ta’run, Saresh
  Female Names: Akshara, D’lynn, Ja’ha, Nesha, 
  Raswilay, Sa’ranni
  alternate racIal 
  traIts
  The following racial traits may be selected 
  instead of the standard racial traits for transgenics. 
  Consult your GM before selecting these options.
  Alien Resistance: A transgenic with this 
  trait may select one type of energy: acid, cold, 
  electricity, fire, or sonic, and gain resistance 5 to 
  their chosen energy type. Once this choice is made, 
  it can never be changed. This trait replaces void 
  survival.
  Diplomat: Transgenics are skilled in negotiations 
  and dealing with other races whether they be 
  planet-bound or starfaring. Such transgenics gain 
  a +2 racial bonus to Diplomacy checks. Their long 
  days at well lit negotiation tables have cost them 
  some of their ancestral dark vision though. This 
  trait replaces darkvision.
  Humanlike: Some transgenics have extremely 
  distant alien ancestry. A transgenic with this racial 
  trait counts as a humanoid (transgenic) and a 
  humanoid (human) for any effect related to race, 
  including feat prerequisites and spells that affect 
  humans. She can pass for human without using the 
  Disguise skill. This racial trait replaces racial skills 
  and alters the transgenic’s subtype. 
  suBraces
  A transgenic’s subrace can modify the abilities 
  that they possess, based upon the nature of their 
  alien ancestry.
  Alternate Racial Skills: While most transgenics 
  gain a +2 racial bonus to Acrobatics and Survival 
  checks, those of the subraces listed below gain a 
  modifier to different racial skills.
  Alternate Ability Modifiers: The listed ability 
  score modifiers replace the standard transgenic 
  ability score modifiers.
  anunnakI-Brood       
  (lantern-progenY)
  Lantern-progeny feel the pull of their ancestors 
  urge to create things and tinker others’ lives.
  ancestrY anunnakI
  Replacement Racial Traits
  Ability Score Racial Traits: +2 Constitution, +2 
  Wisdom, -2 Dexterity
  Racial Skills: Anunnaki-brood gain a +2 racial 
  bonus to Heal and Knowledge (any one) checks.
  Alternate Transgenic Flyer Feat (Ex): 
  Mechanical-looking wings sprout from their 
  shoulder blades.
  Like their anunnaki forebears, anunnaki-brood 
  have stony gray skin, high foreheads and dark, 
  sunken eyes. Those who gain the gift of flight grow 
  mechanical-looking wings like their forebears. 
  The anunnaki-brood often feel an urgent need to 
  create; be it offspring, some work of art, construct a 
  building, or even something as simple as farming. 
  So long as they can see tangible progress, they find 
  contentment in their work. Regardless of where 
  they can be found, most come from worlds where 
  anunnaki have visited and steered the course of 
  evolution. 
  aatHerIexa-Brood  
  (Hundred-eYe-progenY)
  Hundred-eye-progeny are smart and light on their 
  feet.
  ancestrY aatHerIexa
  Replacement Racial Traits
  
  31
  Ability Score Racial Traits: +2 Dexterity, +2 
  Intelligence, -2 Wisdom
  Racial Skills: Aatheriexa-brood gain a +2 racial 
  bonus to Acrobatics and Perception checks
  Aatheriexa-brood share the pink colored skin of 
  their alien ancestor. Because their humanoid form 
  is so different than that of their ancestors, some 
  hundred-eye-progeny feel they are trapped in their 
  bodies. 
  ctHulHu-Brood          
  (octopus-progenY)
  These haughty descendants of the 
  Old Ones are known to live amongst 
  other species, flaunting their power and 
  dominance over others.
  ancestrY star-
  spaWn oF ctHulHu
  Replacement Racial Traits
  Ability Score Racial Traits: +2 Strength, 
  +2 Wisdom, -2 Dexterity
  Racial Skills: Cthulhu-brood gain a +2 
  racial bonus to Intimidate and Swim checks.
  Alternate Transgenic Flyer Feat (Ex): 
  Draconic wings sprout from their back.
  Cthulhu-broods have green skin and 
  their hair grows into deadlocks, whether 
  it is on their head or if they grow a beard. 
  Some are known to develop draconic-like 
  wings. Octopus-progeny often share their 
  ancestors view that they are better than 
  other lifeforms. Some Cthulhu-brood have 
  eerie callings to worship Cthulhu. 
   
   
   
  elder tHIng-Brood   
  (Barrel-progenY)
  Barrel-progeny are descended from Old Ones 
  and have the stamina to survive longer than others 
  in extreme situations. 
  
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  ancestrY elder tHIng
  Replacement Racial Traits
  Ability Score Racial Traits: +2 Constitution, +2 
  Intelligence, -2 Strength
  Racial Skills: Elder thing-brood gain a +2 racial 
  bonus to Perception and Swim checks.
  Elder Thing Fluent: Elder thing-broods begin play 
  speaking Elder Thing instead of Aklo, however they 
  may learn Aklo as one of their languages gained 
  from high Intelligence. 
  Trance (Ex): As a full-round action, elder thing-
  broods can put themselves in a trance that allows 
  them to slow their body and bodily functions to a 
  state that enables them to not require food, nor air, 
  for a preset time period up to 2 hours per character 
  level. This replaces individual telepathy.
  Alternate Transgenic Flyer Feat (Ex): A set of 
  pink wings grow from their back.
  Elder thing-broods have pink-gray skin like their 
  ancestor. They share their ancestor’s interest in life, 
  art, architecture, and war. Many barrel-progeny do 
  not feel comfortable around other living things and 
  have a strong desire to seek out elder things and 
  learn more about the Old Ones. 
  graY-Brood                    
  (proBe-progenY)
  Probe-progeny are inquisitive oval headed 
  results of alien experimentation.
  ancestrY graY
  Replacement Racial Traits
  Ability Score Racial Traits: +2 Dexterity, +2 
  Intelligence, -2 Strength
  Racial Skills: Gray-brood gain a +2 racial bonus 
  to Knowledge (any one) and Sense Motive checks.
  Gray-broods have gray skin, black eyes, and their 
  transgenIc 
  racIal traIts
   
   
   
   
                         Ability Scores : +2 Strength, +2 Intelligence, -2  
   
   
   
   
   
               Constitution:Transgenics have superior strength and intelligence,  
   
   
   
   
              but the combination of their bloodlines has made them sickly.
  Racial Hit Points 4HP
  Type and Size: Transgenics are humanoids with the transgenic subtype and are Medium creatures.
  Darkvision: Transgenics can see in the dark up to 60 feet.
  Racial Skills: Transgenics gain a +2 racial bonus to Acrobatics and Survival.
  Void Survival: Transgenics can survive in the void of space longer than normal humanoids. Their body 
  adapts to allow them to survive by slowing down their breathing for 10 minutes per point of Constitution 
  modifier (minimum of 1 minute) beyond the normal rules for survival in the void.
  Individual Telepathy: Transgenics may mentally communicate with a single creature within 50 
  ft., but otherwise this ability is identical to the telepathy ability. They may use this ability for a total of one 
  round per day per character level. These rounds do not need to be consecutive.
  Languages: Transgenics speak Common and Aklo. Transgenics with high Intelligence 
  scores can choose from the following: Aurelian, Common, Dwarven, Elder Thing, Elven, Manu, or 
  Pasimachus.
  
  33
  head is a little bulbous like their gray ancestors. 
  Oftentimes, probe-progeny are the result of a 
  gray ancestor’s experiment. They are seekers of 
  knowledge of any kind, even going to extremes. 
  Gray-broods are known for doing such things as 
  experimenting on other beings or dissecting the 
  monsters they defeat in battle. 
  sHoBHad-Brood               
  (rIFle-progenY)
  Rifle-progeny are gun carrying roughnecks 
  that will do anything to get the job done.
  ancestrY sHoBHad
  Replacement Racial Traits
  Ability Score Racial Traits:+2 Strength, +2 
  Wisdom, -2 Intelligence
  Racial Skills: Shobhad-brood gain a +2 racial 
  bonus to Intimidate and Survival checks.
  Ferocity (Ex): Once per day, when a shobhad-
  brood is brought to 0 Hit Points, she can remain 
  conscious and continue fighting, though she 
  must spend a Resolve Point every round to remain 
  conscious, and if her Resolve Points are brought to 
  0, she dies. This replaces individual telepathy.
  Shobhad-broods have a shobhad parent, sharing 
  the same green-gray skin color. Because of their 
  ferocity, rifle-progeny find kinship with half-orcs 
  more than they do with other transgenics. 
  WItcHWYrd-Brood        
  (Bolt-progenY)
  Bolt-progeny have magic at their fingertips and 
  are not afraid to use it.
  ancestrY WItcHWYrd
  Replacement Racial Traits
  Ability Score Racial Traits: +2 Constitution, +2 
  Intelligence, -2 Wisdom
  Racial Skills: Witchwyrd-brood gain a +2 racial 
  bonus to Intimidate and Knowledge (arcana, 
  geography, or planes) checks.
  Magic Missile (Sp): Witchwyrd-brood may use 
  magic missile once a day as a spell-like ability with 
  a caster level equal to their character level. This 
  replaces individual telepathy.
  Witchwyrd-broods have blue-gray skin and some 
  even shave their heads bald to be more like their 
  witchwyrd ancestors. Like their ancestors, they 
  feel the urge to keep their racial identity a secret 
  by wearing clothes that covers their bodies, which 
  may seem odd to others as they also prefer warmer 
  climates. 
  YItHIan-Brood       
  (spHerIcal-progenY)
  Spherical-progeny seek to find that little piece 
  of knowledge that will give them the edge to live 
  another day.
  plaYIng a transgenIc
  
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  ancestrY YItHIan
  Replacement Racial Traits
  Ability Score Racial Traits:+2 Strength, +2 
  Intelligence, -2 Dexterity
  Racial Skills: Yithian-brood gain a +2 racial 
  bonus to Knowledge (any one) and Perception 
  checks. 
  Yithian-broods have strange orange skin like 
  their alien ancestors and like the yithians, they 
  enjoy controlling the minds of others. Spherical-
  progeny often seek roles that give the ability to 
  read and control minds, so many become mystics.
  Yog-sotHotH-Brood 
  (squIrM-progenY)
  Squirm-progeny, the legacy of the Great Old 
  Ones, hide within the ranks of other creatures, 
  squirming and writhing.
  ancestrY spaWn oF Yog-
  sotHotH
  Replacement Racial Traits
  Ability Score Racial Traits: +2 Constitution, +2 
  Charisma, -2 Intelligence
  Racial Skills: Yog-Sothoth-brood gain a +2 racial 
  bonus to Athletics and Intimidate checks.
  Invisibility (Sp): Yog-Sothoth-broods may use 
  invisibility once a day as a spell-like ability with 
  a caster level equal to their character level. This 
  replaces individual telepathy.
  Yog-Sothoth-broods have purple skin and their 
  hair is usually the same color purple, but black 
  and white hair is also known. The Great Old One 
  blood that flows through them often leads to them 
  feeling superior to other living beings. 
   
  zurkHan-Brood   
  (conqueror-progenY)
  Conqueror-progeny are strong, fast, and willing 
  to take what they desire using a combination of 
  brute strength and intellectual superiority.
  ancestrY zurkHan
  Replacement Racial Traits
  Ability Score Racial Traits: +2 Strength, +2 
  Intelligence, -2 Wisdom
  Racial Skills: Zurkhan-brood gain a +2 racial 
  bonus to Intimidate and Sense Motive checks.
  Zurkhans are race of space traveling conquerors 
  and often mate with the creatures of planets 
  their have taken over. Zurkhan-brood share their 
  ancestor’s multicolored red-black-gray skin and 
  depending on their zurkhan ancestor’s caste, 
  one of these colors are more prominent than the 
  others. Gray patches represent a soldier caste, 
  red patches represent caster castes, while black 
  patches are often scouts. 
  racIal 
  arcHetYpes
  xenoFIlos
  A xenofilos is an explorer, searching for ways that 
  she can control things with her mind including 
  weapons, the thoughts of others, and even herself.
  Prerequisites: Only a solarian may take this 
  archetype, and the alternative class features listed 
  below can only replace solarian class features.
  2nd-LeveL ALternAtive CLAss FeAture
  Sidereal Telepathy (Su): At 2nd level, a xenofilos 
  can meditate for one minute in order to use her 
  individual telepathy racial ability for one minute 
  without spending a daily use of that ability. Any 
  transgenic that does not have the individual 
  telepathy racial ability may instead gain one 
  
  35
  additional use of the ability that replaced individual 
  telepathy. 
  4th-LeveL ALternAtive CLAss FeAture
  Telekinetic Weapon (Su): At 4th level, a 
  xenofilos may spend one attunement point 
  (either graviton or photon) as a standard action to 
  telekinetically control a single unattended melee 
  weapon weighing no more than 2 lbs./level within 
  5 ft./level for up to 1 minute or until the she is no 
  longer in combat, whichever occurs first. She may 
  instead use this ability with her solar weapon, 
  allowing it to attack creatures outside her normal 
  reach (this overrules the rule that solar weapons 
  are dismissed if they leave the hand of their 
  creator). Spending an attunement point in this way 
  may cause the xenofilos to become unattuned. If 
  the weapon goes outside her range or she loses 
  sense of it, the weapon will drop to the ground 
  (or be dismissed, in the case of a solar weapon) 
  and this effect ends immediately. The weapon 
  attacks any opponent within range, as she desires, 
  starting the round that the xenofilos activates this 
  ability. The xenofilos may direct the weapon to 
  attack an enemy as a Standard action. Its attack 
  bonus is equal to her base attack bonus, but uses 
  her Intelligence modifier instead of her Strength 
  modifier on attack rolls. If she is not proficient with 
  the weapon, she applies penalties as normal with 
  these attacks. This attack’s damage is equal to the 
  base damage of the weapon + her Intelligence 
  modifier. As a full-round action, the xenofilos 
  may attack once with a weapon she is wielding 
  and once with her telekinetic weapon, applying 
  penalties for making two attacks as if she were 
  attacking twice with the weapon she is wielding. 
  She may not use the telekinetic weapon for both 
  attacks.
  9th-LeveL ALternAtive CLAss FeAture
  Telekinetic Doublestrike (Su): At 9th level, 
  a xenofilos may make two attacks with her 
  telekinetic weapon as a full-round action, reducing 
  the penalty for attacking twice in a round to -2 on 
  each attack (instead of -4). Alternatively, she may 
  make one attack with a weapon she is wielding, as 
  well as two attacks with her telekinetic weapon, 
  applying the normal penalty of -4 to attack rolls for 
  all three attacks.
  12-LeveL ALternAtive CLAss FeAture: 
  Telekinetic Volley (Su): At 12th level, a xenofilos 
  may make three attacks with her telekinetic 
  weapon as a full-round action, with each attack 
  taking a -4 penalty as normal. 
  She may also spend an attunement point to 
  telekinetically animate several weapons in a ring 
  around herself for up to 1 minute, granting her 
  a +4 bonus to EAC and KAC. This bonus stacks 
  with that granted by Solar Armor, if the xenofilos 
  chose it. While this abiity is active, creatures that 
  successfully attack the xenofilos with melee 
  weapons, unarmed strikes or natural weapons are 
  dealt 3d6 slashing damage.
  trAnsGeniC steLLAr reveLAtion
  You must be 2nd level or higher to choose this 
  stellar revelation. Unlike other stellar revelations, 
  exploration spell is not tied to either photon or 
  graviton power, and can be used by the solarian no 
  matter their current attunement.
  expLorAtion speLL
  This revelation grants you abilities to aid you in 
  your explorations of alien worlds. Choose one of 
  the spells listed below. You may cast it once per 
  day as a spell-like ability. This revelation may be 
  chosen more than once; each time, choose a new 
  listed below, and you may cast it once per day as a 
  spell-like ability.
  Spells - darkvision, disguise self, keen senses, knock, 
  life bubble, see invisibility, spider climb
  
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  transgenIc Feats
  telepatHIc enHanceMent 
  (transgenIc)
  You are ability to maintain your telepathic ability for 
  longer periods of time.
  Prerequisites: Individual telepathy racial ability, 
  5th character level, transgenic.
  Benefit: You can use your telepathy a number of 
  minutes per character level, instead of rounds. You 
  must use them in 1 minute increments, however.
  Special: You may take this feat up to three times. 
  The second time it increases from minutes to hours 
  and the third time may use your telepathy at will.
  telepatHIc MultIplex 
  (transgenIc)
  You can communicate with more minds.
  Prerequisites: Individual telepathy racial ability, 
  3rd character level, transgenic.
  Benefit: You may now use your telepathy to 
  communicate with multiple creatures at once, 
  although maintaining a telepathic conversation 
  with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening 
  to multiple people at the same time.
  telepatHIc range 
  (transgenIc)
  You are ability to use your telepathic ability at a 
  greater range.
  Prerequisites: Individual telepathy racial ability, 
  transgenic.
  Benefit: Each time you take this feat, the range 
  of your telepathy increases by 50 ft.
  Special: You may take this feat more than once.
  transgenIc FlYer 
  (transgenIc)
  You have learned how to move without even touching 
  the ground.
  Prerequisites: Str 13, Dex 13, Transgenic Jumper, 
  Acrobatics 9 ranks, transgenic.
  Benefit: You gain a fly speed equal to your base 
  speed (good maneuverability). You may only fly 
  with this ability when wearing light armor or no 
  armor. This is a supernatural ability.
  Special: Certain subraces gain extraordinary 
  wings rather than a supernatural flying ability. The 
  wings retain the same speed and maneuverability.
  transgenIc juMper 
  (transgenIc)
  You have tapped into the alien part inside you, 
  allowing you to jump longer distances.
  Prerequisites: Str 13, Acrobatics 5 ranks, 
  transgenic.
  Benefit: You can jump a number of feet higher 
  than is normally allowed by the Acrobatics skill 
  equal to your Strength modifier and long jump a 
  number of feet further than is allowed equal to 5 
  x your Strength modifier. Fly also becomes a class 
  skill for you.
  voId survIvor (transgenIc)
  You learn to survive longer in the void of space.
  Prerequisites: Con 15, void survival racial trait, 
  Survival 5 ranks, transgenic
  Benefit: You can survive in the void one hour per 
  Constitution modifier, instead of 10 minutes.
  
  37
  otHer races
  Be it through their own inspiration, or the 
  kindness of other space travelers, when a race finally 
  achieves spaceflight, it changes them forever. For 
  fantasy races who are used to sailing seas of water 
  or sand, the stars provide a new venue of challenge, 
  adventure and exploration. Many races who live on 
  worlds with dragons and other magical creatures 
  actually exist in space, and travelers may meet their 
  distant relatives through chance encounters. Space 
  is vast, and there is room for everyone in the void. 
  dWarves
  Most races view dwarves as staunch 
  conservatives and people of the mountains, but 
  on most worlds, Dwarves consider themselves 
  “vellar-al”, or “sky-people” in the common tongue. 
  Their underground homes remind them both of 
  the darkness of space and the closeness that they 
  experience while aboard vessels that traverse the 
  void.
  The fact that they get to seek out new riches, 
  discover new ores, and found new empires 
  surrounded by stone is a bonus for these hardy 
  folk. While many dwarves eventually return to the 
  lands of their birth, laden with riches, metals and 
  craftwork from the worlds they have traveled to, 
  others prefer to become the foundation of new 
  dwarven clans, establishing strongholds and trade 
  cities wherever they go. Even so, most these “sky-
  people” never actually take to the stars, preferring 
  the warmth and familiarity of their already 
  established homesteads deep within their beloved 
  mountains.
  The dwarves that do feel the call of the stars are 
  frequently motivated by the promise of wealth over 
  adventure, and of developing new crafting skills 
  over discovering new lore. Their race may be widely 
  regarded as being stubborn, but they are certainly 
  reliable folk.
  dWarven engIneer
  The thrum of the machine and the fire of the 
  forge is a religious experience for some dwarves, 
  and they dedicate their lives to the pursuit of 
  technology. Skilled craftspeople and mechanics, 
  these engineers combine the strength of their 
  arms and the power of their god-granted magics 
  to ensure that their vessel-temples continue to 
  traverse the starways. A dwarven engineer has the 
  following class features:
  Requirements: This archetype may only be 
  chosen by a mystic, and its alternative class abilities 
  only replace those of the mystic class.
  2nd-LeveL ALternAtive CLAss FeAture
  Artificer’s Blessing (Su): At 2nd level as 
  a standard action, a dwarven engineer can 
  sacrifice a spell slot and use that energy to repair 
  a damaged object (especially technological 
  devices, spacefaring vessels and vessel systems) 
  or a construct she touches. The effect is similar to 
  mending (including removal of broken condition 
  and repairing magic items or technological items), 
  but the amount of Hit Point damage repaired 
  is based on the level of the prepared spell she 
  sacrificed (see Table: Repair Spell Hit Points 
  Restored) and the target can be of any weight. 
  An unwilling target gets a Will save DC 10 + the 
  spell level + her Wisdom modifier. This replaces 
  spontaneous casting.
  Dwarven Engineer Artificer’s Blessing Repairs
  Spell Level
  Hit Points 
  Restored
  Maximum
  1
  1d8 + 1/level
  +5
  2
  2d8 + 1/level
  +10
  3
  3d8 + 1/level
  +15
  4
  4d8 + 1/level
  +20
  5
  5d8 + 1/level
  +25
  6
  6d8 + 1/level
  +30
  
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  4th-LeveL ALternAtive CLAss FeAture
  Armorsplitter (Ex): At 4th level, a dwarven 
  engineer gains Improved Combat Maneuver 
  (sunder) as a bonus feat, regardless of whether she 
  meets the feat’s prerequisites.
  9th-LeveL ALternAtive CLAss FeAture
  Artificer’s Mending (Su): Starting at 9th level, 
  as a standard action, a dwarven engineer may use 
  mend vessel or rapid repair as a spell-like ability 
  using her mystic level as the caster level. She can 
  use this ability once per day at 9th level, and an 
  additional time per day for every 4 levels beyond 
  9th.
  elves
  Skeptical at first, elves moved to the stars to 
  illuminate it with their presence, and at the same 
  time, to receive some sort of illumination from its 
  vastness. As long lived a race as they are, travelling 
  dozens of years to reach a new star means very 
  little to them. In fact, it gives them time to research, 
  study, and learn more about the void. Most elves 
  will bring a piece of their home forest along with 
  them, typically ivy or perhaps a small tree, which 
  they will tend to aboard whatever vessel they are 
  on. There are reports of elves being on a vessel 
  for so long in between systems that those trees 
  eventually grow large enough to become the 
  masts of great elven sailing ships. 
  elF rocketjock
  Quick, mobile, and adept at operating in 
  zero gravity environments, rocketjocks can 
  handle nearly any situation when aboard a 
  spacecraft. Rocketjocks can repair or disable most 
  technological devices they encounter and are even 
  able to craft some of their own gear. They often 
  make their living as bounty-hunters, crack pilots, or 
  aerial troopers. 
  Prerequisites: This archetype can only be taken 
  by a mechanic, and the listed alternative class 
  features only replace mechanic class features.
  4th-LeveL ALternAtive CLAss FeAture
  Swift Charge (Ex): At 4th level, as a full-round 
  action, the rocketjock can fashion a makeshift 
  battery with simple metals. It requires 50 credits 
  worth of metals, but the rocketjock does not 
  require a production lab or any tools to craft the 
  battery. He can also insert or eject a battery as a 
  swift action.
  6th-LeveL ALternAtive CLAss FeAture
  Rocket-Pack (Ex): At 6th level, the rocketjock 
  constructs their very own rocket-pack. The rocket 
  pack functions much like a jetpack. It weighs 15 
  lbs. and has a charge capacity of 100. Just like a 
  
  39
  standard jetpack, it requires charges to function. 
  The rocket-pack is custom designed for the 
  rocketjock who built it and it cannot be made to 
  function for another user.
  Upon reaching 10th level, the rocket-jock can 
  operate his rocket-pack as if its maneuverability 
  rating was one level better. Its maneuverability 
  rating increases by one for every 5 levels beyond 
  10th.
  neW MecHanIc trIcks
  The following mechanic tricks are available only 
  to rocketjocks.
  inspirinG CommAnd (ex)
  Prerequisite(s): Mechanic 8th level, rocketjock 
  archetype
  Benefit: The rocketjock can expend one use of 
  his daily uses of miracle worker to add 1d6 to the 
  result of any one crewman’s skill check, if they are 
  both aboard the same craft and the other crewman 
  can hear the rocketjock.
  terriFyinG entrAnCe (ex)
  Prerequisite(s): Mechanic 4th level, rocketjock 
  archetype
  Benefit: Whenever the rocketjock uses his 
  rocket-pack to land in a square adjacent to an 
  enemy, she may make an Intimidate check as a free 
  action against that target. When doing so, if the 
  rocketjock is trained in Intimidate, he may add an 
  additional 1d6 to the check.
  gnoMes
  When the stars came calling, it was the gnomes 
  that embraced that call more than any other 
  race. Their inherent curiosity regarding all things 
  technological drew them to spacecraft and star 
  travel like moths to a flame. Their small frames 
  made them perfect to crawl into tight areas of 
  vessels that the larger races could not get to so 
  they became natural engineers and fixers of all 
  things. Although they want a cut of the pay just 
  like every other member of the crew, secretly, most 
  gnomes would just as happily stand at a rail and 
  stare out at the stars as they go flying by - another 
  adventure under their short yet ever inquisitive 
  wings.
  gnoMe scuttler
  Adept at fighting in close-quarters, gnome 
  scuttlers are perfect as a vessel-to-vessel strike 
  team. They combine blinding speed with their skill 
  and panache to devastate defenders and disable 
  enemy vessels.
  Prerequisites: This archetype may be only taken 
  by an operative or a soldier, and the alternate class 
  features can only replace operative or soldier class 
  features.
  2nd-LeveL ALternAtive CLAss FeAture
  Shatterstrike (Ex): One of the primary duties 
  of a gnome scuttler is to render vessel systems 
  inoperable, making it easier to capture an enemy 
  spacecraft. He regains 1 Resolve Point if he causes 
  any magical or technological item to gain the 
  broken condition. He can gain this benefit no more 
  than once per round, even if multiple items gain 
  the broken condition.
  4th-LeveL ALternAtive CLAss FeAture
  Corridor Warrior (Ex): At 4th level, while the 
  scuttler is within 5 feet of a wall, he gains a +2 
  circumstance bonus to checks to overrun a foe. 
  If he is within 5 feet of more than one wall, he 
  instead gains a +4 circumstance bonus on checks 
  to overrun a foe. This overrun attempt does not 
  provoke an attack of opportunity. 
  6th-LeveL ALternAtive CLAss FeAture
  Gremlin’s Strike (Ex): At 6th level, a gnome 
  scuttler can, as a standard action, target 
  a construct, or an unattended magical or 
  technological item with a wielded basic or 
  advanced melee weapon that deals piercing 
  
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  damage, or a small arms weapon. When he does, 
  the construct’s or item’s hardness is reduced by the 
  gnome scuttler’s Dexterity bonus. On a critical hit, 
  this reduction to hardness is doubled.
  12th-LeveL ALternAtive CLAss FeAture
  Teeming Assault (Ex): At 12th level, the gnome 
  scuttler can occupy the same square as any single 
  ally of Small size or smaller. If the he and his ally are 
  occupying the same square and attack the same 
  foe, they are considered to be flanking that foe as if 
  they were in two opposite squares.   
  18th-LeveL ALternAtive CLAss FeAture
  Disabling Drive (Ex): At 18th level, when a 
  gnome scuttler hits a vessel system (such as an 
  engine) with a wielded basic or advanced melee 
  weapon or a small arms weapon, he can spend 
  2 Resolve Points to disable that system for 1d8 
  rounds. The system must succeed at a Fortitude 
  saving throw (DC = 10 + 1/2 the scuttler’s level + 
  the scuttler’s Dexterity modifier) or be disabled. If 
  used on a construct, it only stuns the construct for 
  2 rounds if it fails its Fortitude saving throw. 
  gnoMe roBoMancer
  Never a people to leave something 
  undiscovered, technology from distant worlds and 
  unknown civilizations is something that gnomes 
  find fascinating. They combine arcane arts and 
  their knowledge of mechanical wonders to blend 
  science and sorcery into something new and 
  glorious. These technomancers have even found 
  a way to create powerful drones which can use 
  magic power as well..
  Requirements: This archetype can only be 
  taken by a technomancer, and the alternative class 
  features only replace technomancer class features.
  2nd, 8th, 12th, and 18th-Level Alternative 
  Class Feature
  Arcane Drone (Ex): The robomancer learns 
  how to create a powerful drone which can even 
  tap into his own magical abilities. Use the rules for 
  creating a drone from the mechanic class, using the 
  robomancer’s technomancer level as her effective 
  mechanic level for all of the drone’s abilities.
  9th-LeveL ALternAtive CLAss FeAture
  Spell Conduit (Su): The robomancer’s drone 
  can channel his magical energy through itself. The 
  robomancer must spend a standard action then as 
  both a standard and a move action the drone can 
  cast one of the robomancer’s spells with a casting 
  time of one standard action or less, using the 
  drone as the origin of the spell’s effect. The drone 
  is treated as the caster of the spell for all purposes, 
  but the technomancer’s spell slot is used up as if he 
  had cast the spell normally.
  neW BasIc drone Mods
  Energy Discharge (Su): As a full action, the 
  drone can drain the energy of nearby technological 
  items. Any technological item within 20 feet is 
  drained of 1d4 charges unless it succeeds at a DC 
  20 Reflex save. The save DCs are Intelligence-based.
  Knockdown Roar (Su): As a standard action, 
  the drone can emit a sonic roar that can knock 
  opponents down. This roar is a ranged attack 
  against EAC that can target a single creature up 
  to 20 feet away, dealing 1d8 points of nonlethal 
  damage. On a critical hit, the drone can attempt a 
  free trip combat maneuver using the mechanic’s 
  level as its base attack bonus against the target, 
  which does not provoke attacks of opportunity. 
  If the drone succeeds at this check, the target is 
  knocked prone.
  neW advanced drone Mods
  Charged Healing (Su): For a number of minutes 
  equal to the mechanic’s level, after successfully 
  using the energy discharge mod, the drone’s 
  systems gain the ability to heal damage very 
  quickly. This gives it fast healing equal to the 
  number of charges it drained (maximum 5). 
  
  41
  Thaumatronic AI (Ex): The drone’s AI 
  becomes more secure in its programming. This 
  grants the drone immunity to hacking attempts 
  by any creature with a total character level less 
  than the mechanic’s level + 2.
  HalF-elves
  The fierce determination of their human half 
  combined with the long-lived attitude of their 
  elven heritage brought the half-elves to the 
  stars. At least that is the reason that they left 
  their planets and began to travel the void.
  Other half-elves were created in the void, the 
  progeny of elves and humans on long voyages. 
  These “star children” have never seen their home 
  world of their parent’s birth, instead embracing 
  the void as their world. As such their attitudes 
  toward home and family are far different than 
  most. Whereas their parents may have family 
  back on their home planet, half-elven star-
  children often consider the crew of their home 
  vessel with the same familial bond and will fight 
  to the death to defend them.
  HullBreaker
  The hullbreaker excels at boarding maneuvers 
  and more importantly, shattering the walls of 
  vessels that they board. The more chaos that 
  they can cause due to depressurization or other 
  calamities, the more confused their enemy will 
  be. In this way, the hullbreaker protects the family 
  that she left on her craft from harm, by utterly 
  destroying her enemies.
  Prerequisites: This archetype may only be taken 
  by a soldier, and the alternative class features only 
  replace soldier class features.
  4th-LeveL ALternAtive CLAss FeAture
  Anti-Mechanic (Ex): At 4th level, as a swift 
  action, the hullbreaker can examine a machine 
  and find its weak point by succeeding at an 
  Engineering check, adding her soldier level against 
  a DC of 10 + the object’s hardness. If successful, the 
  hullbreaker gains a +2 bonus on attack rolls against 
  that machine until the end of her turn, and any 
  attacks she makes until the end of her turn ignore 
  the machine’s damage reduction or hardness. The 
  ability can only be used on objects, constructs, and 
  creatures with the technological subtype.
  6th-LeveL ALternAtive CLAss FeAture
  Sunder Training (Ex): At 6th level, a hullbreaker 
  receives additional training in sunder combat 
  maneuvers. She gains a +2 bonus when attempting 
  sunder combat maneuver checks and a +2 bonus 
  
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  to her KAC when defending against sunder 
  maneuvers. At 8th level, these bonuses increase 
  by 1, and she gains a +2 bonus on disarm combat 
  maneuver checks and a +2 bonus to her KAC when 
  defending against a disarm maneuver. At 12th, 
  16th, and 20th levels, these bonuses increase by 1.
  HalF-orcs
  Already outsiders in many of the communities 
  they lived in, when the stars called, half-orcs 
  answered. Not only so that they could get away 
  from the prejudice and disrespect they normally 
  encountered, but also to try their steel and their 
  wits against new opponents. Fiercely loyal to crews 
  that treat them as equals, the half-orc is one of 
  the most valuable, and tenacious crew members 
  around.
  space MarIne
  Heavily regimented and disciplined soldiers 
  trained for warfare in zero gravity, space marines 
  are trained to fight ferociously aboard an enemy 
  spacecraft as easily as they would be floating out in 
  the space between vessels. Their training does put 
  them at a disadvantage in terrestrial environments, 
  and so they generally stick to warfare between 
  spacecraft. 
  Requirements: This archetype may only be 
  taken by a soldier, and the alternative class features 
  only replace soldier class features.
  2nd-LeveL ALternAtive CLAss FeAture
  Off-World Soldier (Ex): At 2nd level, a space 
  marine trains extensively to survive out in the 
  depths of space. Due to this enhanced training, 
  the space marine treats her Constitution score as 
  if it were 4 higher for the purposes of holding her 
  breath. The space marine is also immune to fatigue 
  when she is not planetside. However, because of 
  her intense focus on training out in space, she takes 
  a -1 penalty on attack rolls, saving throws, skill 
  checks, and ability checks when planetside.
  4th-LeveL ALternAtive CLAss FeAture
  Graviton Training (Ex): At 4th level, a space 
  marine receives specialized training to fight in 
  areas of reduced or increased gravity. She suffers 
  no movement, jumping, lifting, or carrying 
  penalties when in areas of altered gravity, and 
  penalties from being off-kilter are reduced by half. 
  Additionally, she reduces the damage that she 
  takes from falling by one die, and an additional die 
  for every three levels thereafter (to a maximum of 
  six dice at 18th level) due to her reflex training in 
  zero gravity environments.
  HalFlIngs
  Why would the average halfling leave the 
  comfort of their burrow homes, the many meals 
  they eat each day, and the relative merriment each 
  night of festivities in their communities? Mainly 
  because they were told to.
  It is not uncommon to see halflings plying the 
  spaceways on one quest or another, or leading 
  small teams of boarding experts in search of 
  treasure and adventure. More than one halfling 
  has travelled to the stars because their bigger, 
  more adventurous friends did and they could 
  not let them go out there without some form of 
  protection!
  Whatever the reason, halfling adventurers are in 
  the void to stay, and may the gods have mercy on 
  us all.
  HalFlIng prIvateer 
  (operatIve specIalIzatIon)
  Often the scourge of the spaceways, halfling 
  privateers sell themselves out to the highest 
  bidder and specialize in raiding merchant vessels 
  and salvaging derelicts in space. They are little 
  better than void pirates in the eyes of many, but 
  to those who can afford their services, they are 
  
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  invaluable allies in the fight to control the very 
  stars themselves. 
  Prerequisites: This operative specialization is 
  only available to halflings.
  Associated Skills: Engineering and Stealth. You 
  gain a +4 bonus on Stealth checks to stow away 
  on an enemy’s vessel, and add a +2 bonus to 
  initiative checks when boarding an enemy’s 
  vessel.
  Specialization Exploit: Hullsmasher
  Vessel Infiltrator (Ex): A halfling 
  privateer can use the Stealth skill to hide 
  while onboard any vessel, even while 
  being observed. Additionally, the 
  halfling privateer gains a +2 bonus 
  to initiative checks, Engineering, 
  Perception, and Stealth skill checks 
  while onboard any spacefaring 
  vehicle. A halfling privateer moving 
  onboard a vehicle leaves no trail 
  of his passing and cannot be 
  tracked.
  neW operatIve 
  exploIts
  Hullsmasher (Ex): An operative 
  with this talent can make a Piloting 
  check while steering any vehicle or 
  vessel to make a ramming attack 
  against another vehicle or structure, 
  regardless of whether his vehicle 
  is outfitted with a ram or not. If the 
  ramming attack is successful and the 
  target vehicle or structure’s walls are 
  less than 12 inches thick, the halfling 
  privateer breaks through the hull 
  of the enemy’s vehicle or 
  the surface of the structure, 
  lodging his vehicle within 
  the other. This allows the halfling privateer to 
  board the enemy vehicle, or to enter a structure. 
  However, the halfling privateer must succeed at a 
  DC 30 Piloting check to back his vehicle out of an 
  opponent’s vehicle, or it remains stuck.
  HuMans
  Of all the races to leave their planets for the 
  stars, humans are the most feared. They are known 
  through much of the galaxy as the most rapacious 
  of races, always moving forward with their rapid 
  plans of exploration, expansion, and if required, 
  conquest. 
  Humans are mistrusted more than other 
  “fantasy” races because of their tenacious 
  nature, regardless of the cost or effort 
  required. The fact that they breed in 
  a manner that allow their race to re-
  populate in twenty years or less is 
  another reason that especially long 
  lived races give them a wide berth.
  For those humans that wish to do 
  good in the void, it is often a hard 
  road, for many other races will not 
  give them the benefit of the doubt, 
  attacking the vicious humans before 
  they themselves are destroyed. It is 
  for this reason that many humans 
  are members of a crew, rather than 
  captains of their vessels. For those 
  that are in command of a vessel, it 
  should have a great reputation indeed if 
  it is to survive long in the harsh reality 
  of the void.
  neW racIal 
  suBtYpe
  explorer
  The only thing more expansive 
  than the void is the hunger for 
  knowledge, at least that is what the 
  human explorer will tell you. Seeking 
  
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  out old ruins of ancient civilizations, they search 
  for more than just treasures, but in some cases the 
  meaning of life itself.
  Knowledge is Power (Ex): Understanding a 
  thing is the first step to knowing it, and the human 
  explorer is adept and wrapping her mind around 
  new pieces of information. They treat all checks 
  to identify creatures or recall knowledge as if the 
  associated skill were a class skill, and if that skill 
  actually is a class skill, they gain an additional +1 
  bonus to the check. This trait replaces skilled.
  Expertise (Ex): As they grow older, humans tend 
  to become specialized in certain fields of study. 
  At 1st, 8th, and 16th level, such humans gain Skill 
  Focus in a skill of their choice as a bonus feat. This 
  racial trait replaces the bonus feat trait.
  addItIonal racIal 
  arcHetYpes
  Most races have adapted quite well to the rigors 
  of space travel, and some races have found niches 
  that suit them extremely well when traveling 
  out in the darkness of the void. The following are 
  but a few racial archetypes that you may wish to 
  include in your games.
  razer
  Adept at tearing down the very walls around 
  them, these barbarians smash through vessels 
  and fortifications alike in their fury. Allowing 
  such an enemy aboard your vessel is decidedly 
  unwise, as they will smash through bulkheads 
  and rip away armor plating to disable or destroy 
  spacecraft, potentially exposing those within to 
  the cold vacuum of space.
  Prerequisites: Only a gnoll may choose this 
  archetype.
  2nd-LeveL ALternAtive CLAss FeAture
  Bulwark Breaker (Ex): At 2nd level, when 
  attacking any part of a structure with a melee 
  weapon or natural attack, such as a castle wall or 
  vessel hull, you ignore an amount of the structure’s 
  hardness equal to your level and add your level to 
  the damage roll. 
  18th-LeveL ALternAtive CLAss FeAture
  Unstoppable Charge (Ex): At 18th level, you 
  may spend a Resolve Point to charge straight 
  through walls with hardness less than or equal 
  to half your level (rounded down) as a full-round 
  action that allows you to move up to your speed. 
  Breaking through a wall creates an opening 
  large enough for other creatures of your size to 
  follow you, but passing through the opening is 
  considered difficult terrain for them. 
  
  45
  classes
  This chapter presents new archetypes, class 
  features, and options well-suited to travel beyond 
  the stars and expand choices that players and GMs 
  alike may use for their characters.
  arcHetYpes
  HelIacal Healer
  This mystic is a master of tending to the needs 
  of patients that are injured by the strange and 
  unknowable dangers lurking out in the darkness of 
  the void. They are critical members of any crew that 
  ventures out among the stars for long periods of 
  time.
  Role: Heliacal healers obviously excel as combat 
  medics, able to keep their teammates healthy during 
  combat and patch them up afterward. 
  Alignment: Heliacal healers have no particular 
  proclivity toward a specific alignment, as anyone can 
  see the value in keeping their allies up and running.
  Requirements: Only a mystic with the healer 
  connection may choose this archetype, and the 
  alternative class features only replace mystic class 
  features.
  2nd-LeveL ALternAtive CLAss FeAture
  Crewmates (Ex): At 2nd level, you may designate 
  up to two creatures that you have used your healing 
  touch or healing channel abilities on at least three 
  times as a member of your crew. At 3rd level and 
  every level thereafter, you may designate two 
  additional creatures as members of your crew, to a 
  maximum of 38 at 20th level. You add half your class 
  level (minimum +1) on all Medicine skill checks made 
  to benefit any member of your crew. Whenever 
  you heal any member of your crew, you heal one 
  additional hit point per die rolled.
  If any member of your crew dies, or stops traveling 
  with you for a number of weeks equal to your level, 
  they are no longer considered members of your 
  crew. You may disavow any creature from being a 
  member of your crew if they purposefully cause you 
  harm. 
  
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  6th-LeveL ALternAtive CLAss FeAture
  Fast Dose (Ex): At 6th level, when administering 
  medicinals to any member of your crew, you may do 
  so as a swift action, regardless of whether they are 
  willing or not.
  12th-LeveL ALternAtive CLAss FeAture
  Medical Emergency (Su): At 12th level, as a 
  standard action you may expend two Resolve 
  points to grant fast healing equal to your Wisdom 
  modifier to every member of your crew within 30 
  feet. This fast healing lasts for a number of rounds 
  equal to ½ your mystic level.
  sHock trooper
  Formidable warriors of the void, shock troopers 
  are proud, noble figures who command loyalty and 
  respect throughout the void. Resolute against all 
  odds, shock troopers are never ones to shy away 
  from a fight and are experts in the use of hardsuits 
  and advanced weaponry, bringing awe inspiring 
  firepower, terrifying martial prowess, and litanies of 
  terror to bear on the enemy. 
  Role: Shock troopers excel at vessel boarding 
  combat. Whether wielding powerful flamethrowers 
  to bring death from afar, or hewing the enemy 
  apart with buzzblades, shock troopers form the 
  elite core of mercenary outfits, winning battles 
  often through reputation alone.
  Alignment: Most shock troopers are 
  of lawful alignments, using their skills to 
  bring order to an orderless galaxy. While 
  many are good, there are those who have 
  grown arrogant, or who became jaded after long, 
  thankless campaigns with heavy losses and dried 
  up treasuries. For various reasons, there are more 
  than a few shock troopers who prowl the void as 
  bitter reavers, evil beyond salvation. They seek to 
  inflict pain and misery, valuing only wealth, fear, 
  and power.
  2nd-LeveL ALternAtive CLAss FeAture
  Litany (Ex): The shock trooper often charges into 
  battle reciting ancient curses and prayers. At 2nd 
  level, whenever a shock trooper makes a successful 
  charge attack, she can make a free Intimidate 
  check to demoralize her opponent, receiving a +1 
  circumstance bonus to her Intimidate check. This 
  bonus increases by +1 for every four levels beyond 
  2nd.
  
  47
  4th-LeveL ALternAtive CLAss FeAture
  Hardsuit Training (Ex): At 4th level and every six 
  levels after, a shock trooper increases your effective 
  Strength granted by powered armor, as well as the 
  maximum charge capacity of powered armor by 
  +2.
  6th-LeveL ALternAtive CLAss FeAture
  Assault Training (Ex): At 6th level, when 
  wielding a basic or advanced melee weapon in one 
  hand and a small arms ranged weapon in the other 
  hand, attacks with that ranged weapon do not 
  provoke attacks of opportunity from foes that you 
  threaten with the melee weapon. 
  voId tracker
  A void tracker is excellent in a void environment, 
  often taking important roles in the crew of a 
  spacefaring vessel including helmsman or tactical 
  officer. 
  Role: Void trackers are excellent additions to 
  bounty hunting groups, able to follow their quarry 
  through dangerous sections of the void. They often 
  fill the role of pilots in their adventuring groups.
  Alignment: Void trackers tend toward the 
  neutral and alignments, as it is easiest to justify 
  doing anything to catch your quarry if you don’t 
  worry about petty things like good and evil.
  2nd-LeveL ALternAtive CLAss FeAture
  Void Instinct (Ex): A void tracker adds half her 
  level (minimum +1) on Piloting checks to plot a 
  course in the void or when trying to follow another 
  vessel.
  12th-LeveL ALternAtive CLAss FeAture
  Know the Void (Su): At 12th level, a void 
  tracker’s sense of the void increases even more. 
  When plotting a course through the void with a 
  successful Piloting check, failing the check by 4 
  or less counts as success, and results in plotting a 
  correct course. If you fail the check by 14 or less, 
  you realize that you’ve plotted a faulty course and 
  must attempt the check again before you can make 
  the journey.
  class Features
  neW MYstIc connectIon
  InFInItY
  Associated Skills: Perception and Stealth.
  Associated Spells: hold portal (1st), time shudder 
  (2nd), twilight knife (3rd), personal gravity (4th), 
  planar binding (5th), true seeing (6th)
  1st Level
  Absolute Blow (Su): As a standard action, you 
  can perform a melee touch attack that deals 1d6 
  points of force damage + 1 point for every two 
  mystic levels you possess. At 7th level, the touched 
  creature cannot use any forms of extradimensional 
  travel, as if they had just been affected by a 
  dimensional anchor spell, for a number of rounds 
  equal to ½ your mystic level. You can use this 
  ability a number of times per day equal to 3 + your 
  Wisdom modifier.
  3rd Level
  Connaissance (Su): You can spend a full-round 
  action to attune yourself to the song of the infinite 
  universe, gaining the benefit of a moment of 
  prescience spell with the insight bonus equal to one 
  half your mystic level (minimum 1). You may use 
  this ability a number of times per day equal to your 
  Wisdom modifier (minimum 1), but you may only 
  have one connaissance effect active at a time.
  6th Level
  Feed from the Universe (Sp): As a standard 
  action, you may channel the infinite power of 
  the universe into one living creature, recharging 
  their innate magical abilities as if you had just cast 
  recharge innate magic, except that you can touch 
  any ally (including yourself) to gain the benefit of 
  this effect. You may use this ability a number of 
  
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  times per day equal to your Wisdom modifier. 
  9th Level
  Veiled Eyes (Sp): Just as the universe 
  communicates the infinite possibilities of existence 
  to you, you can select one of those possibilities 
  that will never come to pass and send that back 
  out into the universe as a facade to hide the truth. 
  This effect functions as a false vision spell. You 
  can use this ability once per day at 9th level and 
  one additional time per day for every four levels 
  beyond 9th.
  12th Level
  Prescient Defense (Su): Once per day, your 
  body becomes far more agile and responsive 
  to danger, granting you a +5 insight bonus to 
  your initiative and a +2 dodge bonus to AC. This 
  ability lasts for 10 minutes per level. At 15th 
  level, you can use this ability twice per 
  day. 
  15th Level
  Erase from Time (Su): As a melee 
  touch attack, you can temporarily 
  remove a creature from time 
  altogether. The target creature 
  must make a Fortitude save 
  or vanish completely for a 
  number of rounds equal to 
  ½ your mystic level (minimum 1 
  round). No magic or divinations 
  can detect the creature during this 
  time, as it exists outside of time 
  and space - in effect, the creature ceases to 
  exist for the duration of this ability. At the 
  end of the duration, the creature reappears 
  unharmed in the space it last occupied 
  (or the nearest possible space, if the 
  original space is now occupied). You 
  can use this ability once per day, plus 
  one additional time per day at 19th 
  level.
  18th Level
  Infinite Body (Su): Your body is suffused with 
  the never-ending energy of the infinite. You cease 
  aging, no longer suffer age-related penalties to 
  ability scores, and cannot be magically aged. You 
  are immortal insofar as you will never die of old 
  age; though you can be slain as any other creature 
  by magic, disease, poison, or physical damage. 
  Additionally, you can use each of the following 
  once per day as a spell-like ability: discern location, 
  music of the spheres, and planetary adaptation.
  neW stellar 
  revelatIon
  Make Air
  You must be 2nd level or higher to 
  choose this stellar revelation.
  Benefit: You may spend an 
  attunement point to create a bubble 
  of air that functions as life bubble. 
  This power can be used in any 
  attunement state.
  neW operatIve 
  exploIt
  stealtH 
  gunner 
  You must be 6th level or higher to 
  choose this operative exploit.
  Benefit: This talent enables you to 
  use trick attack with a siege weapon. 
  When you are the one aiming the 
  siege weapon during a surprise 
  round or against a vessel that has 
  sustained critical damage and the 
  attack with that siege weapon is 
  successful, you may apply your trick 
  attack damage to the successful 
  
  49
  attack. If the attack is against a vessel, treat your 
  level as 4 higher for determining the trick attack 
  damage dealt.
  FactIons oF tHe 
  voId
  There are some factions that have developed 
  that have no specific boundaries. Some are loose 
  alliances, while others are rigidly structured with 
  specific purposes in mind. The rules for joining 
  and earning Fame within an organization are laid 
  out in Pathfinder Roleplaying Game: Ultimate 
  Campaign.
  BastIon IncantoruM
  The largest and best established school of 
  magical learning in the known universe, the 
  Bastion Incantorum focuses on the study of magic 
  that assists in the traveling and surviving in the 
  void. This does include a practical knowledge of 
  combat-magic, but students also study piloting 
  techniques and basic wilderness survival. 
  Established by the magus Kataar Stonewarden 
  over a thousand years ago, on the planet Labollus, 
  the Bastion Incantorum has academies of magical 
  learning in more than forty systems.
  Location varies
  reQuirements
  Entrance Fee 50 credits
  Entrance Exam DC 20 Mysticism check
  Tuition 150 credits/semester
  eduCAtion
  Education Checks Mysticism, Piloting, Survival
  Semester 6 months
  Flunk 3 consecutive failed Education Checks
  extrACurriCuLAr tAsks
  Sorcerous Duel (+1 Fame) You gain 1 point 
  of Fame each time you win a spellcasting 
  duel against another student at the Bastion 
  Incantorum whose CR equals or exceeds your 
  character level. Duels cannot be to the death, and 
  if you kill your opponent, you are expelled from 
  the school. This task can be completed multiple 
  times per term, but counts against the total 
  amount of Fame a student can earn per character 
  level.
  Planetfall (+1 Fame) The Bastion Incantorum 
  celebrates new experiences that are achieved 
  through personal effort, and few are as celebrated 
  as the first time that one of their students lands 
  on a new planet for the first time. When you make 
  your way to and land upon the surface of a planet 
  that you have never visited before all on your 
  own, you gain 1 point of Fame.
  InFInIte star legIon
  Fourteen centuries ago, following the armistice 
  of a battle that included fleets from eight 
  different races, the remaining seven agreed to 
  form a more permanent battle fleet to combat 
  the terrors that emerge from the vast darkness 
  of the void. Made up of elves, dwarves, humans, 
  and more, the Infinite Star Legion has expanded 
  and incorporated into a well-organized military 
  and exploratory space fleet that takes it upon 
  themselves to act as a constabulary force among 
  civilized systems. Their primary goals are to rid the 
  starways of piracy, explore the furthest reaches of 
  known space, and defend planets from interstellar 
  horrors capable of destroying entire civilizations. 
  They are well-supplied, with tens of thousands of 
  vessels of all types making up a vast space navy, 
  and they follow a strict code of ethics.
  Location varies (primary headquarters on Iste 
  Golan)
  reQuirements
  Entrance Fee none
  Entrance Exam Diplomacy and Sense Motive 
  DC 15
  
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  Dues 50 credits/semester
  trAininG
  Training Checks Diplomacy, Life Science, 
  Medicine, Physical Science, Survival
  Term 4 months
  Flunk 6 consecutive failed Education checks
  extrACurriCuLAr tAsks
  Apprehend Pirates (+1 Fame) If you can 
  bring a living space pirate to be imprisoned in 
  any Infinite Star Legion prison, your Fame score 
  increases by +1, if the pirate 
  is of a CR equal to or greater than your level. You 
  can gain this addition to your Fame score once 
  per semester.
  Fight Against the Void (+2 Fame) Legionnaires 
  who hunt down any servant of the void with a 
  greater CR than their level, either killing one or 
  capturing it and bringing it back to any Infinite 
  Star Legion base of operations gain great renown.
  Survey Planet (+1 Fame) Upon visiting a world 
  that you have never been to, if you take at least 
  one month to explore the planet and defeat any 
  challenge of a CR that is equal to or greater than 
  your own, you gain Fame with the Infinite Star 
  Legion.
  Goal: Explore and Protect
  The Infinite Star Legion has a strict set of 
  behavioral codes that can essentially be boiled 
  down into three principal mandates. If 
  any member does not adhere to these 
  mandates, that can be grounds for 
  dismissal from the organization. The 
  three mandates are as follows:
  The Primary Mandate: 
  The darkness of the void 
  must be driven back, and 
  all Servants of the Void 
  must be captured, destroyed, or driven back 
  into the black to preserve all other life in the 
  known universe. Nothing else has any higher 
  priority.
  The Secondary Mandate: To further the 
  knowledge and reputation of the Infinite Star 
  Legion, members are expected to travel to 
  new worlds, expose secrets and seek out 
  fantastic mysteries. Such exploration 
  must be documented extensively 
  via detailed journals, drawings, 
  star charts and any other 
  pertinent records. Copies of these 
  records must be submitted to any member’s 
  immediate supervisor or record-keeping officer, 
  
  51
  which will be compiled and catalogued at the 
  headquarters on Iste Golan.
  The Tertiary Mandate: Before engaging an 
  enemy in battle, all attempts to first make contact 
  and achieve nonmilitary resolution must be made. 
  When such battles occur, all attempts must be 
  made at the preservation of life for the greatest 
  good.
  Alignment: LG
  The Infinite Star Legion has a rigid code of rules 
  and regulations that its legionnaires must follow, 
  and those rules are all related to accomplishing 
  the goals of the principal mandates. Their firm 
  obedience to this code of conduct is what keeps 
  the organization operating smoothly and reliably, 
  and generates trust among those that interact 
  with the Legion.
  Legionnaires recognize no higher authority 
  on this plane of existence, though they do 
  respect local authority and autonomy, if they 
  do not contradict the three principal mandates. 
  Otherwise, they strive to maintain peace, open 
  trade routes, and order throughout the known 
  universe.
  Faction Leader: Fleet Admiral Filindae 
  Sageheart (NG female elf operative 8/mystic 
  7) was born 88 years ago, in a small farming 
  community on a planet known as Catanis IV. She 
  always dreamed of what was out there beyond 
  the stars, and when fortune brought her into 
  contact with a traveling Infinite Star Legion 
  survey team, she joined up with the Legion and 
  began her career. More than sixty years later, 
  she is the commander of the entire Legion fleet, 
  having worked her way up through the ranks. She 
  oversees the operations of over forty thousand 
  vessels, nearly three hundred spaceports, two 
  (publicly known) asteroid-bases, and more than 
  two million Legionnaires.
  Her weathered features are still kindly, and her 
  eyes are bright and aware. Her back is slightly 
  bent, and she walks with an ornate walking stick, 
  but she maintains a powerful and commanding 
  presence. She has seen many battles, has 
  survived three separate assassination attempts, 
  and bears scars both physical and emotional. 
  She is well liked by many of her subordinates, 
  though there are those within the Legion plotting 
  her removal for various political reasons or 
  longstanding personal grudges. She steps in 
  with a grandmotherly demeanor and an iron fist 
  when necessary to subdue rogue captains or quell 
  disputes within the ranks, and moves onward 
  toward her goals like an iron juggernaut in the 
  face of certain defeat.
  Fleet Admiral Sageheart’s primary duties 
  involve managing the various System Admirals 
  and keeping them too busy to interfere in each 
  other’s affairs, or have time to undermine her 
  authority. She also directs major fleet operations 
  in their search to eliminate Servants of the Void. 
  Captains and more junior officers occasionally 
  cause embarrassment to the Legion through their 
  actions or stunts, and Fleet Admiral Sageheart 
  deals with the political fallout of all of them as 
  well, negotiating with the leaders of nations, 
  worlds, and celestial empires alike. Under her 
  leadership, the Infinite Star Legion’s influence and 
  protections have spread to nearly three dozen 
  systems, the second largest expansion in Legion 
  history.
  IsraFel order
  The Israfel Order seeks to impose the will of 
  their god, Israfel, upon the entire cosmos, but 
  their efforts are disguised as acts that promote 
  order over chaos and provide succor to those that 
  are willing to accept their gifts. However, such 
  philanthropy is a subtle attempt to corrupt the 
  weak and keep tabs upon the strong. In the end, 
  the order believes that all will fall under the rule 
  of Israfel, and they wish to be numbered among 
  their god’s servants, rather than under the brutal 
  whip as his slaves.
  
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  Goal: Subvert the Cosmos
  To conquer the known universe so that it can be 
  remade per Israfel’s design, all must be brought 
  to the worship of Israfel. The laws of various 
  races, planets or interplanetary federations are 
  meaningless in the pursuit of this goal, and so the 
  Israfel Order follows no laws but their own. On the 
  surface, they act as any other religious fraternity 
  dedicated to providing form and stability for 
  those under their care, but the Israfel Order seeks 
  to bring all under their dominion. The Order 
  manipulates rulers, governments, and pirates alike 
  to bring everyone they encounter under their 
  control. Their statutes are strict, and punishments 
  for violating them are harsh, but they teach that 
  to survive in the vast, frozen, emptiness of space, 
  canon must be observed, otherwise the universe 
  would plunge itself into chaos. They rely upon 
  the natural desire for most beings to exist within 
  a structure that either protects them, or provides 
  them the simplicity of guidelines of behavior to 
  either follow or break, as is their whim.
  Alignment: LE
  While the overall objective is to rule, members 
  of the Israfel Order are motivated by their own 
  interests, knowing that not only the laws of the 
  various regimes that govern specific areas of the 
  void protect them, but that the laws imposed by 
  the Israfel Order in the parts of space that have 
  embraced their leadership guarantee them the 
  ability to act to further their own aims. When their 
  plans are thwarted, they plot elaborate forms of 
  vengeance or subversion as opposed to openly 
  opposing their rivals. They will work to change 
  local ordinances that do not suit them, furthering 
  their goals by making what was once illegal into 
  Those that serve the unending darkness of 
  the void, or that command it, are the principal 
  enemies of the Infinite Star Legion, who hunt 
  them and either drive them back into the void, or 
  destroy them when and where they can.
  Servants of the Void include any Great Old 
  One, elder things, shantaks, lunar outer dragons, 
  colours out of space, tychilarius, mi-gos, 
  eldritch creatures, void outer dragons, spawns 
  of Yog-Sothoth, yithian elders, vespergaunts, 
  star-spawns of Cthulhu, and other beings from 
  Lovecraftian mythos. They can also include any 
  other evil or chaotic being with the starflight or 
  limited starflight ability, or that live in a vacuum 
  environment.
  
  53
  legal practice. Such practices may include the 
  legal detention or elimination of various races or 
  organizations that oppose them, the destruction 
  of vital resources to undermine the power base of 
  competing factions, or changing laws that make 
  it easier to influence honest, law-abiding folk. The 
  Order is patient, and their memories are long, 
  so plans may take years or decades to come to 
  fruition.
  Faction Leader: The Order is controlled by a 
  cabal of thirteen high priests, or panchen lords, 
  who each have their own personal ambitions that 
  are kept secret from their peers and command 
  the Order in their own systems. As another system 
  comes under the total control of the Israfel Order, 
  another panchen lord is appointed to see to the 
  dominion of the system. They all work together 
  toward common goals under the direction of the 
  Bodhisattva of the Black Crown, who is the mortal 
  leader of the Israfel Order, and who communes 
  regularly with the Herald of Israfel, Phoboth. 
  The current Bodhisattva of the Black Crown is 
  Grangrom the Philosopher (LE male dwarf solarion 
  13/mystic of Israfel 5), and he keeps a watchful eye 
  on the five closest panchen lords from the Shiat 
  System: Velthaster (LE female gnome mystic 14), 
  Kubayara (LE male human mystic 15), Ashina (NE 
  female ysoki operative 14), Zenyas (LE male halfling 
  mystic of Israfel 14/soldier 2) and Miwan Paaza (LE 
  female human technomancer 13).
  red tang spIce guIld
  Concerned primarily with the mining, 
  harvesting and processing of the spice 
  salmagundi, the Red Tang Spice Guild is one of 
  the strongest merchant guilds that traverses the 
  starways. The Red Tang rose to power several 
  hundred years ago, when they discovered and 
  began marketing salmagundi to the wealthy and 
  powerful. Since then, they have risen to become 
  one of the major powers in the galaxy, amassing 
  great wealth and influence with those in positions 
  of authority.
  Goal: Accumulate wealth and achieve 
  immortality
  While not an amoral faction, the Red Tang 
  values wealth, and the comfort that it brings, 
  above everything else. That does not mean that 
  the Red Tang does everything within its power to 
  accumulate wealth, they do take a very practical 
  approach to accumulating riches. Trading 
  resources, acquiring mining rights to various 
  worlds, and maintaining a vast shipping fleet are 
  among the common practices of the Red Tang. 
  The members of this faction also regularly ingest 
  salmagundi as they can afford it. As such, several 
  prominent leaders of this guild have achieved 
  immortality and now seek to live out their lives in 
  opulence.
  Alignment: N
  The members of the Red Tang often pursue 
  their own means to wealth and power, but they 
  most commonly have some hand in the trading 
  of salmagundi, which is strictly regulated by this 
  guild. Less than 5% of their total stores are on 
  the market at any one time, and no one outside 
  of the guild elders know the location of any 
  of the stockhouses that hold the spice in bulk. 
  Generally, no one location has more than five 
  dozen unrefined doses at any time, though some 
  Red Tang storehouses may contain one to two 
  thousand unrefined doses of the spice under 
  heavy guard. Refined salmagundi is only ever 
  stored or transported in doses as high as five. As 
  such, salmagundi is constantly moving across 
  the cosmos, and every member of the Red Tang 
  Mining Guild has a chance to either get their 
  hands on some as a portion of their wages, or 
  plays some part in the acquisition, transport, or 
  sale of the spice.
  Faction Leader: Each planet where salmagundi 
  can be found has its own Prospector-Governor, 
  and they control their own merchant and mining 
  
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  Classes
  Alignment: NG
  The members of the Shaman Knights will work 
  alongside anyone who can help them achieve 
  their goals. This has earned them the mistrust 
  of both the Infinite Star Legion and the Israfel 
  Order, and they are sometimes brought into direct 
  conflict with the Red Tang Spice Guild, but they 
  have had cause to work alongside these other 
  factions. Their works leads to the restoration and 
  protection of planets and their inhabitants all 
  throughout the known universe.
  Faction Leader: The Shaman Knights recognize 
  no formal leader, but are instead lead by a council 
  of eighteen Shaman Knights known as the 
  Arctutors. The wisest and oldest of the Arctutors 
  is a wizened little man known as Breem Estlage 
  (NG male halfling mystic 20), who has been a 
  member of the Arctutor council for the past seven 
  hundred years. While he often waits to weigh in 
  on any matter that is pressing to the council until 
  the other Arctutors have said what they feel they 
  must, most of the other members of the council 
  look to him for guidance.
  The most vocal of the Arctutors is Estrella 
  Sunstone (N female lashunta mystic 15), who 
  usually leads the majority of the council whenever 
  there is an issue that divides them. The other 
  Arctutors see her as a prudent guiding hand for 
  the Shaman Knights and respect her opinions, 
  even when they disagree with her. Her chief 
  rival on the council is Auspice (N female human 
  technomancer 16), who usually finds fault in every 
  argument that every other council member brings 
  up. She is seen as a curmudgeonly crone, and is 
  the least popular member of the council by far. 
  However, she is vital to the council, discovering 
  the flaws in their plans so that they can correct for 
  them.
  fleets of spacefaring vessels and base their 
  operations on any world near to their sources of 
  spice, as swampworlds are not always well-suited 
  to habitation. Collectively, these Prospector-
  Governors operate under the banner of the Red 
  Tang Grand Prospector, the Crimson Baroness 
  Zinkha Tunkhe (N female human operative 11) of 
  Kharjenn Prime.
  sHaMan knIgHts
  Self-appointed protectors of worlds and 
  nature in general, shaman knights fight against 
  the ravaging of planets, the stripping of their 
  resources at the expense of the environment, and 
  the decimation of populations of any creature that 
  is considered lesser to another (such as animals 
  being hunted or exterminated by “sentient” races). 
  They will attempt to mediate disputes when 
  possible, and act only when necessary. They are 
  promoters of peace and harmony across the 
  cosmos, and they are often called upon to act as 
  judges, witnesses, ambassadors, and occasionally, 
  surgical strike forces. They do not maintain order 
  throughout the known universe as the Infinite 
  Star Legion does; they see themselves more as 
  guides and guardians than foot-soldiers and 
  police forces.
  Goal: Maintain the Balance of the Natural 
  Universe
  Shaman Knights work to preserve the beauty 
  of nature across each world, encouraging 
  those that live on worlds that they visit to live 
  in harmony with one another, and with nature 
  itself. Sometimes, their ways bring them into 
  conflict with other factions, sometimes even 
  siding against the good to preserve the habitats 
  of all creatures, even those that are ostensibly 
  evil. Their cause typically means that they are 
  fighting alongside the forces of goodness and 
  righteousness, but due to their overall goals, they 
  are not always welcome by those that encounter 
  them.
  
  55
  skIlls and Feats
  What is necessary for survival in the darkness 
  between worlds can be quite different from 
  what one might need to survive planetside. The 
  operation of a spacefaring vessel requires a specific 
  set of skills, robust enough to handle all of the 
  operations of such vessels and yet so varied as to 
  be rare that a single adventurer possesses them all 
  in abundance.
  Even so, the skills of terrestrial exploits cannot 
  be ignored, for even the heartiest spacefarer must 
  make planetfall at one point or another.
  Just as critical as a robust set of skills are the 
  proper feats to accomplish one’s goals. From 
  the operations of spacecraft to the challenges 
  of combat in environments that lack gravity, a 
  character’s selection of feats will define their 
  abilities and help them to contribute to the welfare 
  of their crew. The void cares little for those that 
  traverse its dark reaches, and wise is the character 
  that prepares for the worst that the darkness can  
  summon forth.
  deBrIs stealtH
  You’re capable of fooling others into believing that 
  your vessel is just another hunk of debris floating 
  amongst wreckage, asteroids, or other junk.
  Prerequisite(s): Piloting 6 ranks.
  Benefit(s): When you have moved your ship into 
  a field of debris made up in a majority by items no 
  smaller than one size category smaller than your 
  ship, you gain a +3 circumstance bonus on checks 
  to use the Evade stunt.
  envIronMental 
  adaptatIon
  You’ve learned how to adapt to your surroundings, 
  even in environments that are completely alien to 
  those of your homeworld.
  Prerequisite(s): Survival 3 ranks
  Benefit(s): Select one planetary type 
  classification from the following list: acid, aquatic, 
  cold/ice, cold iron, dead, desert, fire, forest, 
  
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  gaseous, jungle, lightning, magma, mithral, 
  mountain, mud, or swamp. When making Survival 
  checks or Fortitude saves on planets of that 
  type, you gain a +1 bonus. You may select this 
  feat multiple times; its effects do not stack. Each 
  time you select this feat, it applies to a different 
  planetary type classification.
  exceptIonal engIneer
  Your knowledge of your vessel and its component 
  systems is unparalleled.
  Prerequisite(s): Int 16, Engineering 5 ranks
  Benefit(s): Select one spacefaring vessel. 
  When making repairs to this vessel, or any of its 
  component systems, you and your crew complete 
  repairs 25% faster, and you gain a +4 bonus on 
  Craft checks related to repairs. If your selected 
  vessel is lost to you, through destruction theft, etc., 
  you may choose a new vessel for this ability after 
  one week spent familiarizing yourself with this new 
  vessel. You may select this feat multiple times; its 
  effects do not stack. Each time you select this feat, 
  it applies to a different spacefaring vessel.
  Fleet adMIral
  Your ability to command and coordinate vessels 
  extends to your nearby allies.
  Prerequisite(s): Cha 17, Bluff 12 ranks, 
  Diplomacy 14 ranks, Intimidate 10 ranks, Vessel 
  Commander
  Benefit(s): Allied vessels within 30 hexes gain a 
  +2 insight bonus to performing tasks related to the 
  operation of their vessel. You may apply this bonus 
  to a number of vessels equal to your character 
  level.
   
   
   
  HIgH gravItY 
  adaptatIon
  You were raised on a world with increased gravity, 
  and so you are used to moving and performing tasks 
  in increased gravity.
  Prerequisite(s): You may only select this feat at 
  1st level
  Benefit(s): When in areas where high gravity 
  is no more than twice as strong, the personal 
  effects of high gravity are negated for you, nor 
  do you suffer from fatigue due to increased 
  gravity. In areas with standard or low gravity, treat 
  your Strength score as if it were 4 higher for the 
  purposes of determining carrying capacity. 
  HIgH gravItY endurance  
  (coMBat)
  You have practiced moving and fighting in higher-
  gravity environments than what you are normally 
  accustomed to.
  Prerequisite(s): Str 15, Null Gravity Maneuvering
  Benefit(s): When you are within a high gravity 
  environment, you gain a +2 insight bonus to all 
  Strength-based rolls.
  HotsHot pIlot
  You are one of the best pilots around.
  Prerequisite(s): Piloting 3 ranks.
  Benefit(s): You gain a +3 insight bonus to 
  Piloting checks involving a spacefaring vessel. 
  Special: If you have Skill Focus (Piloting), these 
  bonuses stack.
  null gravItY coMBat  
  (coMBat)
  You can fight more effectively in environments 
  where there is no gravity.
  
  57
  Prerequisite(s): Null Gravity Maneuvering, base 
  attack bonus +3
  Benefit(s): When within no gravity 
  environments, you gain a +2 bonus to attack and 
  damage rolls.
  Special: You may select this feat twice. Its effects 
  stack.
  null gravItY 
  ManeuverIng
  You are skilled at maneuvering in environments 
  where there is no gravity.
  Prerequisite(s): Dex 15, Acrobatics 2 ranks
  Benefit(s): When within a zero gravity 
  environment, if you find something to propel 
  yourself off of at the start of your movement, you 
  move at full speed rather than half speed. If you are 
  within 5 feet of two or more surfaces, you are also 
  capable of running.
  Normal: When a creature does manage to find 
  something to propel itself off of, it can choose to 
  move in any direction, but at half speed. Double-
  moves and charges are still possible, but running 
  is not.
  pIlot dodge (coMBat)
  You are more adept at avoiding collisions and 
  attacks than most.
  Prerequisite(s): Piloting 1 rank.
  Benefit(s): When successfully using the evade 
  action while piloting a spacefaring vessel, the 
  vessel’s bonus to AC is +4. A failed check still can 
  only result in a -2 penalty to AC.
  Normal: A successful evade action grants a +2 
  bonus to AC.
  pIlot dodge, IMproved  
  (coMBat)
  Your ability to avoiding collisions improves.
  Prerequisite(s): Pilot Dodge, Piloting 11 ranks.
  Benefit(s): When successfully using the evade 
  action while piloting a spacefaring vessel, the 
  vessel’s bonus to AC is +6. In addition, a failed 
  check does not result in a penalty to AC, no matter 
  how much the check is failed by.
  Normal: A successful evade action grants a +2 
  bonus to AC, and a check failed by 5 or more results 
  in a -2 penalty to AC.
  spaceBorn
  You grew up aboard a spacefaring vessel, and 
  are used to sudden changes in gravity. You’re also 
  accustomed to the rigors of space travel.
  Prerequisite(s): You may only select this feat at 
  1st level
  Benefit(s): The weightlessness of the void 
  
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  taBle 3-3: Feats
  Feat
  Prerequisites
  Benefit
  Debris Stealth
  Piloting 6 ranks
  You may attempt to hide your vessel among 
  asteroids or debris.
  Environmental 
  Adaptation
  Survival 3 ranks
  Gain a +1 bonus to Survival checks and Fortitude 
  saves in a specific environment.
  Exceptional Engineer
  Int 16, Engineering 5 ranks
  Make repairs to spacefaring vessels and their 
  component systems faster and easier.
  Fleet Admiral
  Cha 17, Bluff 12 ranks, Diplomacy 
  14 ranks, Intimidate 10 ranks, Vessel 
  Commander
  Allied vessels within range gain a bonus to vessel 
  operations.
  High Gravity 
  Adaptation
  May only be selected at 1st level
  Areas of doubled gravity have no effect upon you.
  High Gravity 
  Endurance
  Str 15, Null Gravity Maneuvering
  Gain a +2 bonus on all Strength related rolls when 
  within a high gravity environment.
  Hot Shot Pilot
  Piloting 3 ranks
  You gain bonuses to Piloting checks
  Null Gravity Combat*
  Null Gravity Maneuvering, base attack 
  bonus +3
  Gain a +2 bonus to attack and damage rolls when 
  within a no gravity environment.
  Null Gravity 
  Maneuvering
  Dex 15, Acrobatics 2 ranks
  No gravity environments are less restrictive to your 
  movement.
  Pilot Dodge
  Piloting 1 rank
  The pilot’s vessel gains a +2 dodge bonus to AC.
  Pilot Dodge, Improved
  Pilot Dodge, Piloting 11 ranks
  The pilot’s vessel gains a +2 dodge bonus to AC.
  Spaceborn
  May only be selected at 1st level
  Gain a +2 bonus to Survival checks when off-
  planet, and a +1 bonus to Reflex saves when within 
  a no gravity environment.
  Vessel Commander
  Cha 15, Bluff 4 ranks, Diplomacy 5 
  ranks, Intimidate 4 ranks
  Grant a +2 competence bonus to your crew.
  Void Watcher
  Darkvision 60+ feet, Alertness
  See perfectly in nonmagical darkness; +2 bonus to 
  Perception checks in the vacuum of space.
  * This is a combat feat and can be selected as a fighter bonus feat.
  and the dangers that lurk in the darkness are no 
  stranger to you—you gain a +2 bonus to Survival 
  checks when off-planet, and a +1 bonus to Reflex 
  saves when in a zero gravity environment.
  vessel coMMander
  As captain of your own vessel, you are adept at 
  asserting yourself and commanding your crew.
  Prerequisite(s): Cha 15, Bluff 4 ranks, Diplomacy 
  5 ranks, Intimidate 4 ranks
  Benefit(s): All members of your crew onboard 
  the same vessel as you gain a +2 insight bonus to 
  perform tasks related to the operation of any vessel 
  you are in command of.
  voId WatcHer
  You have spent a great deal of time honing your 
  senses to spot vessels, creatures, and stellar bodies 
  against the blackness of the void.
  Prerequisite(s): Blind-Fight, darkvision
  Benefit(s): You can see perfectly in non-magical 
  darkness. You also gain a +2 bonus to Perception 
  checks to spot creatures, vessels, or objects in the 
  vacuum of space. 
  
  59
  MagIc
  For generations, species have been traveling 
  through the darkness of the void, and they have 
  developed some commonly known spells to 
  assist those that wander from world to world. The 
  following spells are among the most commonly 
  known spells to travelers of the stars.
  neW spells
  AntiCipAte thouGhts
  School divination (mind-affecting); Level mystic 2 
  Casting Time 1 standard action 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature 
  Duration 1 round/level 
  Saving Throw Will partial; Spell Resistance yes 
  This spell taps into the target’s mind so you get an 
  impression of the actions it will take. You gain a +2 
  insight bonus to AC against the target’s attacks. If 
  the target fails its Will save, you also see how the 
  target will react to your attacks, and the bonus 
  applies on your attack rolls and damage rolls 
  against the target. These bonuses apply only while 
  the target is within range of the spell, though if 
  it goes out of range, the bonuses return once it’s 
  back in range. Whenever the target misses you with 
  an attack, the spell’s bonuses increase by 1 until the 
  spell ends (to a maximum of +5).
  AntimAtter rAy
  School transmutation (void); Level mystic 3, 
  technomancer 3
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Effect ray
  Duration instantaneous
  Saving Throw Fortitude half and Reflex half, see 
  text; Spell Resistance yes
  A ray of antimatter projects from your pointed 
  finger. A creature or object struck by the ray takes 
  1d6 damage/2 caster levels (to a maximum of 5d6). 
  A successful Fortitude save reduces this damage by 
  half. Any creature reduced to 0 or fewer HP by this 
  
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  untyped damage is entirely disintegrated, leaving 
  behind only a trace of fine dust. The creature’s 
  equipment is unaffected.
  The matter/antimatter reaction also releases a 
  burst of energy. The target and all creatures and 
  unattended objects within 5 ft. take an amount 
  of fire damage equal to the points of untyped 
  damage dealt. Creatures and objects other than 
  the primary target are allowed a Reflex save for half 
  damage.
  BioFeedBACk
  School transmutation; Level mystic 2
  Casting Time 1 standard action
  Range personal
  Target you
  Duration 1 min/level
  Saving Throw negates (harmless); Spell 
  Resistance No (harmless)
  You can toughen your body against wounds, 
  lessening their impact. For the duration of this 
  power, you gain damage reduction 2/–.
  Boost phArmACeutiCAL
  School transmutation; Level mystic 2, 
  technomancer 2
  Casting Time 1 standard action
  Range touch
  Effect 1 pharmaceutical
  Duration 1 hour/level
  Saving Throw Will negates (harmless, object); 
  Spell Resistance yes (harmless, object)
  When this spell is cast upon a pharmaceutical, 
  it doubles the duration that its effects last. 
  Alternatively, the caster may choose to enhance 
  the pharmaceutical with a -2 penalty to resist its 
  effects instead.
  CeLestine BoLt
  School evocation (force); Level mystic 6, 
  technomancer 6
  Casting Time 1 standard action
  Range 1 Cube/two levels
  Target one spacefaring vessel
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  A black bolt of energy blasts forth from your 
  hand and strikes a spacefaring vessel within 
  range, dealing 1d4+1 Hull Points of force damage, 
  ignoring the ship’s damage threshold, if any.
  The missile strikes unerringly, even if the target is 
  engaged in combat, so long as it has less than total 
  cover or concealment.
  Specific parts of a vessel can’t be singled out. 
  Creatures are not damaged by the spell.
  For every caster level you have beyond 13th, you 
  gain an additional missile, to a maximum of 8 
  missiles at 20th level. If you shoot multiple missiles, 
  you can have them strike a single vessel or several 
  vessels.
  A single missile can strike only one vessel. You 
  must designate targets before you check for spell 
  resistance or roll damage.
  ConCussion BLAst
  School evocation; Level psychic 1, technomancer 1
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft/level)
  Target one creature or object
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  A subject you select is pummeled with telekinetic 
  force for 1d8 points of force damage. You can 
  choose to instead have the power deal an equal 
  amount of non-lethal damage.You cannot use this 
  
  61
  spell against creatures with total cover or total 
  concealment.
  CreAte sLipstreAm
  School conjuration (creation); Level technomancer 6
  Casting Time 1 full action
  Range 0 ft.
  Effect slipstream, up to 1 Cube in diameter/4 levels
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  It takes exceptionally powerful magic to warp reality 
  enough to create a slipstream in the vacuum of 
  space. When you cast this spell, a slipstream is called 
  into being traveling in the same direction as your 
  vessel is. It can only be cast in space, and it can only 
  create a lesser slipstream. This slipstream travels with 
  the vessel, leaving no wake beyond its area of effect.
  When the spell’s duration ends, the slipstream 
  dissipates harmlessly.
  dimensionAL AnChor
  School abjuration; Level mystic 3, technomancer 3 
  Casting Time 1 standard action 
  Range medium (100 ft. + 10 ft./level) 
  Effect ray 
  Duration 1 min./level 
  Saving Throw none; Spell Resistance yes (object) 
  A green ray springs from your hand. You must 
  make a ranged touch attack to hit the target. Any 
  creature or object struck by the ray is covered with 
  a shimmering emerald field that completely blocks 
  extradimensional travel. Forms of movement 
  barred by a dimensional anchor include astral 
  projection, blink, dimension door, ethereal jaunt, 
  etherealness, gate, maze, plane shift, shadow walk, 
  teleport, and similar spell-like abilities. 
  A dimensional anchor does not interfere with the 
  movement of creatures already in ethereal or 
  astral form when the spell is cast, nor does it block 
  extradimensional perception or attack forms. Also, 
  dimensional anchor does not prevent summoned 
  creatures from disappearing at the end of a 
  summoning spell.
  disCern LoCAtion
  School divination; Level mystic 5
  Casting Time 10 minutes
  Range unlimited 
  Target one creature or object 
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
  A discern location spell is among the most 
  powerful means of locating creatures or objects. 
  Nothing short of a mind blank spell or the direct 
  intervention of a deity keeps you from learning 
  the exact location of a single individual or object. 
  Discern location circumvents normal means of 
  protection from scrying or location. The spell 
  reveals the name of the creature or object’s 
  location (place, name, business name, building 
  name, or the like), community, county (or similar 
  political division), country, continent, and the plane 
  of existence where the target lives. 
  To find a creature with the spell, you must have 
  seen the creature or have some item that once 
  belonged to it. To find an object, you must have 
  touched it at least once.
  FALse vision
  School illusion; Level mystic 5 
  Casting Time 1 standard action 
  Range touch 
  Area 40-ft.-radius emanation 
  Duration 1 hour/level (D) 
  Saving Throw none; Spell Resistance no 
  This spell creates a subtle illusion, causing any 
  divination (scrying) spell used to view anything 
  within the area of this spell to instead receive a 
  false image (as the holographic image spell), as 
  defined by you at the time of casting. As long 
  
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  as the duration lasts, you can concentrate to 
  change the image as desired. While you aren’t 
  concentrating, the image remains static.
  FALse vision, GreAter
  School illusion; Level mystic 6 
  Casting Time 1 standard action 
  Range see text 
  Target one creature 
  Duration 1 hour/level (D) 
  Saving Throw Will negates; Spell Resistance no 
  This spell functions similarly to false vision, but 
  instead of placing the illusion on a nearby area, 
  you can tie it to a specific individual, and can do so 
  from great distances. The spell can be cast at any 
  distance. The difficulty of the save depends on your 
  knowledge of the subject and what sort of physical 
  connection (if any) you have to that creature. 
  The illusion created by the spell moves with 
  the target, and is not stationary. The image can 
  affect the way the target is perceived, the way 
  the target’s surroundings are perceived, and the 
  way that specific creatures or objects around 
  the target are perceived. For the target and any 
  other specific creatures or objects you specify, 
  you can cause them to appear as other creatures 
  or objects that you designate, not to appear at 
  all, or to have their appearance unaltered. For the 
  target’s surroundings, you can choose to make 
  the target appear to be somewhere else, either a 
  specific location with which you are familiar, or a 
  generic location conjured from your imagination. 
  You can change the way that the spell affects the 
  appearance of any of these things by concentrating 
  on the spell. You can also cause creatures or objects 
  to appear in the illusion that are not really there, 
  or to make a creature or object seem to act in a 
  way other than it is actually acting. In this case, you 
  must concentrate on the spell, or these aspects 
  of the illusion simply remain static. The spell can 
  provide visual, auditory, olfactory, tactile, and 
  thermal sensations as needed. 
  The illusion applies to only those who observe the 
  target via a divination (scrying) spell, and has no 
  effect on viewers who are there in person.
  Ghost Whip
  School evocation; Level mystic 2 
  Casting Time 1 standard action 
  Range 0 ft. 
  Effect whip of flexible ectoplasm 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance yes 
  A white, 15 ft. lash of ghostly evanescence appears 
  from your hand. You are considered to be proficient 
  with the whip. Attacks with a ghost whip are resolved 
  against EAC, and deal 1d4 points of damage per 
  caster level, plus your Strength modifier. The whip 
  affects only creatures you attack with it, passing 
  through objects and other creatures in its path and 
  thereby allowing you to ignore cover between you 
  and your target. When a ghost whip attack passes 
  through total cover, the target is treated as having 
  total concealment (50% miss chance). A ghost whip 
  cannot be disarmed or sundered.
  GrAvity BoLt
  School evocation (force, gravity); Level mystic 3, 
  technomancer 3
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous and 1 round/level
  Saving Throw Fortitude partial; Spell Resistance 
  yes
  A missile of magical energy darts forth from your 
  fingertip and strikes its target, dealing 1d6 force 
  damage. For every 3 caster levels beyond 5th, 
  the missile deals an additional 1d6 damage (to a 
  maximum of 6d6 at 20th level).
  The missile strikes unerringly, even if the target is in 
  melee combat, so long as it has less than total cover 
  
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  or total concealment. Specific parts of a creature 
  can’t be singled out. Objects are not damaged by 
  the spell.
  A target that takes damage from the gravity bolt 
  must also make a Fortitude save. On a failed save, 
  the effects of encumbrance on the target increase 
  by one step. If the target is encumbered, treat the 
  target as if it were overburdened. If the target is 
  overburdened, it loses any Dexterity bonus to AC 
  and can move only 5 ft./round (as a full action). The 
  gravitational effects of multiple gravity bolts do not 
  stack.
  hoLy novA
  School transmutation (good, light); Level mystic 5
  Casting Time 1 standard action
  Range personal
  Target you
  Duration instantaneous
  Saving Throw Fortitude partial (see text); Spell 
  Resistance yes
  When you cast this spell, you immediately move 
  up to double your speed in a straight line in any 
  direction, a blinding nimbus of light surrounding 
  your hands. This movement does not provoke 
  attacks of opportunity. You may make a single 
  unarmed attack at your highest base attack bonus 
  against any one creature you are adjacent to at any 
  point along this distance. You gain a circumstance 
  bonus on your attack roll equal to your Wisdom or 
  Charisma modifier, whichever is higher.
  If your attack is successful, you release your holy 
  light in an explosive burst, dealing 1d4 points 
  of damage per caster level (maximum 15d4) to 
  your target, who must save or be blinded for 
  2d4 rounds. All other creatures within 30 feet of 
  the creature you attack take half this damage 
  (rounded down). This damage is considered holy 
  damage. The damage dealt to undead creatures 
  and Servants of the Void (see page 54) increases 
  to 1d6+1 points of damage per caster level 
  (maximum 15d6+15). You are not affected by this 
  spell when you cast it. 
  You must end the bonus movement granted by 
  this spell in an unoccupied square. If no such space 
  is available along the trajectory, the spell fails.
  hoLy rAy
  School evocation (good, light); Level mystic 4
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Effect one or more rays of light
  Duration instantaneous (see text)
  Saving Throw Fortitude negates; Spell Resistance 
  yes
  This spell functions as blinding ray, except that 
  holy ray fires one ray, plus one additional ray for 
  every three levels beyond 3rd (to a maximum of six 
  rays at 18th level). Additionally, evil creatures and 
  Servants of the Void (see page 54) take a -4 penalty 
  on their saves against this spell, and the damage 
  per ray is increased to 1d6.
  interpLAnetAry teLeport, Lesser
  School conjuration (teleportation); Level 
  technomancer 5
  Casting Time 1 standard action
  Range personal and touch
  Effect you and touched objects or other touched 
  willing creatures
  Duration instantaneous
  Saving Throw none and Will negates (object); 
  Spell Resistance no and yes (object)
  This spell/power functions as interplanetary 
  teleport, except the range limited to planets within 
  the current star system. If no safe landing zone 
  exists at that location, such as someone attempting 
  
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  to travel into the sun without the proper 
  precautions in place, the spell simply fails.
  mend vesseL
  School transmutation; Level mystic 3, 
  technomancer 3
  Casting Time 10 minutes
  Range touch
  Target one spacefaring vessel
  Duration instantaneous
  Saving Throw Will negates (harmless, object); 
  Spell Resistance yes (harmless, object)
  This spell repairs broken spacefaring vessels in 
  the same fashion that the spell mending works 
  on objects, just on a much grander scale. This 
  spell restores 1d8 Hull Points per caster level to 
  the vessel (maximum 20d8). If the vessel has the 
  broken condition, this condition is removed if the 
  vessel is restored to at least half its original Hit 
  Points. This spell has no effect upon vessels that 
  have been warped or otherwise transmuted, but it 
  can still repair damage done to such vessels.
  mend vesseL, improved
  School transmutation; Level mystic 5, 
  technomancer 5
  Casting Time 1 minute
  Range touch
  Target one spacefaring vessel
  Duration instantaneous
  Saving Throw Will negates (harmless, object); 
  Spell Resistance yes (harmless, object)
  This spell functions as mend vessel, except that 
  it restores 10 Hull Points per caster level to a 
  spacefaring vessel (maximum 200 HP). 
  Mend Vessel, Greater
  School transmutation; Level mystic 6, 
  technomancer 6
  Casting Time 1 full round
  Range touch
  Target one spacefaring vessel
  Duration instantaneous
  Saving Throw Will negates (harmless, object); 
  Spell Resistance yes (harmless, object)
  This spell functions as mend vessel, except it 
  restores 20 Hull Points per caster level to a 
  spacefaring vessel (maximum 400 HP). 
  moment oF presCienCe
  School divination; Level mystic 5 
  Casting Time 1 standard action 
  Range personal 
  Target you 
  Duration 1 hour/level or until discharged 
  This spell grants you a sixth sense. Once during the 
  spell’s duration, you may choose to use its effect. 
  This spell grants you an insight bonus equal to your 
  caster level (maximum +25) on any single attack 
  roll, combat maneuver check, opposed ability or 
  skill check, or saving throw. Alternatively, you can 
  apply the insight bonus to your AC against a single 
  attack (even if flat-footed). Activating the effect 
  doesn’t take an action; you can even activate it on 
  another character’s turn. You must choose to use 
  the moment of prescience before you make the roll 
  it is to modify. Once used, the spell ends. You can’t 
  have more than one moment of prescience active on 
  you at the same time.
  musiC oF the spheres
  School conjuration (healing, sonic); Level mystic 6 
  Casting Time 1 standard action 
  Range 20 ft. 
  Area 20-ft.-radius spherical emanation, centered 
  on you 
  Duration concentration, up to 1 round per level 
  
  65
  Saving Throw none; Spell Resistance yes 
  (harmless) 
  The music of the spheres is the harmonic constant 
  that plays under and through all of reality. It is this 
  constant song, this otherworldly music, that keeps 
  the laws of reality constant and the connections 
  between the planes of existence strong. 
  With this spell, one can amplify the underlying 
  music of the spheres in the spell’s area of effect to 
  infuse yourself and all creatures within 20 feet of 
  you, friend and foe alike. All creatures that begin 
  their turn within the area of this spell’s effect gain 
  fast healing 5, resistance 10 to all energy types, 
  and a +3 divine bonus on all saving throws against 
  poison and disease. Any creature that enters 
  the area of effect does not gain the benefits of 
  the music of the spheres until it begins its turn 
  in that area. You must maintain concentration 
  on the amplification of the music or the effects 
  immediately end, but you can move around to 
  prevent enemies from gaining the benefits of this 
  spell.
  personAL GrAvity
  School transmutation; Level mystic 4, 
  technomancer 4
  Casting Time 1 standard action
  Range personal or touch
  Targets you or creature touched
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  When you cast this spell upon yourself, the effects 
  of high, low, or no gravity do not affect you for the 
  duration of this spell. For you, gravity is completely 
  normal, though it does not cause a gravitational 
  field to occur where none exists. If cast out in the 
  depths of space, you will “fall” toward the nearest 
  source of gravity, be it a planet, moon, asteroid, 
  star, or even a passing vessel.
  This spell offers no special protection from reverse 
  gravity, but while under the effects of this spell, 
  spells such as spacial well or gravity sphere set 
  have no effect upon you.
  pLAsmA storm
  School evocation (electricity, fire); Level mystic 4
  Casting Time 1 standard action
  Range long (400 ft. + 40 ft./level)
  Area cylinder (20-ft. radius, 40 ft. high)
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  A conflagration of star fire fills the area upon 
  casting this spell, dealing 3d6 electricity damage 
  and 3d6 fire damage to every creature in the area. 
  This damage only occurs once, when the spell is 
  cast. For the remaining duration of the spell, sparks 
  dance along metal in the area. Creatures inside 
  this area wearing metal armor, carrying a metal 
  weapon, or made of metal suffer a −1 penalty on 
  attack rolls and Perception checks. At the end of 
  the duration, the sparks disappear, leaving no 
  aftereffects (other than the damage dealt).
  reACtive Armor
  School abjuration; Level mystic 5, technomancer 5
  Casting Time 1 standard action
  Range personal
  Targets you
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell 
  Resistance no
  Your skin takes on a metallic sheen and hardens, 
  protecting you. You gain a +1 bonus to your AC 
  and a number of temporary Hit Points equal to 
  ½ your caster level. Every time you take a hit that 
  does damage to you, your AC bonus increases by 
  
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  +1 and you gain an additional number of Hit Points 
  equal to ½ your caster level (to a maximum of +6 
  to AC and Hit Points equal to 3 times your caster 
  level). The effects of this spell do not stack with 
  other class abilities, or magical items that grant 
  temporary Hit Points.
  reChArGe innAte mAGiC
  School transmutation; Level mystic 1
  Casting Time 1 standard action 
  Range personal 
  Target you 
  Duration instantaneous 
  You channel magic energy into your own aura, 
  recharging your innate magic abilities. You regain 
  one use of all 0-level and 1st-level spell-like abilities 
  you can use as a result of a racial trait.
  spACiAL WeLL
  School transmutation (gravity); Level mystic 5
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Target one corporeal creature
  Duration 1 round/level (D)
  Saving Throw Reflex partial; Spell Resistance yes
  Crushing gravitational force surrounds the target. 
  If the target creature fails the initial saving throw, 
  it is entangled and immobilized (even in midair). 
  Otherwise, the creature is only entangled. Each 
  round the target is entangled it takes 1d6 damage.
  spACiAL WeLL, mAss
  School transmutation (gravity); Level mystic 6
  Target 1 corporeal creature/level, no two of which 
  can be more than 30 ft. apart. 
  This spell functions like spacial well, except that it 
  affects multiple creatures.
  steLLAr mAntLe
  School evocation (electricity, fire, void); Level 
  mystic 6
  Casting Time 1 standard action
  Range personal
  Target you
  Duration 1 min./level (D)
  You are surrounded by star fire that doesn’t 
  harm you. This corona sheds light, as an electric 
  torch, and gives you concealment (20% miss 
  chance). Creatures immune to blindness ignore 
  this concealment. The corona grants you cold 
  resistance, electricity resistance, and fire resistance, 
  each equal to your caster level. You also gain 
  immunity to blindness.
  The stellar mantle gives you the plasma burn 
  universal monster ability. Your plasma burn deals 
  1d4 electricity damage and 1d4 fire damage.
  stinkinG CLoud
  School conjuration (creation, poison); Level 
  technomancer 3 
  Casting Time 1 standard action 
  Range medium (100 ft. + 10 ft./level) 
  Effect cloud spreads in 20-ft. radius, 20 ft. high 
  Duration 1 round/level 
  Saving Throw Fortitude negates; see text; Spell 
  Resistance no 
  Stinking cloud creates a bank of fog like that created 
  by fog cloud, except that the vapors are nauseating. 
  Living creatures in the cloud become nauseated. 
  This condition lasts as long as the creature is in 
  the cloud and for 1d4+1 rounds after it leaves. 
  (Roll separately for each nauseated character.) Any 
  creature that succeeds on its save but remains in 
  the cloud must continue to save each round on 
  your turn. This is a poison effect.
  
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  sustenAnCe
  School transmutation; Level mystic 1
  Casting Time 1 standard action
  Range personal
  Target you
  Duration 1 day/level
  You can go without food and water for one 
  day. Each time you cast this spell, your body 
  manufactures sufficient solid and liquid 
  nourishment to satisfy your needs for that length 
  of time.
  time shudder
  School transmutation; Level technomancer 2 
  Casting Time 1 standard action 
  Range 30 ft. 
  Area 30-ft.-radius emanation centered on you 
  Duration 1 round 
  Saving Throw none; Spell Resistance yes 
  You cause a ripple in time that affects all creatures 
  in the area. At the start of each creature’s turn, 
  there is a 50% chance the creature is hasted (as 
  haste); otherwise it is slowed (as slow).
  tWiLiGht kniFe
  School evocation (force); Level mystic 3 
  Casting Time 1 standard action 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect floating knife of force 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance yes 
  You create a darkly sinister floating knife that 
  attacks the same creature as you each round. If you 
  choose not to attack a creature, or you make an 
  attack that affects multiple opponents, the knife 
  makes no attack during that round. 
  The knife uses your base attack bonus modified 
  by either your Intelligence or Charisma bonus 
  (whichever is higher) when making this attack. 
  Unless you specifically will it to do otherwise, or 
  it proves impossible to do so, the knife always 
  maneuvers itself so that it can flank your opponent 
  before making the attack. The knife deals 1d4 
  points of force damage on a successful hit and has 
  the same threat range and critical multipliers as a 
  normal dagger. In addition, if the target is denied 
  a Dexterity bonus to EAC or the knife flanks the 
  target, the knife can make sneak attacks as a rogue, 
  inflicting an extra 1d6 points of force damage per 
  four caster levels on a successful attack. 
  A twilight knife cannot be attacked or harmed by 
  physical attacks, but dispel magic, disintegrate, 
  a sphere of annihilation, or a rod of cancellation 
  affects it. A twilight knife‘s EAC is 12 (10 + size 
  bonus for Tiny object) plus your Dexterity modifier. 
  If an attacked creature has spell resistance, you 
  make a caster level check (1d20 + caster level) 
  against that spell resistance the first time the 
  twilight knife strikes it. If the knife is successfully 
  resisted, the spell is dispelled. If not, the weapon 
  has its normal full effect on that creature for the 
  duration of the spell.
  voidFLiGht
  School transmutation; Level mystic 4, 
  technomancer 4
  Casting Time 1 standard action
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  The creature touched gains the ability to fly 
  through the vacuum of space at Speed 1 with 1 
  Acceleration. For the duration of this spell, the 
  creature’s body is altered so it can survive the 
  g-forces involved when traveling at this high rate of 
  travel, however the spell does not provide a means 
  to breathe in space. Within an atmosphere, the 
  subject may only fly at a rate of 50 feet per round 
  
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  for each Speed rate, e.g. 50 ft./round at Speed 1. 
  The creature can ascend at half speed, descend 
  at double speed, and its maneuverability is good. 
  Otherwise, this spell functions as flight cast as a 
  3rd-level spell.
  Caster 
  Level
  Speed
  Acceleration
  Atmosphere 
  Flight
  13 or less
  1
  1
  50 ft.
  14-15
  2
  1
  100 ft.
  16-17
  3
  2
  150 ft.
  18-19
  4
  2
  200 ft.
  20
  5
  3
  250 ft.
  voidFLiGht, GreAter
  School transmutation; Level mystic 6, 
  technomancer 6
  Casting Time 1 standard action
  Range touch
  Target creature touched
  Duration 1 day/level
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  The creature touched can gains the ability to fly 
  through the vacuum of space at a Speed 4 with 
  2 Acceleration. For every caster level after 17th, 
  their Speed increases by 2 and Acceleration is half 
  of Speed rounded up. Within an atmosphere, the 
  subject may only fly at a rate of 50 feet per round 
  for each Speed rate, e.g. 300 ft./round at Speed 6, 
  it ascends at half speed, descends at double speed, 
  and its maneuverability is good.
  Otherwise, this spell functions as voidflight.
  Caster 
  Level
  Speed
  Acceleration
  Atmosphere 
  Flight
  17
  4
  2
  200 ft.
  18
  6
  3
  300 ft.
  19
  8
  4
  400 ft.
  20
  10
  5
  500 ft.
  
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  Hazards
  While some believe that space is an empty 
  void, there are many hazards that can affect space 
  travel, either to the benefit or to the detriment 
  of a spacefaring vessel and its crew. Most 
  environmental hazards in space can be avoided, 
  but not all, and when moving through the Void 
  or hyperspace, unless the route is known and the 
  vessel’s pilot is prepared, vessels may randomly 
  stumble across an environmental hazard that could 
  put their journey, their vessel, and their crew at risk.
  encounter 
  cHances
  Encounters may be determined at the GM’s 
  discretion. However, should the GM wish to use 
  the random encounter tables listed below, they are 
  provided for that use. These encounters typically 
  occur randomly while in hyperspace as determined 
  by the GM. 
  If a field is encountered, a separate table is 
  included to determine the overall size of the field.
  asteroId FIeld/Meteor 
  sHoWer
  Asteroid fields are largely stationary groupings 
  of rocks and ores that float about in space. They are 
  divided into two primary classifications; passive 
  and active. Passive asteroid fields are older, more 
  stable fields that often are arranged into asteroid 
  belts (though not exclusively so), and there is very 
  little movement among the asteroids. This is not to 
  say that they do not present a danger, but active 
  fields are far more deadly. Active asteroid fields are 
  those where the asteroids are randomly moving 
  rapidly throughout the field, smashing against 
  one another and crushing anything unfortunate 
  enough to be caught within their boundaries.
  Meteor showers are much like active asteroid 
  fields, but the rocks are traveling in a specific 
  direction. Meteor showers can sweep across space 
  lanes, or can even shower down upon planets. 
  Fortunately, most of the stones in a meteor shower 
  burn up in the upper atmosphere of a planet, 
  but those that get through often cause great 
  
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  devastation.
  Asteroid fields or meteor showers that occupy 
  hexes of space between or surrounding vessels in 
  combat, grant concealment to such vessels, but do 
  not prevent line of sight.
  The following table determines the amount 
  of damage per round done to any vessel caught 
  randoM encounters
  Encounter Chance (%)
  Encounter Type
  01-64
  Open space (no encounter)
  65
  Anti-Magic Field
  66-69
  Asteroid Field
  70
  Comet
  71-74
  Dust Cloud
  75-77
  Ice Field
  78-79
  Magnetic Field/Storm
  80-82
  Meteor Shower
  83-85
  Nebula
  86-88
  Radiation Belt
  89
  Ribbon Storm
  90-92
  Slipstream
  93-95
  Solar Flare/Wind
  96-97
  Wormhole
  98-99
  Roll Twice (ignore this result if rolled again)
  100
  Roll Three Times (ignore this result if rolled again)
  cloud/FIeld MagnItudes
  Magnitude1
  Encounter Chance (%)
  Diameter (in Cubes)
  Size Modifier
  Tiny
  01-44
  1
  -2
  Small
  45-64
  8
  -1
  Medium
  65-74
  27
  +0
  Large
  75-84
  64
  +1
  Huge
  85-92
  125
  +2
  Gargantuan
  93-99
  216
  +4
  Colossal
  100
  343
  +8
  1: Clouds and Fields in space do not have equivalent magnitudes for diminutive or fine.
  within an asteroid field or meteor shower.
  coMet
  Comets are colossal chunks of frozen gases, 
  liquids, and rock that are hurtling through the 
  void at incredible velocity. They throw off a long 
  tail of melting gas and rock particles that can be 
  
  71
  seen stretching out behind it for tens of miles. 
  While the odds of striking or being struck by a 
  comet are incredibly remote, comets are usually 
  harbingers of other dangers than just ice and rock. 
  Strange creatures often accompany, or follow 
  behind comets, and pirates or invasion forces often 
  follow the trail of comets as they streak through 
  the universe, for many cultures see comets as 
  messengers of the void gods and blindly follow 
  them through the void.
  The tail of the average comet is only a single hex 
  across and eight hexes long, though some comets 
  are so large that their tails are up to eight hexes 
  across and 50 hexes long. If a vessel flies through 
  the tail of a comet, the damage is equivalent to 
  that of an active asteroid field.
  Comets often carry a wealth of valuable 
  resources trapped within, and therefore, some 
  adventurers and merchant guilds attempt to 
  capture comets, or even mine them as they travel. 
  Such work is incredibly dangerous, and many who 
  attempt these acts do not survive, but the rewards 
  are well worth the risks; most comets carry enough 
  valuable ores and minerals to purchase a large city.
  dust cloud
  Cosmic dust is generally harmless, but it does 
  obscure vision, as it reflects visible light, and if a 
  vessel passes through it, it is coated in the dust 
  particles until it is fully scrubbed clean; a process 
  that can take days, depending upon the size of the 
  vessel. While coated in cosmic dust, cloaked vessels 
  no longer have an additional +8 AC bonus but 
  they keep their immunity to TL. It may be a minor 
  hazard, but it can be tactically effective.
  Dust clouds that occupy hexes of space 
  between, or surrounding, vessels in combat grant 
  concealment to such vessels, but do not prevent 
  line of sight.
  eMp FIeld
  There are zones, or bubbles, of electromagnetic 
  radiation that float out in the depths of the void, 
  trapping unsuspecting vessels that rely upon 
  technology for their propulsion and preventing 
  the usage of any and all technological items. While 
  some are marked on star charts, others are either 
  stumbled upon randomly, or can be marked by 
  asteroId FIelds & Meteor sHoWers
  Asteroid Field
  (Passive) d%
  Asteroid Field
  (Active) d%
  Meteor
  shower d%
  Asteroid/Meteor
  Size
  Collision Damage
  (in VP)
  Profession (pilot)
  DC to avoid1
  01-20
  01-10
  01-05
  None
  —
  —
  21-40
  11-25
  06-15
  Diminutive
  1d4
  35
  41-45
  26-40
  16-32
  Tiny
  1d6
  32
  46-59
  41-55
  33-52
  Small
  1d8
  30
  60-74
  56-70
  53-72
  Medium
  2d6
  27
  75-84
  71-80
  73-87
  Large
  3d6
  25
  85-91
  81-90
  88-95
  Huge
  4d6
  22
  92-97
  91-95
  96-98
  Gargantuan
  6d6
  20
  98-100
  96-100
  99-100
  Colossal
  8d6
  15
  1: Avoiding asteroids in an active asteroid field is far more difficult than avoiding asteroids in a passive 
  field. Active asteroid fields add a cumulative +2 to the DC to avoid asteroids in consecutive rounds.
  
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  enVIronmental hazards
  the presence of derelict vessels floating nearby. 
  Scavengers and pirates are often wary of such 
  “vessel graveyards”, as they may indicate the 
  presence of nearby EMP fields.
  EMP fields generally come in spherical form, and 
  in order to escape from an EMP field, one can either 
  hope to drift out of it, or by using some magical 
  means of escape. There is no way of predicting how 
  large an EMP field may be until it is fully explored. 
  EMP fields do not have a tendency to drift or move 
  in space, though certain astronomical events can 
  shift their position.
  Vessels that enter an EMP field under 
  technological propulsion immediately stop 
  accelerating and become incapable of changing 
  direction. Trapped vehicles begin to decelerate 
  due to microgravity within the EMP field at a rate 
  of 1 Speed per round (minimum of 1 Speed), 
  whereupon they drift in a random direction each 
  round upon achieving Speed 1. Unwary travelers 
  that do not have magical means of escape 
  can remain stuck in EMP fields for so long that 
  they either die of asphyxiation, dehydration, or 
  starvation, depending on their reserves.
  Ice FIeld
  Ice fields can be just as deadly as meteor 
  showers or asteroid fields, and can be just as 
  harmful. As asteroid fields do, ice fields come in 
  active and passive formats, and cause the same 
  degree of damage, though half of that damage is 
  bludgeoning damage and the other half results 
  directly from the extreme cold of the ice.
  Vessels sometimes play cat and mouse games 
  within ice fields, despite the dangers. When vessels 
  engage in combat within an ice field, all vessels 
  only have a 25% chance of being hit by an attack 
  each time they are targeted.
  Ice fields that occupy hexes of space between, or 
  surrounding, vessels in combat grant cover to such 
  vessels, but do not prevent line of sight.
  MagnetIc FIeld/storM
  Magnetic fields are stationary zones of incredibly 
  powerful magnetic energies, while magnetic 
  storms are similar zones that are mobile. Either 
  type can cause major disruptions to purely 
  technological systems and are best avoided if at all 
  possible. When vessels pass through a magnetic 
  field or storm, technological systems and objects 
  take 5d6 HP of damage for each round that they 
  are exposed to the effect. Objects made of iron or 
  steel automatically adhere to the largest of such 
  objects (which can include walls, floors or ceilings) 
  and require a DC (15 + the magnetic field’s size 
  modifier) Strength check to pry apart. 
  Vessels made of iron or steel are drawn together 
  at the rate of 1 hexes per round, and multiple 
  vessels can become magnetized together, 
  effectively occupying the same square until they 
  pass through the effect. Vessels that collide as 
  a result of being magnetized together take 6d6 
  HP of damage for each vessel they collide with. 
  Separating magnetized vessels requires a DC (20 + 
  the magnetic field’s size modifier) Piloting check, 
  provided that there is open space to move the 
  vessel away. 
  neBula
  Nebulae are largely stationary clouds of ionized, 
  anti-magical gases that not only obscure vision, 
  but can cause a multitude of vessel systems to 
  temporarily malfunction. Defensive components 
  (other than armor plating) and tactical systems fail 
  to function within a nebula, as do teleportation 
  devices and spells. Vision is obscured beyond a 
  single hex, and Speeds are capped to a Speed 5. 
  As nebulae can greatly interfere with a vessel’s 
  ability to defend itself from attack, only the most 
  damaged and desperate of vessels deliberately fly 
  into a nebula in combat situations.
  Nebulae that occupy hexes of space between, or 
  surrounding, vessels in combat grant concealment 
  
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  to such vessels. However, vessels within a nebula 
  do not have line of sight to vessels outside of the 
  nebula, and vice versa, nor do vessels that have a 
  nebula positioned between them.
  oort cloud
  Oort clouds exist in the vast pockets of void in 
  interstellar space, and are impossible to avoid. They 
  are comprised of frozen packets of water, ammonia 
  and methane gases; are the spawning grounds of 
  comets; and exert vast gravitational pressures upon 
  the void in similar fashion to ocean tides.
  For each 5 hexes that a vessel travels through 
  an oort cloud, they suffer a cumulative 5% chance 
  of being “blown off course”, effectively doubling 
  the number of hexes of the vessel must travel to 
  get through the oort cloud. Vessels using a phase 
  box as their active engine are immune to this tidal 
  effect.
  Within an oort cloud, all damage from cold-
  based environmental hazards such as comets or 
  ice fields is doubled, as is any radiation damage 
  regardless of its source. However, due to the 
  incredibly high concentration of ammonia in an 
  oort cloud, acid damage from environmental 
  hazards or attacks upon a spacefaring vessel is 
  halved.
  Lastly, it is incredibly dangerous to work on 
  the outer hull of a vessel within an oort cloud. 
  Creatures on the outside of a vessel’s hull must 
  make a DC 30 Athletics check as a swift action each 
  round or be swept off of the vessel and carried out 
  into the void. 
  Oort clouds that occupy hexes of space between, 
  or surrounding, vessels in combat grant improved 
  cover to such vessels. However, vessels within 
  an oort cloud do not have line of sight to vessels 
  outside of the oort cloud, and vice versa, nor 
  do vessels that have an oort cloud positioned 
  between them.
  planetarY rIng
  While not every planet has them, planetary rings 
  are very similar to asteroid belts. They are typically 
  passive in nature, and some are made entirely out 
  of ice, dust, or gases instead of rocks. In fact, most 
  planets that possess ring systems have rings that 
  are made out of a combination of materials.
  Planetary rings form in a variety of ways; often 
  either by the debris of moons that were impacted 
  by some large object, the debris of moons that 
  were ripped apart by their planet’s gravitational 
  forces, or potentially even the collection of dust 
  clouds that drifted too close to a planet’s orbit.
  planetarY rIngs
  Size Classification
  WiDTh (in hexes)
  Depth (in hexes)
  Vermin
  1-4
  1
  Familiar
  5-11
  2
  Stirge
  12-20
  3
  Fey
  21-31
  4
  Humanoid
  32-45
  5
  Chimera
  46-62
  6
  Hydra
  63-81
  7
  Kraken
  82-103
  9
  Dragon
  104+
  10
  
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  Regardless of the reason for the formation of a 
  planetary ring, they are treated as if they had the 
  qualities of all of the environmental hazards that 
  are similar in their makeup: if rocks are present, 
  treat them as a passive asteroid field. If they 
  contain ice, treat them as if they were an ice field. 
  If dust is part of their makeup, treat them as if they 
  were a dust cloud. If they are made up, even in part, 
  by gases, treat them as if they were a nebula.
  Planetary rings can grow to nearly any size. See a 
  planet’s size classification to determine the size of 
  the planetary ring.
  radIatIon Belt
  Radiation belts are swaths of radiation floating 
  out in the void. Vessels that pass through radiation 
  belts are unharmed, but their crews suffer the 
  effects of radiation for as long as they remain 
  within the irradiated areas. 
  rIBBon storM
  Ribbon storms are one of the deadliest and 
  most insidious hazards of space travel. A ribbon 
  storm is comprised of foot-long hyper-virulent 
  fungal filaments capable of eating through most 
  anything they come into contact with using 
  hyper-corrosive acids. As each fungal filament, or 
  ribbon, feeds, it grows in size, reaching lengths 
  of ten feet and swelling to a foot in diameter. Full 
  grown ribbons die within minutes. These ribbons 
  only devour what they come into contact with; 
  on their own, they do not move or attack nearby 
  beings. They have no muscular system, being 
  comprised of tightly wound strands of fiber, nor do 
  they have anything resembling a nervous system. 
  They merely excrete powerful acids and the outer 
  surface absorbs the resulting slurry.
  Ribbon storms are high-density fields of floating 
  ribbons that travel through space, often in the 
  wake of a comet, asteroid, or vessel. When ribbon 
  storms are encountered in deep space, they are 
  often left there as a result of falling too far behind 
  whatever was dragging them along.
  Occasionally, ribbon storms are brought into 
  contact with a planetary body, and although most 
  ribbons burn up in the atmosphere, more than 
  enough survive to make landfall, eagerly devouring 
  all matter they come into contact with.
  No one quite knows where ribbons come from, 
  but it is known that they reproduce asexually, 
  breaking off into smaller segments which grow into 
  filaments that are ready to feed.
  Traveling through a ribbon cloud causes 1d6 HP 
  of damage per round to any vessels caught within 
  the storm. Ribbons that touch living creatures 
  or constructs that are not immune to their acids 
  inflict 10d6 damage per round that they remain in 
  contact.
  A ribbon is particularly vulnerable to fire, burning 
  up completely on contact. It also drowns in water 
  within 1 round, its acids dissipating harmlessly.
  Ribbon storms that occupy hexes of space 
  between, or surrounding, vessels in combat grant 
  soft cover to such vessels, but do not prevent line 
  of sight.
  slIpstreaM
  Slipstreams are invisible rivers of force that drag 
  vessels along in their wake. While they are largely 
  undetectable, there are quite a few slipstreams 
  that are marked on star charts. They rarely travel 
  through a solar system, but they often travel near 
  enough to them that they are regularly used as 
  “space lanes” for traders, adventurers, and pirates.
  Slipstreams can be dangerous to cross; traveling 
  across a slipstream exerts extreme gravitational 
  forces upon the vessels that cross them. However, 
  traveling along with the slipstream is expeditious. 
  Vessels plot their course along the slipstream’s path 
  and merge together with it seamlessly (taking no 
  damage).
  
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  A slipstream’s force is determined by its size; 
  lesser, standard, or greater. Consult the chart below 
  to determine a slipstream’s Speed and force.3
  solar Flare/WInd
  Solar phenomenon only occur within solar 
  systems, but their effects can be quite powerful. 
  Solar flares can lash out from any type of star to a 
  distance of thousands of miles, while solar winds 
  are charged particles that are flung outward from 
  stars. Each can have devastating effects upon 
  vessels that pass through them.
  Solar winds can knock vessels off course. Unless 
  the vessel is propelled by magic, passing through a 
  solar wind pushes a vessel 1d6+1 hexes per round 
  in the direction that the solar wind is traveling. 
  Some vessels use solar winds to help propel them 
  faster, riding the solar wind toward the outermost 
  planets of the system.
  Solar flares are another matter entirely. Vessels 
  caught within the blast of a solar flare can take 
  a punishing amount of fire and heat damage, 
  and many do not survive. Even the heaviest of 
  spacefaring vessels take critical damage from 
  being caught within a solar flare, unless they are 
  protected from fire damage.
  Solar winds use the same size chart for cloud or 
  field hazards to determine their size. Solar flares 
  use this chart below to determine their size and 
  how much damage they do.
  WorMHole
  Wormholes are random portals that transport 
  vessels that travel through them to other parts of 
  galaxies, or even to other galaxies altogether. There 
  is no predicting where a wormhole will take you to 
  slIpstreaMs
  Slipstream Type
  Slipstream Diameter
  Force Damage per round (in VP)1
  Speed Boost
  Lesser
  4 Cubes
  4d8
  +3 Speed
  Standard
  8 Cubes
  6d8
  +5 Speed
  Greater
  16 Cubes
  8d8
  +10 Speed
  1: Force damage is only inflicted if a vessel is crossing or traveling against the flow of the slipstream.
  solar Flares
  Star Type
  Flare Size (x10 Cubes)
  Flare Diameter (in Cubes)
  Flare Damage (in VP)
  Blue Star
  6d12+9
  17
  4d20+50
  Blue-White Star
  4d8+7
  15
  2d20+40
  Brown Dwarf
  —
  —
  —
  Orange Star
  2d4+1
  8
  2d8+20
  Red Star
  1d6+1
  8
  2d6+10
  Red Supergiant
  1d6+1
  8
  2d6+15
  White Dwarf
  2d8+5
  13
  3d8+30
  White-Blue Star
  2d8+5
  13
  2d20+30
  Yellow Star
  2d4+3
  10
  2d4+25
  
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  enVIronmental hazards
  except by exploring it, but there is some prediction 
  as to where wormholes may occur.
  Wormholes are unstable, and any vessel passing 
  through it risks taking damage, or even the 
  wormhole’s collapse. Any vessel passing through a 
  wormhole takes 6d6 HP of damage. If the vessel’s 
  pilot succeeds at a DC 25 Piloting check, the vessel 
  only takes half damage. Should the pilot roll a 
  natural 1, the wormhole collapses, inflicting 12d6 
  HP of damage to the vessel. Vessels destroyed 
  in this matter are completely lost within the 
  wormhole, as are their crews.
  Once a wormhole collapses, it no longer exists. 
  planets
  Planets are classified according to several factors; 
  size, shape, and type. This informs adventurers, 
  merchants, and pirates alike what kind of world 
  they’re coming to and what to prepare for… at 
  least in terms of the environment. What flora or 
  fauna may exist on the planet may cause other 
  complications for those that visit those worlds.
  Unnamed planets are typically identified by their 
  classifications (i.e. a Spherical Acid Dragon world, 
  or a Disc Dead Familiar planet). Planets that have 
  a name are also sometimes referred to by their 
  classification as well, but only for the purposes of 
  preparing for such environments.
  planet sHape 
  classIFIcatIon
  The shape classification of a planet describes its 
  general shape. While this isn’t especially important 
  for any reasons related to space travel, it does help 
  to describe what sort of world one is looking for 
  when searching for specific planets.
  aMorpHous
  An amorphous planet can come in virtually 
  any irregular shape. There is no constant among 
  amorphous worlds other than the fact that they 
  have no constant.
  Belt
  Belt worlds are groups of small planetoids that 
  follow the same orbit. They are almost always made 
  up of the same type of world, though their size and 
  shape may vary.
  cluster
  Cluster worlds are groups of small planetoids 
  that orbit around the same central point together 
  as they travel through their solar system. They are 
  sometimes even physically connected by either 
  immense structures, or living materials such as 
  megaflora or megafauna.
  cuBIc
  Some planets form into cubic structures. Such 
  worlds are usually rocky or metallic, but some ice-
  worlds also develop into cubic formations.
  dIsc
  Disc-worlds are flat like a coin, settlements built 
  on either side. The edges of a disc-world are often 
  dangerous places where dark creatures that fear 
  the light hide.
  ellIptIcal
  Elliptical worlds are rounded, but not perfect 
  spheres. They are often wider at the equator 
  than they are at their poles, though this is not 
  universally true. Some elliptical worlds do exist that 
  have poles that are much further apart than the 
  distance around their equators.
  
  77
  HolloW World
  A hollow world can come in any shape, but they 
  are most often spherical. Some hollow worlds are 
  little more than a thick shell that surrounds a viable 
  world that exists on the inside, but others hold 
  numerous caverns, tunnels, and warrens that riddle 
  the planet.
  HalF-spHere
  Planets that appear half-formed, or worlds 
  that have been shattered by apocalyptic events, 
  half-sphere planets are uncommon throughout 
  the known universe. While the bulk of the planet 
  is formed of a half-sphere, the remainder of the 
  planet is either missing, or is blasted into chunks 
  that are in near orbit of the primary mass.
  spHerIcal
  The most common shape of planets throughout 
  the known universe, spherical planets make up 
  over 95% of the known worlds.
  planet sIze 
  classIFIcatIon
  All celestial bodies follow the size classifications 
  listed to the right. 
  acId
  Acid worlds are scarred and pockmarked, and 
  very few creatures are capable of living on one. 
  There is very little vegetation and almost no animal 
  life. Their oceans are filled not with water, but with 
  powerful acids; the very same acids that rain down 
  from dark clouds. Only the most desperate or vile 
  beings choose to live on an acid world, though 
  pirates and merchants will visit acid worlds to 
  collect the acid for industrial purposes.
  The virulent storms that ravage across the 
  surface of the planet are just as deadly, with 
  lightning striking the affected area constantly 
  (dealing 10d6 electricity damage to all creatures 
  every 1d4 minutes) and fierce rain and winds 
  obscuring all vision beyond 5-feet. Whether 
  through pollution or simply a toxic atmosphere, 
  acid rain pits the surface of many planets. Creatures 
  and their equipment caught in an acid rain storm 
  
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  enVIronmental hazards
  take 1d4 acid damage/round. A particularly strong 
  storm may increase this to 1d6 damage/round.
  Also known as: Blightworlds, meltworlds
  Typical Land Mass: 30-50%
  Climate: Any
  Special Considerations: Acid-resistant gear, life 
  bubble, protective shelter, food and water 
  aquatIc
  Aquatic worlds come in a variety of forms; from 
  water-worlds where land masses are a rarity to 
  river-worlds that have mighty streams that streak 
  across the lands. Aquatic worlds are home to 
  aquatic races and creatures, and their wealth lies 
  below the surface. From exotic flora and fauna to 
  mineral rights to trade negotiations with desert 
  worlds for liquids, aquatic worlds are often sought 
  after by many.
  The primary concern of navigating aquatic 
  worlds is having the vehicles and equipment to 
  travel waterways. On river-worlds, hovercraft, 
  standard seafaring vessels, or water-speeders 
  are typically recommended. Oceanic worlds are 
  somewhat more problematic, requiring vehicles 
  that not only can travel underwater, but that can 
  also withstand the almost titanic pressures that 
  come hand-in-hand with deep sea exploration. 
  Underwater combat can also carry additional 
  complexities that must be considered. And, of 
  course, the ability to breathe underwater is almost 
  certainly a must.
  Also known as: Riverworlds, waterworlds
  Typical Land Mass: 10-30%
  Climate: Any warm, temperate or cold; any 
  aquatic
  Special Considerations: Seaworthy ships, water-
  breathing magics and technology
  cold/Ice
  Ice worlds are rarely hospitable. They are often 
  found far from their system’s star or stars, and 
  travel can be dangerous, particularly at night when 
  temperatures drop to dangerous levels. Such a 
  planet’s monsters are often extremely dangerous 
  and vicious, taking their meals as they come. 
  Adventurers are usually a welcome change from 
  their normal diets.
  taBle 6-7: planetarY sIze classIFIcatIons
  Size Classification
  Common Name
  Body Size (Cubes in diameter)
  Fine1
  Vermin1
  < 100
  Diminutive12
  Familiar12
  100-1,000
  Tiny2
  Stirge2
  1,000-4,000
  Small2
  Fey2
  4,000-10,000
  Medium
  Humanoid
  10,000-40,000
  Large
  Chimera
  40,000-100,000
  Huge
  Hydra
  100,000-1,000,000
  Gargantuan
  Kraken
  1,000,000 - 10,000,000
  Colossal
  Dragon
  > 10,000,000
  1: Most satellites (such as moons) fall into either of these size classifications.
  2: Dwarf planets can fall into any of these size classifications.
  
  79
  Ice worlds may have gone through periods 
  of more temperate climate in their past, and so 
  strange beasts can sometimes be found frozen 
  in the ice, waiting to be thawed out before 
  living again. Such creatures are often sold in 
  black markets to collectors of exotic beasts, and 
  considering the dangers of not only finding, but 
  successfully retrieving and reviving these animals 
  ensures that they fetch fantastic prices.
  Both ice planets and tundral worlds are often 
  prone to lengthy blizzards that make landings and 
  takeoffs risky, as hurricane-like winds can quickly 
  blow vessels into mountains, or cause them to 
  smash into wreckage against the ground. Wise 
  vessel captains take care to wait for clear weather 
  before setting down on a cold world’s surface or 
  departing again for the stars.
  Also known as: Frostworlds, hyperborean 
  planets, tundraworlds, winterworlds
  Typical Land Mass: 30-70%
  Climate: Any cold; below -20°F
  Special Considerations: Cold-resistant gear, 
  protective shelter, food and water, life bubble
  cold Iron
  Simply put, cold iron worlds are anathema to 
  demons and fey creatures. While such worlds 
  look like temperate terrestrial environments, 
  such worlds have an overabundance of cold iron 
  underneath the surface, and even as far as being 
  present in the blood of the animals there.
  Since the planet has such a high concentration 
  of cold iron in its environment, demons and 
  fey creatures within the planet’s atmospheric 
  boundary gain the staggered condition until 
  they leave. This condition may be temporarily 
  suppressed with spells or abilities, but such 
  suppressive efforts only last for a number of 
  rounds equal to the character’s total level (unless 
  otherwise stated), after which, the staggered 
  condition reasserts itself.
  Also known as: Feyblights
  Typical Land Mass: 30-80%
  Climate: Any
  Special Considerations: None
  coMposIte
  Composite worlds are planets that are made 
  up of more than one type of world. Certain 
  combinations are unlikely, such as fire-ice planets 
  or dead-jungle worlds, but there is an entire 
  universe of possibilities to be found.
  Also known as: None
  Typical Landmass: Any
  Climate: Any
  Special Considerations: Any
  dead
  Dead worlds are, by definition, lifeless, but that 
  doesn’t mean that they are not inhabited. While 
  most dead worlds have no flora or fauna, some 
  worlds have undead or ghostly version of such 
  beings. Worlds that are inhabited by intelligent 
  undead are often lethal to the living, as most 
  undead creatures are evil in nature and seek to 
  ensure that the living join them in the eternal 
  embrace of unlife. Those worlds are commonly 
  worlds that have fallen under the rule of an 
  extremely powerful and evil undead being. Light 
  has fallen into darkness and the lords of evil have 
  vanquished their holy foes. Such worlds are not 
  particularly welcoming to the living, and traders, 
  if they are tolerated at all, are tightly regulated in 
  what they can bring to market, how long they can 
  stay there, and where they can go while planetside.
  There are worlds ruled over by good or neutral 
  undead, and those worlds are sometimes more 
  accepting of the living. Some even welcome 
  contact with living outsiders, viewing them either 
  as a curiosity, or as just another variety of species in 
  
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  enVIronmental hazards
  the universe.
  Truly dead worlds are planets that are so 
  devastated by some apocalyptic event that they 
  have no life whatsoever. Aside from the occasional 
  environmental hazard, they are eerily boring. They 
  are often barren, but some are rich in mineral 
  wealth or exotic materials, though there are planets 
  that lack even an atmosphere and those of which 
  that are heavily irradiated.
  Also known as: Dark planets, deathworlds, 
  ghostworlds
  Typical Land Mass: 40-100%
  Climate: Any
  Special Considerations: Weapons with the 
  ghost killer fusion, food and water, control undead, 
  life bubble
  dread
  It is a very rare and strange world that is 
  registered as a dread world. Dread worlds have an 
  ever-present aura of fear that permeates the entire 
  planet. While within the planet’s atmospheric 
  boundary, all creatures that are not immune to 
  fear take a -4 penalty on saving throws against fear 
  effects. Additionally, after 24 hours of exposure to 
  the planet’s fear effect, all fear effects are increased 
  by one step (from shaken to frightened, and from 
  frightened to panicked).
  Physically, dread planets can manifest as any 
  other planetary type whatsoever, and share the 
  same properties as those planets do.
  Also known as: Frightworlds
  Typical Landmass: Any
  Climate: Any
  Special Considerations: Any
  desert
  Sand-covered and windswept, or cold and 
  barren, desert worlds share one thing in common; 
  a lack of rainfall. While most are hot, gritty planets, 
  there are those that are covered by harsh scrub and 
  frigid mountain ranges. Water resources are often 
  scarce, but not impossible to find.
  Desert environments are often crawling with 
  dangerous monsters, battered by violent storms, 
  populated by blighted lands, and subjected to 
  noxious gases.
  Desert planets that are inhabited have hardy 
  folk that are accustomed to survival on their 
  harsh worlds. They frequently have a difficult time 
  adapting to life outside of their desert worlds, 
  particularly those that are rich in liquid resources. 
  Those that come from warm desert worlds are 
  unusually susceptible to the cold, possessing 
  cold vulnerability. Beings from cold desert worlds 
  often have the opposite problem, possessing 
  fire vulnerability instead. However, when in 
  environments similar to their own, they usually 
  are immune to extremes of temperature, as if they 
  were under the effects of a life bubble spell when it 
  comes to their preferred climate.
  Also known as: Sandworlds, barrens
  Typical Land Mass: 80-100%
  Climate: Any
  Special Considerations: Cold or hot weather 
  gear, protective shelter, food and water, life bubble
  FIre
  These planets are not always literally on fire; 
  they can also be worlds that are so heavily covered 
  in thick clouds and gases that the temperatures 
  on the surface are blistering; in excess of 140°F. 
  These environments are nigh-inhospitable, but 
  they usually contain great material wealth in 
  diamonds and precious metals. Merchants often 
  hire contractors that are willing to fly down to the 
  
  81
  surface in search of such treasures, but only half of 
  them ever return. However, since the rewards are 
  so great, there are many that take the risk to travel 
  to such worlds in search of riches.
  Planets that are on fire have little to offer other 
  than death and ashes, but those creatures that are 
  immune to fire find them to be private retreats 
  from the rest of the known universe. They are 
  popular refuges for dragons, elementals, and 
  outsiders from the Plane of Fire.
  Also known as: Flame planets, heatworlds
  Typical Landmass: Any
  Climate: 140°F or hotter
  Special Considerations: protective  gear and 
  shelter, food and water
  Forest
  Common throughout the known universe, 
  forested worlds are often temperate and covered 
  with lush vegetation. They are often called 
  “liveworlds” for their verdant environments, and 
  they are home to a variety of arboreal and plant-
  based lifeforms. Some of these liveworlds are 
  actually even made completely of plant-matter; a 
  truly living world.
  Forest planets make excellent environments 
  for most settlers, though native populations may 
  resist intrusion into their territories. They typically 
  possess rich soil, ideal for crop production, and 
  logging industries often set up camps on such 
  planets. However, some logging guilds have 
  stripped entire planets bare, rendering them 
  into dead worlds instead. Such crimes are not 
  easily tolerated by the denizens of other civilized 
  worlds, and those guilds typically operate from the 
  shadows.
  Some forest worlds are rather cold, but that 
  does not mean that their environments are harsh; 
  certainly not as harsh as ice planets can be.
  Also known as: Arboreal planets, liveworlds
  Typical Land Mass: 30-70%
  Climate: Any cold, temperate or warm
  Special Considerations: None 
  gaseous
  Gaseous worlds come in two primary varieties: 
  volatile gas giants, and comparatively serene gas 
  dwarfs. Gas giants usually have high concentrations 
  of ammonia in their atmospheres, which instantly 
  neutralize all acids, while gas dwarfs have 
  unusually high concentrations of hydrogen, which 
  increase fire damage from all sources by 50%.
  Covered by swirling storms of dangerous gases, 
  gas giants are mostly inhospitable worlds with a 
  small, rocky core at the center. They are ideal hiding 
  places for pirates and other dangerous rogues, 
  provided that they are able to safely make landfall 
  and establish a safe and secure base of operations. 
  The naturally forming storms prevent all but the 
  luckiest and hardiest vessels from making it down 
  to the surface.
  
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  Gas giants are universally windswept, with 
  wind speeds in excess of 50 miles per hour that 
  completely obscure vision beyond sixty feet. Wind 
  forces range from windstorm to tornado levels. Tiny 
  and Small vessels must succeed at Piloting checks 
  each round or be whirled around for 1d10 rounds, 
  taking damage each round as they get battered 
  about by multiple vortices.
  By contrast, gas dwarfs are cold, and their 
  atmospheres are serene. They rarely have 
  windstorms that reach severe wind forces, and 
  yet… they’re still larger than many other types of 
  planets. They’re also prime locations for hidden 
  bases and pirate activities, as their thick gases still 
  manage to obscure sight beyond a hundred feet.
  Also known as: Storm planets, windworlds
  Typical Land Mass: 90-100%
  Climate: Any cold, mountains, sky, or temperate
  Special Considerations: protective shelter, food 
  and water
  jungle
  Much like forested worlds, jungle worlds are 
  primarily covered in lush vegetation, but are hot 
  and wet. Rainfall is plentiful, and the soil is fertile. 
  However, settling on a jungle world can be difficult, 
  as the jungle has a tendency to quickly reclaim 
  cleared lands. The most habitable locations on 
  a jungle world are usually up in the mountain 
  ranges, which are usually clear of the thick jungle 
  undergrowth.
  Jungle worlds are often populated by larger 
  versions of normal creatures, or by giants 
  themselves. 
  Also known as: Tangleworlds
  Typical Land Mass: 40-70%
  Climate: Any jungle, any warm
  Special Considerations: None
  lIgHtnIng
  Some planets in the known universe have 
  strange sorts of storms brewing over a majority 
  of their surface, and while those planets rarely 
  have strong winds or driving rain, they all share an 
  abundance of electrical discharges, leading stellar 
  cartographers to note them as lightning worlds.
  Lightning worlds can have any sort of climate; 
  hot or cold matters not. What matters is that these 
  massive lightning storms cover between 50% and 
  100% of the planet’s surface. This can make them 
  extraordinarily risky planets to visit or colonize, but 
  it also makes them valuable resources.
  Various guilds seek to control lightning planets 
  so that they can set up energy collection facilities. 
  These facilities collect the lightning strikes and 
  smaller electrical discharges throughout the 
  nearby area to charge technological devices and 
  produce a steady stream of ready batteries for sale 
  and distribution. Sky pirates willingly fly through 
  a lightning planet’s storm systems, collecting 
  taBle 6-8: addItIonal WInd speeds/Forces
  Wind Force
  Wind Speeds
  Profession (pilot) DC1
  Damage (in VP)
  Profession (pilot) penalty
  Windstorm
  51-74 mph
  20
  1d4
  -8
  Hurricane
  75-174 mph
  25
  2d4
  -12
  Tornado
  175-300 mph
  30
  3d4
  -16
  1: Medium, heavy, and superheavy vessels have enough mass to withstand the cyclonic winds that 
  rage across a gas giant planet and do not need to succeed at Profession (pilot) checks to maintain 
  their course.
  
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  electricity and selling it to the highest bidder as 
  well. Where the guilds and the sky pirates conflict, 
  privateers are usually held on both sides to either 
  sabotage charge facilities or drive the sky pirates 
  offworld.
  On these worlds, lightning is such a common 
  occurrence that any creatures that are outdoors 
  have a 10% chance per minute of being struck by 
  a bolt of lightning that does 5d10 HP of damage 
  (DC 18 Reflex save for half). Vessels flying through 
  the atmosphere have a 10% chance every 1d6+1 
  rounds of being struck by a bolt of lightning that 
  does 1d4+1 HP of damage (DC 18 Fort save for 
  half).
  Also known as: Chargeworlds
  Typical Landmass: Any
  Climate: Any
  Special Considerations: Protective shelter
  MagMa
  Magma worlds have frequent volcanic activity 
  over much of the planet’s surface, and below any 
  water that may exist on the planet. Dense clouds 
  of ash fill the air (as if the planet were constantly 
  under the effect of a fog cloud spell), and seismic 
  activity is high. These volatile worlds may be on the 
  verge of collapse, be newly forming planets, or be 
  a stable environment that is covered in volcanoes, 
  rivers of magma, and fire springs. These worlds are 
  often in excess of 110°F, making protective gear or 
  spells a must. The planet’s air is thick with smoke 
  and sulfur; creatures without specialized breathing 
  equipment or spells must worry about the effects 
  of smoke inhalation. Lava, lava bombs, poisonous 
  gases and pyroclastic flows are all common 
  occurrences on a magma world.
  On a magma world, there is a 10% chance 
  per hour that any given area is subject to 
  an earthquake (as per the spell). As a result, 
  settlements built on these planets do not usually 
  last very long.
  Also known as: Burning planets, lavaworlds
  Typical Land Mass: 10-100%
  Climate: Any warm
  Special Considerations: protective shelter, food 
  and water, life bubble
  MItHral
  One of the rarest and most sought after worlds 
  in the known universe, mithral worlds are planets 
  formed almost entirely out of mithral. While 
  typically smaller than most other worlds, they are 
  actively sought after by merchants and treasure-
  hunters alike, for rather obvious reasons.
  Mithral planets can be hidden by rock, soil, trees 
  and more, appearing as any other world. However, 
  there are some that can still be found that look 
  like little more than melted or pitted lumps of 
  mithral floating in space. Such planets don’t often 
  last long, no more than a few centuries at most, as 
  they are rapidly mined and the mithral spread all 
  throughout the known universe.
  Aside from the ore that they possess, mithral 
  worlds hold no other special qualities.
  Also known as: Silver Stars
  Typical Land Mass: 30-100%
  Climate: Any
  Special Considerations: None
  MountaIn
  Mountainous worlds can have any variety of 
  climate, and are typically wealthy in mineral 
  resources. Steep slopes, chasms, valleys, and 
  caves mark the landscape virtually everywhere. 
  Avalanches, earthquakes, and flash floods are 
  common occurrences. Despite the challenges, 
  mountain worlds are more easily colonized than 
  many other planets, and military outposts and 
  small communities can often be found there, as 
  well as numerous mining colonies in search of 
  
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  precious resources.
  Also known as: Rockworlds
  Typical Land Mass: 75-100%
  Climate: Any
  Special Considerations: None
  Mud
  Halfway between aquatic and mountain worlds 
  are the mud worlds; worlds either so rain-soaked 
  that they are little more than a murky morass of 
  bogs and sinkholes, or planets that are covered in 
  tidal flats. Mud worlds have rich soil that is perfect 
  for farming, but unless that soil is taken offworld, 
  or one manages to find relatively dry areas to grow 
  crops upon, farming in this sloppy environment 
  is extraordinarily challenging. The soil of a mud 
  world is so nutritious to plants that it increases the 
  yield of any crop by 50%. It also has regenerative 
  properties for creatures with the plant type, and 
  burying such a creature in the soil grants it fast 
  healing 3 for as long as it remains completely 
  submerged in such soil.
  Also known as: Wetworlds
  Typical Land Mass: 10-70%
  Climate: Any
  Special Considerations: None
  sWaMp
  Similar to mud worlds, swamp worlds are 
  covered in marshes and bogs, but whereas mud 
  worlds are relatively clean and pure, swamp worlds 
  are planets that are covered in a festering rot. Much 
  of the lands are blighted, and flammable gases are 
  built up in pockets that explode outward from the 
  ground with some regularity. As a result, carrying 
  open flames on a swamp world is dangerous.
  Swamp worlds are also home to any number 
  of unpleasant creatures, from killer frogs, to hags, 
  to black dragons. Additionally, many plants and 
  animals on a swamp world are poisonous.
  Swamp worlds are not popular travel 
  destinations, and even most pirates avoid them, if 
  possible. Few willingly take up residence on swamp 
  worlds, though if one were looking to hide from 
  some far-reaching organization or guild, a swamp 
  world might be a viable place upon which to do so.
  Also known as: Fenworlds, marsh planets, 
  moorworlds 
  Typical Land Mass: 10-70%
  Climate: Any
  Special Considerations: Protective shelter, food 
  and water, remove affliction
  Worlds BeYond
  While there are hundreds, if not thousands of 
  known worlds in any given galaxy, the worlds that 
  are being detailed here are all presumed to be in 
  the same galaxy, and can be reached either by 
  extended travel, or via celestial gateways. Travel to 
  other galaxies can take lifetimes, whether simply 
  attempting to traverse the void between two 
  different galaxies, or by searching for a celestial 
  gateway that leads to another galaxy. Thus far, only 
  two such celestial gateways are known to exist, and 
  the stars that they lead to are foreign indeed.
  Other galaxies often operate by different 
  rules; physical rules may be different, magic may 
  function in unexpected ways, and familiar races 
  or monsters may hold unexpected or unwelcome 
  surprises. Adventurers are forewarned that if 
  differences do exist, they may find themselves 
  greatly strengthened, weakened, or playing by 
  entirely different rules than those that they’re 
  accustomed to. GMs are encouraged to develop 
  such differences together with their players and 
  give advance warning of any changes that may 
  exist prior to taking their players to another galaxy.
  The following section details several of the 
  worlds known in the Starjammer setting. This is, by 
  
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  no means, an exhaustive list, as such a gazetteer 
  would form its own library of tomes. Players may 
  wish to create characters that hail from these 
  worlds, or they may wish to use other planets from 
  other supplements. All such planets should be 
  considered either compatible, or adaptable, to the 
  Starjammer setting.
  All planets listed here have statistics that are 
  based upon the primary planetary setting of the 
  Pathfinder universe.
  aIWon
  The Ruined Planet
  Half-sphere chimera dread world
  Capusan System
  Diameter: x2; Mass: x8; Gravity: x1-½
  Atmosphere: Thin but breathable; Orbit: 2.3 
  years; Day: 32 hours
  Satellites: None
  The world of Aiwon was once a beautiful 
  composite planet covered by all means of 
  environments from deserts to lush jungle 
  vegetation. Fossils and trace amounts of vegetation 
  provide clues as to the kinds of flora and fauna that 
  used to live upon Aiwon. Whether it was inhabited 
  by any sentient species that had established 
  cultures of learning, cities, or nations is unknown, 
  as some unidentified catastrophe shattered the 
  planet so long ago that if it had hosted any, they 
  have long since crumbled into ruin and have been 
  wiped from the planet’s surface. Legend says that 
  it may have been home to the race of beings that 
  constructed the celestial gateways found at various 
  points throughout the cosmos, but this is purely 
  speculative. Aiwon has also been linked to theories 
  that it was the birthplace or entry point into this 
  universe of the Servants of the Void, but again, 
  these are purely speculative.
  For some odd reason, no spacefaring race 
  has ever chosen to create a colony upon Aiwon, 
  either. Whether there is some superstition about 
  the planet being cursed, that the world is simply 
  too far away from any desirable resources and 
  possesses no known resources of its own, or that 
  it has no strategic value, the ruined planet has 
  no inhabitants or permanent compounds. This 
  could also be due to the fact that the surface is 
  heavily pockmarked by titanic craters, suggesting 
  that Aiwon may occasionally be subject to heavy 
  bombardment by passing meteor showers or 
  remnants of its shattered half that plunge down 
  from orbit and cause incredible devastation. The 
  planet’s surface and atmosphere also have low 
  levels of solar radiation, which could certainly 
  inconvenience any potential settlers.
  From orbit, Aiwon is only half a world, with the 
  broken remnants of the other half are a clustered 
  mass that largely occupy the space where the 
  other half used to be. The planet is orbited by a 
  belt of large asteroids that may once have been 
  a part of the planet, or may have been passing 
  meteors that were caught in Aiwon’s gravitational 
  pull. The planet appears to be covered mostly by 
  deserts and mountains, and its thin atmosphere 
  gives the planet a golden cast in the light of the 
  binary star that it orbits. It has few indigenous 
  life-forms, though burrow gods and desert 
  tardigrade are the most commonly encountered 
  creatures by archaeologists, treasure-hunters, 
  and adventurers visiting this broken world. There 
  have also been reports of encounters with hazy, 
  ghost-like creatures that may or may not have been 
  hallucinatory beasts.
  Aiwon is the fourth world of a seven world 
  system that orbits the twin stars Capugia and 
  Orlisan. All six of the remaining worlds in the 
  system have signs of ancient civilizations that 
  have been abandoned for millennia. The three 
  outermost worlds are inhabited by Servants of 
  the Void, with elder things commonly traveling 
  throughout the system and attacking passing 
  vessels without warning. The four inner planets are 
  
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  largely clear of these horrors; for some odd reason, 
  the Servants of the Void recoil when passing the 
  orbit of the fifth world, which modern stellar 
  cartographers have named Feist, either refusing or 
  failing to penetrate further into the system.
  adventurIng
  Celestial archaeologists commonly agree that 
  there is something special about Aiwon, and that 
  the secrets that it holds must be buried beneath 
  the desert sands or deep within the mountain 
  ranges that rise up like jagged scars on the planet’s 
  surface. Rust monsters, scorpions, giant beetles, 
  and sand krakens have been encountered by 
  visitors to the ruined planet, but so far, no treasures 
  have been discovered. Additionally, the planet’s 
  ever-present aura of fear drives many adventurers 
  off-world quickly, so expeditions to Aiwon’s 
  surface are typically brief. However, the creatures 
  that inhabit this shattered ruin of a world are 
  completely immune to the effects of fear due to 
  their consistent exposure since birth to the aura 
  that permeates Aiwon.
  The planet’s surface is also ravaged by 
  daily sandstorms of unusual ferocity. These 
  environmental hazards allow for only half the 
  visibility of a normal sandstorm, double the 
  Perception penalty, and deal 1d6 HP of lethal 
  damage per hour to creatures caught out in the 
  open. Vessels caught in these violent sandstorms 
  are incapable of taking off from the planet’s 
  surface, and those that fly through them take on 
  enormous amounts of sand particles that clog up 
  any engine that does not rely upon magic for its 
  propulsion, forcing it to shut down within 1d4+1 
  rounds. Vessels caught in the air when one of these 
  sandstorms arise are subject to a crash landing 
  unless a successful DC 22 Engineering or Piloting 
  check is made, which jury-rigs the engines to 
  function for an additional 1d4+1 rounds. Jury-
  rigging a vessel’s engine causes 3d8 HP of damage 
  to the engine which can only be repaired when the 
  engine is shut down. 
  Aiwon does have quite a few crashed and 
  abandoned vessels from former explorers upon 
  its surface that could be explored, and they may 
  even hold treasures or vessel components that may 
  be scavenged should someone choose to explore 
  their wrecked hulls. Such vessels have undoubtedly 
  become home to scavenging monsters.
  gazetteer
  Aiwon’s ruined surface shifts with the harsh 
  winds that blow across the planet daily. However, 
  there are several features that are mainstays in the 
  ruined planet’s ecosystem.
  The Reliquary: The single largest crater 
  on Aiwon is thousands of miles across and 
  nearly a mile deeper at its center than it is at its 
  mountainous edges. Unlike the rest of the planet, 
  the Reliquary is filled with salt instead of sand, 
  making it subject to high temperatures (typically 
  around 100°F) throughout the day, which fall to 
  a low around 40°F at night. There are no living 
  creatures that dwell within the Reliquary, and as 
  such, it seems like a prime location for a landing 
  upon the planet’s surface. That is, of course, until 
  night falls.
  At night-time on Aiwon, vast numbers of undead 
  creatures converge upon the Reliquary and scour 
  it clean of all living beings. They crawl in from 
  the edges and race in a frenzy toward the center, 
  scattering sands and devouring any flesh and bone 
  found within the Reliquary, leaving nothing in 
  their wake save scattered dunes of salt. They will 
  tear into any vessel they find within the Reliquary 
  and reduce it to scraps of material. Any creature 
  that can be found in a desert terrain can be 
  encountered as an undead beast in the Reliquary.
  At the center of the Reliquary rests a pinpoint-
  sized gateway into the negative energy plane, 
  which serves as both lure and a source of 
  invigoration to the undead that inhabit Aiwon. 
  
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  Undead creatures within the Reliquary gain fast 
  healing 5 for as long as sunlight does not touch any 
  part of the Reliquary. Once sunlight touches any 
  part of the Reliquary, these undead creatures lose 
  the fast healing.
  When the threat of dawn approaches, the 
  undead monsters scurry to find shelter from the 
  hated light of the sun, finding caves, burrowing 
  underground, or otherwise escaping back to the 
  mountainous edge that surrounds the Reliquary. It 
  becomes relatively safe to land within the Reliquary 
  again, until the sun next disappears over the 
  horizon.
  The Edge of the World: Unlike many other 
  planets in the known universe, Aiwon has an 
  edge; a brink that defines what is left of the ruined 
  planet. The edge is surrounded by a jagged ridge of 
  mountains that rise up several miles above the rest 
  of the planet’s surface, as if whatever destroyed the 
  planet broke free from within. These mountains 
  have roots that stretch down to the very center of 
  this shattered world, where a heart of molten iron 
  still beats as strongly as ever.
  Landing upon the edge of the world is a nigh-
  impossible feat, and the same is true of landing on 
  the under-side of the planet. The surface below 
  is simply too rough and broken to allow for any 
  sort of landing without shattering any spacefaring 
  vessel that attempts it. However, brave (or 
  foolhardy) adventurers may choose to scale their 
  way down over the Edge of the World, and from 
  there, they can try to traverse the broken landscape 
  that comprises the under-side. Few have dared to 
  explore that region of Aiwon personally, though 
  several vessels have flown over the under-side of 
  Aiwon to see what potential the region holds. The 
  handful of explorers that have personally traveled 
  into the region and reported on the underside 
  have noted that it is possible that the under-side of 
  the planet may hold a wealth of mineral resources 
  beneath its surface, but no survey of that region 
  has ever successfully been performed. However, 
  none of these explorers have penetrated more 
  than a few miles into the edge of the under-side, so 
  little is known about the region.
  As for any life-forms that may inhabit the under-
  side of Aiwon, there have been no reports of life 
  inhabiting that area, but in all fairness, so little is 
  known, and there may be all manner of creatures 
  that have made their homes in the under-side.
  The Shattered Sons: The remnants of Aiwon’s 
  blasted half are known as the Shattered Sons; 
  titanic chunks of rock floating in and about the 
  space where the other half of the planet once 
  existed, suspended in a cloud of irradiated 
  gases. Most of the Shattered Sons are still within 
  the spherical envelope of atmosphere that 
  encompasses where the other half of the planet 
  used to be, and why the atmospheric envelope 
  still retains its shape remains a mystery to this 
  day. Sages speculate that there is some special 
  property to Aiwon’s gravitational field that holds 
  the atmosphere in place.
  While there are thousands of Shattered Sons, 
  there are five primary chunks that revolve around a 
  point central to Aiwon’s axis. Those five megalithic 
  remnants are called Statornic the Unwavering, 
  Voios the Dancer, Linistit the Tranquil, Luptator the 
  Warmonger, and Echilibru the Harmonious. Each 
  of these primary Shattered Sons has their own 
  gravitational field, environment, and atmosphere 
  that is separate from the primary atmosphere of 
  Aiwon. For example, the environment on Statornic, 
  the largest of the Shattered Sons, is one of a warm 
  jungle climate. It bears upon its irregular, five 
  hundred-mile wide surface a microcosm of some 
  of the flora and fauna that used to exist on Aiwon, 
  separate from the rest of the changes that have 
  ravaged the main half of the planet. In many ways, 
  it is almost its own planet.
  The smaller Shattered Sons do not have 
  atmospheres or environments to speak of, but 
  many possess weak gravitational fields that can 
  either draw unwary vessels toward them, or 
  
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  can cause them to drift toward passing vessels, 
  making the area where the Shattered Sons float a 
  dangerous asteroid field to traverse.
  adventure Hooks
  Below are adventure hooks to help bring the PCs 
  to Aiwon:
  Deep inside an ancient ruin in a far-off system 
  lies an idol that bears strange markings that bear a 
  resemblance to the ruined planet. Upon touching 
  it, the PCs are filled with visions of Aiwon in its 
  original state, and then they catch a glimpse of the 
  planet breaking apart. Before the vision releases 
  them, their minds turn to thoughts of their own 
  homeworlds. What caused this cataclysm to occur, 
  and can they find the answers by seeking out the 
  ruined planet?
  The PCs receive a distress call from a vessel that 
  has crash landed on Aiwon in the Reliquary. Can 
  they get there in time to save the imperiled crew?
  A group of interplanetary explorers has decided 
  to travel to Aiwon and go over the Edge of the 
  World to explore the under-side of Aiwon. With 
  them come surveyors, miners, and treasure-
  seekers. What they need are hearty adventurers 
  to protect them from any dangers that they may 
  encounter. Are the PCs up to the task?
  When exploring the other planets of the Capusan 
  system, the PCs stumble across an ancient text 
  that tells of the end of Aiwon and the Great Exodus 
  prior to the planet’s destruction. Who wrote it, and 
  where did they go? Can the PCs solve this mystery? 
  Will they find other pieces of the puzzle on other 
  worlds in the Capusan system, and are there even 
  larger clues on Aiwon itself?
  What is it that keeps the Servants of the 
  Void from venturing close to Aiwon, or from 
  settling further into the Capusan system. Is there 
  something about the ruined planet, or could it be 
  some property of it orbiting a binary star? Could 
  Aiwon possibly hold some key to driving the 
  Servants of the Void away from other planets?
  eIMHarn
  The Spice Planet
  Spherical chimera swamp world
  Erokian System
  Diameter: x2; Mass: x8; Gravity: x2
  Atmosphere: Standard; Orbit: 3.5 years
  
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  Satellites: 4 moons (Argonox, Cemestre, 
  Rebec and Saito)
  The moorworld Eimharn is a sodden mass of 
  swamps, mud, marshlands, and fens that are 
  swarming with all manner of dangerous diseases 
  and creatures. The planet is one gigantic hostile 
  environment that has no formal kingdoms or 
  rulership, but is under the control of the Red 
  Tang Spice Guild, in as much as anyone “controls” 
  this planet. Eimharn is home to barbaric giants, 
  poisonous worms of enormous size, and deadly 
  gare linnorms, as well as a host of other smaller, but 
  equally deadly creatures. Even the plant-life on this 
  world attacks living creatures in a cycle of life and 
  death that is constantly renewing itself.
  Eimharn is also the single largest source of the 
  spice salmagundi in the known cosmos. Produced 
  from ground up roots that grow at the bottom 
  of the deepest swamps on the planet, it is an 
  expensive and dangerous resource to acquire. 
  The various giant tribes do not care for intruders 
  into their territories, and the less intelligent beasts 
  find the humanoids that seek to harvest the roots 
  to make salmagundi as tasty treats. The Red Tang 
  Spice Guild employs countless mercenaries to 
  protect their harvesters, and to wipe out nearby 
  giants or monsters to ensure the safety of their 
  workforce.
  Thousands of harvesting sites across Eimharn 
  are active at any given time, and before the roots 
  are taken out of the Erokian system, they are 
  transported to the fortress-city of Memphilos, 
  where they are processed via a closely-guarded 
  alchemical process into the unrefined version 
  of the much sought-after spice. A small portion 
  of salmagundi is further refined into the more 
  powerful version of the drug, but all of it is sent 
  out into the cosmos for profit and gain. High in 
  orbit exists a fleet of freighters and heavy warships 
  that protect the planet from all others who may 
  wish to claim it. Planetside, several installations 
  exist for the storage and protection of the spice 
  and its harvesters, heavily fortified against giant or 
  linnorm attacks.
  Heavy rains batter the planet’s surface every 
  several days, and on days when the weather 
  is clear, the high humidity makes for a very 
  uncomfortable environment. Disease-carrying 
  insects bite and sting, mosses and molds grow, 
  and the air becomes foul until the rain washes it 
  all away again. Thick vines grow over anything 
  built upon the surface, and unless the overgrowth 
  is pushed back daily, it threatens to overwhelm 
  anything in its path. The few settlements on 
  Eimharn deal with these harsh realities every day.
  adventurIng
  As harsh and uninviting an environment as 
  Eimharn is, there are still adventurers that attempt 
  to sneak past the Red Tang Spice Guild and steal 
  salmagundi either in its root-form, or from the 
  storehouses of the Guild. The Guild also employs 
  countless mercenaries to protect the harvesters 
  and wipe out roving bands of giant raiders. What 
  civilization there is on the planet is preserved only 
  by the tribes of giants that call Eimharn home. 
  Marsh giants are the most commonly encountered 
  humanoids on the planet, but this world is also 
  the home of cave giants, jungle giants, even the 
  occasional river or stone giant.
  The planet is also home to several rather 
  impressive specimens of dragon-kind; notably 
  several old and dangerous black dragons. They are 
  the apex predators on Eimharn and even the Red 
  Tang Spice Guild gives the territories of these great 
  wyrms a wide berth. The most notable of these 
  is the great wyrm Equinox Lux, who laid waste to 
  three settlements that set up near her territory over 
  a ten-year period, killing several thousand workers 
  and melting thousands of tons of salmagundi 
  roots. The Guild gives her particular swamp, 
  known as the Daggerglades, a wide berth, and 
  Equinox Lux, as she has been named by the native 
  giants, has not emerged from her swamp in the 
  
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  three centuries since her discovery. The Guild has 
  magically divined and marked the locations and 
  territories of seven such wyrms on Eimharn, having 
  learned the hard way with Equinox Lux to leave 
  each of them well enough alone.
  gazetteer
  The Daggerglades: A two thousand-mile stretch 
  of swampland from the Rhone Sea toward the 
  C’tor Mountains, the Daggerglades are home to 
  the most notorious monster on Eimharn: Equinox 
  Lux. The black dragon was first encountered three 
  centuries earlier when the Guild established a 
  small colony in the middle of the Daggerglades 
  to harvest the valuable root that brought them 
  to Eimharn in the first place. It wasn’t more than 
  five months before the dragon completely wiped 
  the colony off the map. Survey teams were sent 
  out to discover the fate of the colonists, but never 
  returned. Several months passed before another 
  colony was established a hundred miles from the 
  first, but it was similarly destroyed. It took another 
  six years to finally sight the beast hunting within 
  the Daggerglades, and after a third colony at the 
  edge of the Daggerglades was razed to the ground, 
  the Guild mages used their magics to divine the 
  extent of Equinox Lux’s territory. At that point, 
  it was declared anathema, and has since been 
  avoided, though the most recent survey reports 
  indicate that there are high concentrations of 
  salmagundi root deep within the swamp. If the 
  dragon could be removed, it would be incredibly 
  profitable.
  Equinox Lux is a CR 23 black dragon that’s 375 
  feet long from the tip of her snout to the tip of 
  her tail. While she’s never been encountered up-
  close by anyone who has lived to tell the tale, it 
  is known that Lux is an accomplished spellcaster 
  capable of raining meteors down upon her foes. 
  She is also capable of summoning highly corrosive 
  acidic rainstorms that can wither miles worth of 
  vegetation, or blast a cruiser out of the skies with a 
  single breath.
  Erod’s Circle: An ancient circle of standing 
  stones three hundred yards across, it is theorized 
  that the giants of Eimharn used this henge either as 
  one of their early calendars, or as a ritual gathering 
  place. If the modern-day giants know the original 
  purpose of Erod’s Circle, they are not telling 
  outsiders. However, none of them venture within 
  miles of the circle of monolithic stones, treating the 
  place as if it was cursed. It could possibly be due to 
  some of the creatures that have taken up residence 
  nearby.
  Erod’s circle is close to the lair of a pair of rather 
  surly miasma hydras that the Red Tang Spice 
  Guild have named Kokacari and Sefil. Possibly due 
  to their presence, or possibly because they eat 
  anything they come across, there are not many 
  other creatures close to the circle, and the Red 
  Tang Spice Guild doesn’t find Erod’s Circle of high 
  enough value to drive the beasts out. For now, it 
  remains a curiosity that may hold some interesting 
  secrets, or it may just be a circle of standing stones.
  Memphilos: The primary settlement on 
  Eimharn, this fortress-city is heavily defended 
  from the natives, which attack the city with some 
  regularity. Whether it’s to get at the stores of the 
  salmagundi root, or to drive the humanoids out of 
  their territory, Memphilos is regularly plagued by 
  invasions by all manner of magical beasts and the 
  occasional giant raid. The giants grow bolder and 
  more organized, and the attacks more frequent as 
  time goes on, and even the prospector-governor 
  of Memphilos, a high-ranking official named 
  Liang Xue, fears that Memphilos may soon fall. 
  She has appealed to her superiors to abandon 
  Memphilos before it is overrun, but her superiors 
  have ordered her to continue to defend the city, 
  ignoring her concerns in favor of profit. After all, 
  creating another city such as Memphilos would 
  be incredibly time intensive and cost quite a bit of 
  money. Why expend those kinds of resources while 
  Memphilos still stands tall and proud?
  
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  Memphilos is home to nearly a quarter of a 
  million Red Tang Spice Guild workers and their 
  families, from harvesters, to alchemical processors, 
  to the Guild militia. It also houses enormous 
  amounts of salmagundi roots awaiting processing, 
  as well as unrefined and refined salmagundi 
  spice awaiting shipment all across the galaxy. The 
  city itself is surrounded by a massive wall with 
  hundreds of technologically advanced weapons 
  set to defend against the beasts that roam outside 
  of the city walls. Travel in and out of Memphilos 
  is most often airborne, either via aetherships to 
  prospective harvest sites or via spacefaring vessels 
  flying offworld. There are gates in the walls of the 
  city, but they are relatively small and are generally 
  only used to travel out to the farmlands that 
  surround the city.
  adventure Hooks
  The PCs have been contracted to accompany a 
  survey team out into the moors in search of the 
  prized salmagundi root. Can you defend these 
  explorers in hostile territory?
  Spice pirates have managed to sneak past the 
  Red Tang Spice Guild to land on Eimharn. You’ve 
  been tasked with finding them and ensuring, no 
  matter what, that they never leave the planet with 
  the salmagundi root.
  You’ve been sent to Eimharn to investigate the 
  mystery of Erod’s Circle and determine what it was 
  placed there for. Will you uncover a mysterious 
  artifact? Will you meet one of the gods of the 
  giants? Will you become a meal for the miasma 
  hydras that live nearby, or will you make one of the 
  greatest discoveries of the modern era?
  Iste golan
  The Infinite Garrison
  Cluster hydra mountain world
  Iste Golan System
  Diameter: x2.5; Mass: x16; Gravity: x1
  Atmosphere: Standard; Orbit: 11 years
  Satellites: 1 moon (Luslox), 1 battle station 
  (Harbinger Station)
  A cluster of six planetoids that are locked 
  into orbit around one another, Iste Golan is the 
  headquarters of the Infinite Star Legion and 
  the fourth planet of the Iste Golan system. Each 
  planetoid in the cluster is a mountainous mini-
  world that was once rich with minerals, but has 
  long-since been surveyed and mined. These 
  mineral resources are what allowed the Infinite 
  Star Legion to build up such a large fleet of vessels 
  and spread across so many systems. Now, the 
  planetoids are relatively quiet training grounds for 
  the legionnaires, having been heavily terraformed 
  in various locations to simulate alternative 
  environments. However, the vast majority of Iste 
  Golan remains mountain-covered and temperate, 
  and houses the largest concentration of Infinite 
  Star Legionnaires in the known galaxy. It is also 
  home to some of the most advanced shipyards in 
  the known galaxy; second only to the vast vessel-
  building facilities of the manu.
  Iste Golan has many indigenous life-forms; 
  virtually any creature that can be found in any 
  temperate environment can be found on Iste 
  Golan. However, most of the humanoid population 
  is either a part of the Infinite Star Legion, or tries 
  to live quiet lives far away from any centers of 
  civilization. There are very few that choose to raid 
  settlements or challenge the Legion in any way, as 
  they are often quickly dealt with. There are simply 
  too many Legionnaires to contend with, and so Iste 
  Golan enjoys relative peace.
  Iste Golan has not always been the harmonious 
  environment that it now is. It has been the subject 
  of many attacks over the centuries, particularly 
  when the Legion was just beginning. Iste Golan has 
  seen countless battles that have raged across its 
  surface, and there are many battlefields that have 
  not been scoured for weapons or lost technologies. 
  
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  It is entirely possible that Iste Golan’s fields hold 
  far more than the wealth of ores that they once 
  possessed.
  Iste Golan’s native populations all have a blue tint 
  to their skin and pale eyes, likely a product of living 
  under the light of a blue star. The planet is mostly 
  inhabited by dwarves and elves, though there is a 
  sizeable population of humans on the third-largest 
  planetoid in the cluster.
  Luslox, Iste Golan’s solitary moon, is used as a 
  prison-world for enemies of the Infinite Star Legion. 
  The Legion prefers to keep its enemies under close 
  watch, and no vessels other than Legion transports 
  are allowed near the satellite. Despite having a 
  moon with its own atmosphere, Luslox does not 
  hold many prisoners; perhaps a hundred thousand 
  at the most; roughly one hundreDTh of a percent 
  of the population of Iste Golan itself. Orbiting 
  the moon is a blockade of Legion vessels that 
  monitor the moon and keep tabs on those that are 
  housed there. Should a vessel make it through the 
  blockade, they could conceivably retrieve some of 
  the most dangerous criminals in the galaxy and set 
  them loose upon the travelers of the void.
  Iste Golan’s other satellite, Harbinger Station, 
  is the headquarters of the Infinite Star Legion 
  command structure and is one also of the main 
  trade hubs in the galaxy. As the Legion consumes 
  vast resources to operate in as far-reaching a 
  fashion as it does, Harbinger Station does brisk 
  trade with nearly every race and organization in 
  the known universe. However, the massive station, 
  which is the size of a large mountain, is primarily a 
  military installation, and activity upon the station is 
  meticulously catalogued and observed. Little goes 
  on there that the Legion’s high command is not 
  completely aware of.
  adventurIng
  PCs adventuring on Iste Golan itself have little to 
  fear from roving bands of monsters; much of Iste 
  Golan has been pacified. However, some of the 
  terrains that can be found on the planet’s surface 
  have been set up to be deliberately hostile in order 
  to train Legionnaires to survive other, harsher 
  environs. Iste Golan boasts shining cities of brass 
  and steel that boom with active commerce. You’re 
  likely to find almost anything there.
  Harbinger Station gives PCs the opportunity 
  to either train with, or interact with the Infinite 
  Star Legion, as well as branch out into the 
  worlds beyond without having to leave a single 
  environment. Will the PCs become allies, members, 
  or even enemies of the Infinite Star Legion, right 
  underneath their noses?
  Luslox presents an even more interesting 
  challenge for the PCs. Virtually everyone they meet 
  there is a criminal wanted on more than one world, 
  and most of them are either too dangerous or too 
  valuable for the Legion to have destroyed. It is 
  quite likely that if the PCs make it to Luslox past the 
  Infinite Star Legion’s blockade, everything that lives 
  on Luslox will try to kill them. If there is anyone 
  in specific that the PCs are attempting to reach, 
  simply surviving long enough to gain audience 
  with their intended target may prove to be a 
  significant quest in and of itself.
  gazetteer
  The following are just a few of the notable 
  locations on Iste Golan.
  Asterith, the Sapphire City: High up in the 
  Sorlean mountain range lies the city of Asterith, 
  which is the capital of the kingdom of Rummisar, 
  one of the protectorates that supplies food to the 
  Infinite Star Legion. Rummisar has prospered from 
  its arrangement with the Infinite Star Legion and 
  has grown wealthy. Its most obvious display of 
  that wealth is the construction of Asterith from 
  
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  deep blue crystals that have been imported from 
  offworld, which give the city its moniker. However, 
  Rummisar has been plagued by troubles of late. 
  Its fields have not been producing healthy yields 
  of crops for the past seven years, and the sages 
  of Asterith have been seeking answers as to why. 
  Parts of the city have fallen into disrepair, and crime 
  has been on the rise in Asterith. It is becoming 
  increasingly unsafe for travelers, and the Legion 
  has not been sparing resources to assist the failing 
  protectorate, as its attention has been drawn 
  deeper and deeper out into the void. The sapphire 
  city does not shine like it once did, and only time 
  will tell if it will once again become a crowning 
  jewel to its people.
  Cetrocel, the Infinite Temple: While the Infinite 
  Star Legion maintains no official religion, there is an 
  ancient temple that stands on Iste Golan’s smallest 
  planetoid known as Cetrocel. Its monolithic towers 
  rise high above the sandy plains upon which it was 
  built, and while the temple itself is estimated to 
  be over four thousand years old, it suffered major 
  structural damage in an earthquake seventeen 
  years ago. Its restoration has become a major 
  public works project for the Legion as a goodwill 
  effort to serve the people of Iste Golan who have 
  allowed the Legion to make its home there. The 
  temple’s restoration is nearly complete, and all that 
  remains is to rebuild the central spire that houses 
  nearly ten-thousand statues and carvings that are 
  considered sacred to the peoples of Iste Golan. 
  Some of those reliefs have depicted major events 
  in the planet’s history, and two of them even show 
  something that floats above the world and bears a 
  remarkable resemblance to Harbinger Station.
  Whether any of these carvings are prophetic 
  in nature remains a mystery, but it is strongly 
  suspected that they may be. No small number 
  of them have proven to be so, though the vast 
  majority of these scenes depict events that have 
  not come to pass, so they may either be falsely 
  prophetic, carvings that depict events that have 
  not yet happened, or simply exquisite works of art. 
  As many of them are damaged, the accuracy of any 
  such prophetic reliefs may never be determined.
  Golgosar, the Infinite Factory: Not a single 
  factory, but a collection of factories and shipyards 
  that build the vessels of the Infinite Star Legion, 
  Golgosar is a major military installation that is built 
  into Mount Golgosar and is overseen by dwarven 
  smiths. Ores and various ship components are 
  brought in from other facilities and assembled 
  at the Infinite Factory. Completed vessels are 
  launched from Golgosar and are manned by 
  Legionnaires from Harbinger Station before being 
  sent off to combat the Servants of the Void.
  Golgosar is heavily fortified from attack and 
  boasts an impressive military force. It is also home 
  to some of the best engineers and spellcasters 
  that the Legion has to offer, who work tirelessly 
  to develop new technologies to use against the 
  Servants of the Void. While they may not be as 
  advanced as the manu engineers of Qundin, they 
  are held in high regard by engineers across the 
  cosmos.
  Golgosar also trains pilots and engineers to fly 
  and maintain the vessels that they create for the 
  Legion. Many Legionnaires spend a portion of their 
  training under the tutelage of the Legion Masters 
  at Golgosar. The brightest minds of the Legion 
  work tirelessly to improve upon vessel design in 
  the hopes that they may one day overcome the 
  Servants of the Void for good.
  The Outlaw Fields: The site of one of the most 
  memorable battles in the history of Iste Golan, the 
  Battle of Broken Stars, the Outlaw Fields are where 
  a fleet of hobgoblin warships set down on Iste 
  Golan in the attempt to take it from the Infinite Star 
  Legion and scatter it to the void. Millions of soldiers 
  set foot upon those grounds and fought with 
  the Legion prior to the completion of Harbinger 
  Station. Bodies were ground into the earth and 
  massive war machines were shattered before the 
  hobgoblin fleet was crushed.
  
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  The Outlaw Fields are rife with sinkholes, which 
  swallowed up entire ships during the Battle of 
  Broken Stars. Whether caused naturally, or as a 
  result of some war machine, the hundred-mile 
  expanse potentially hides thousand year-old 
  remnants of that grand battle beneath the surface 
  of the planet. It is also conceivable that there are 
  living descendants of the hobgoblin invaders 
  alive beneath the surface of the Outlaw Fields, 
  which may explain the presence of the occasional 
  hobgoblin raiding party upon the settlements of 
  the Legion’s homeworld.
  adventure Hooks
  Below are some adventure hooks for Iste Golan.
  Conflict has erupted between the protectorates 
  of Iste Golan, and the Infinite Star Legion is being 
  starved of necessary resources from the planet. 
  While it may seek those resources elsewhere, 
  no other sources would be as inexpensive or 
  convenient. The Infinite Star Legion has either 
  hired or has sent its own mediators to broker a 
  peace between the protectorates, but can peace 
  be achieved? Why have the protectorates fallen to 
  strife? Is there some unseen hand that has set these 
  events into motion to undermine the Legion? Can 
  the PCs either bring peace to the protectorates, or 
  free them from the shadow of oppression that they 
  view the Infinite Star Legion has having become?
  There are rumors that an ancient hobgoblin 
  war machine has been discovered in the Outlaw 
  Fields. However, the machine is active and under 
  the control of a small army of hobgoblins that 
  have resisted every effort, so far, to drive them 
  underground, wipe them out, or destroy the 
  engine of destruction. The PCs have been sent 
  as a surgical strike team to remove this threat, or 
  to capture it and bring it back to the Infinite Star 
  Legion for study or disposal. Can the PCs find the 
  artifact and either control it or destroy it?
  Pirates have successfully raided Luslox and 
  liberated a dangerous pirate commander by the 
  name of Black Hargan from the prison-moon. The 
  Infinite Star Legion needs to recapture this pirate 
  commander to ensure the safety of countless 
  peoples. They have sent the PCs as a part of a team 
  to track down the pirates and bring Black Hargan 
  back to Luslox. What secrets does Black Hargan 
  hold, and why is he such a dangerous criminal? Is 
  he in league with the Servants of the Void? Does he 
  possess some secret that could harm the Infinite 
  Star Legion, or is it that he knows where to locate 
  some fabulous treasure that could buy an entire 
  fleet of vessels? Why does the Infinite Star Legion 
  want him back so badly, and can the PCs bring him 
  in?
  voId gods
  The vast reaches of space are limitless, and 
  the gods that traverse the stars are seen as 
  equally limitless. The following three deities are 
  worshipped across both worlds and galaxies, and 
  their power reaches through the vast emptiness of 
  the void to grant blessings, or curses, upon those 
  that worship them. They are considered to be the 
  major deities of the Starjammer setting, and while 
  the GM is free to use other gods whose spheres of 
  influence are more direct and contained to specific 
  worlds, such as the gods of Porphyra (from Purple 
  Duck Games), or gods more directly influential 
  upon space, such as the gods in the void (from 
  Rogue Genius Games), the GM is also free to create 
  lesser deities as well.
  alula
  “The pathway to enlightenment is written 
  among the stars.”
  The Wandering Maiden
  Goddess of stars, the void, wanderers and 
  wisdom
  Alignment NG
  Connections Empath, Healer, Star Shaman
  
  95
  Symbol Soaring griffon clutching an ankh
  Sacred Animal Griffon
  Sacred Colors White, gold
  While other gods may take the time to create 
  worlds, civilizations, or even races, the goddess 
  Alula has always been one to wander among the 
  stars, her footsteps sending ripples throughout the 
  universe, creating wonders for those who come 
  after her to explore. Alula has spent an eternity 
  painting the cosmos with nebulae and slipstreams, 
  and forging pathways through the oort clouds that 
  exist between systems. Adventurers, spacefarers, 
  pirates, and wanderers offer up blessings to 
  Alula. She is depicted as a tall human woman, 
  barefoot and clad only in traveling leathers, usually 
  surrounded by shining motes of stardust.
  Alula’s personality is largely unknown, as she 
  has not been sighted in millennia. She is rumored 
  to have been trapped in human form, doomed 
  to wander the universe as a mortal, never able to 
  form lasting connections or find a home. The being 
  who trapped her in this form remains a mystery, 
  or for what purpose, but her worshippers believe 
  that Israfel the Exiled captured her in order to take 
  her divine power for his own. However, Israfel’s 
  followers deny the claim, suggesting that instead, 
  Alula has abandoned her followers instead. Either 
  way, some vestige of Alula’s divinity still exist, as 
  her priests are still able to cast spells and her high 
  priestesses still perform miracles in her name.
  prIests, teMples and tHe 
  cHurcH
  Priests of Alula are wanderers and hermits, 
  just like their goddess. Going where they please, 
  they earn their fortunes by telling tales of their 
  travels, acting as guides, and by telling fortunes 
  at spaceports. They provide assistance to the 
  poor, lost and downtrodden as they are able to do 
  so, passing on the blessings of their goddess as 
  they wander from place to place, and adventure 
  to adventure. They hire on as guards on cargo 
  transport missions, or as merchant-advisors, 
  giving them excuses to travel from destination 
  to destination. Some even travel the starways 
  in search of their lost goddess, seeking clues to 
  her current location or the places that she has 
  previously visited.
  Other priests of Alula work in various shipyards, 
  blessing vessels or helping in their construction. 
  They do whatever they can to promote travel and 
  exploration, preaching the gospel of freedom that 
  space travel affords those that take to the stars.
  Her followers are often eager to leave their 
  homes, seeking new adventures and the truth 
  that only the stars themselves can tell. They can 
  sometimes become a bit too eager for travel, 
  stowing away aboard vessels only to be discovered 
  later. Some are adopted as members of their new 
  
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  crews, while others are abandoned to other worlds, 
  left to find their own way across the universe. 
  However, most find legitimate means of making 
  their way through the void, either buying passage 
  on a spacefaring vessel, or trading their labors 
  for travel. There are some that find permanent 
  settlements on distant worlds, finding fulfillment in 
  inspiring others to seek new horizons, while others 
  make their vessels their permanent homes, never 
  staying in one location for long and always finding 
  new destinations to discover.
  Alula’s temples are many, spread across the 
  known universe, but her congregations are often 
  small, as most who worship the goddess spend 
  their time praying under the light of the stars 
  rather than within one of her temples. However, 
  her temples are often placed near to shipyards, 
  spaceports, or launching platforms. Some of 
  her temples are even larger spacefaring vessels 
  themselves, traveling between worlds and offering 
  their blessings to those that come across them. 
  Such temple-vessels are often some of the most 
  complete repositories of astronomical charts 
  and world maps in the known universe. Such 
  knowledge is carefully recorded and spread to 
  other temples of Alula whenever and wherever 
  possible.
  The church of Alula rarely calls its priests and 
  priestesses together; most temples have only a 
  handful of them. The vast majority of her priests 
  are too busy discovering new worlds to preach 
  to entire congregations. However, there is a loose 
  religious hierarchy that culminates in a group 
  of eleven high priestesses known as the Void 
  Saints. They are all equal in standing, and they 
  collectively decide the most important issues that 
  influence the church of Alula. The Void Saints are 
  all powerful spellcasters and each of them has set 
  foot on no less than a dozen worlds. They regularly 
  communicate with the spirit-servants of Alula, who 
  pass messages between them. It is exceptionally 
  rare for more than two of the Void Saints to be in 
  the same location at any given time.
  Ceremonies dedicated to Alula are often brief, 
  but filled with song, prayer and the burning of 
  incense. They usually involve some form of tale 
  about some adventure or sight that the priest or 
  priestess has experienced, often going into great 
  detail about the wonder and magnificence of this 
                                            School conjuration    
  . 
              
         (creation) [earth];    
   
   
   
         Level mystic 5
  CAstinG
  Casting Time 1 immediate action
  eFFeCt
  Range personal
  Targets you
  Duration special
  desCription
  Used as a last-resort safety measure when a 
  creature has been exposed to the open vacuum 
  of the void, this spell wraps the caster’s body in 
  swirling energies that expand to a brilliant flash 
  of light, leaving behind a stony cocoon around 
  the caster’s body. While within the cocoon, the 
  caster’s conditions become fixed. Its bodily 
  functions virtually cease, and no force or effects 
  can harm it until the cocoon is shattered. While 
  within the cocoon, the caster ages at 1/10th its 
  normal rate. This state persists until the magic 
  is removed (such as by a successful dispel magic 
  spell). 
  The cocoon is immune to falling damage, and 
  will remain intact until it either lands safely on 
  the surface of a planet with an atmosphere, or 
  it is shattered. It has hardness 8 and 80 HP. If 
  the cocoon is shattered, the spell ends and the 
  cocoon crumbles away into nothingness. Spells 
  and effects that damage an area deal damage to 
  the cocoon. 
  
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  vivid experience. The Odyssey Codex tells parables 
  about the joys, wonder, and even the dangers of 
  travel. It gives advice on how to remain safe in one’s 
  journeys, how to care for your loved ones even 
  from afar, and how to navigate the starways.
  Alula’s mystic priests may cast dimension 
  door as a 4th-level spell. Her mystic priests 
  may also prepare teleport as a 5th-level spell.
  eIstIBus
  “There is none so well known as he who has 
  come to know himself in full.”
  The Watcher at the Pool of Tears
  Empyreal Lord of Divination
  Alignment CN
  Connections Akashic, Infinity, Mindbreaker
  Symbol Crystal orb in front of a six-pointed 
  star
  Sacred Animal White owl
  Sacred Colors White, indigo
  The priests of Eistibus claim that he is as 
  old as the universe itself, having been there 
  to witness its birth, and that it is prophecy 
  that he will remain behind to witness its 
  death. They preach that he was watching 
  at the creation of each and every world, 
  and that he observes all of the events of 
  the universe. His omniscience is heralded 
  as supreme, and his priests beseech him for 
  the secrets of the stars. If anyone knows who 
  created the celestial gateways that connect 
  distant parts of the known universe, Eistibus 
  surely does, but he has not chosen to bless any 
  of his followers with that information… yet. It is 
  also theorized that Eistibus knows exactly where 
  Alula is at any given moment, but that is also not 
  something that he has chosen to share with his 
  followers, either.
  Eistibus is a passive and reflective deity, standing 
  at the Pool of Tears and observing every event 
  
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  that ever happens. He does not record anything, 
  nor does he intervene directly, but watches as 
  everything happens all across the universe. It 
  is fabled that the Lord of Divination’s trident, 
  Inevitable, which never leaves his hand, can alter 
  the course of the cosmos, but if Eistibus has used 
  the powerful tool, who would know it? Even the 
  other gods of the void can only testify that Eistibus 
  has been an observer to the events that unfold 
  all around him, but has not moved away from 
  watching the universe through the Pool of Tears, 
  nor has he ever interfered in how events have 
  unfolded. But, as those who are suspicious of his 
  motives would ask, “Who watches the Watcher?”
  Eistibus shows his favor by imparting wisdom 
  and secrets to those that he finds worthy of such 
  knowledge. His priests often seek his guidance 
  when their congregants are in need, and although 
  Eistibus does not always answer, when he chooses 
  to do so, he provides his faithful with the wisdom 
  they require to work things out for themselves. If 
  Eistibus can be said to show antipathy toward any 
  other being, the full extent of his ire is unknown. 
  He typically ignores other beings that he finds 
  distasteful, though a myth exists that near the 
  dawn of existence, Eistibus fought with another 
  deity for control over the Pool of Tears, granting 
  that deity the full extent of his omniscience, driving 
  his rival mad. This rival deity, whose name is not 
  even known, erased himself from all of existence 
  to escape from the unbearable pain of knowing all 
  that is, was, or ever will be. Some sects of Eistibus’ 
  faithful view belief in this myth to be heresy, for 
  they maintain that their god would never interfere 
  in the affairs of the universe in so direct a fashion. 
  Their opposition to this myth is rather extreme, and 
  they execute those that spread such heresy.
  Eistibus’ avatar is a tall, slender humanoid being 
  with a clear crystal orb floating above its empty 
  neck. It lacks skin, its greenish muscles rippling as 
  it moves gracefully. Eistibus wears a cloak of stars 
  and has a silvered torc that it wears where its neck 
  should be. He carries Inevitable in his right hand 
  at all times, the points of the trident either aimed 
  behind him, or down toward the ground. All of the 
  divine servants of Eistibus are crystalline orbs that 
  hover around the pool, providing illumination, 
  and serving as the Lord of Divination’s messengers 
  to his faithful. The best known servant is called 
  Answer, the Last Spirit, and it though it is the least 
  of Eistibus’ servants, it is also his most trusted 
  herald.
  Eistibus does not seem to concern himself with 
  the affairs of the other gods, other than to watch 
  their comings and goings, and the acts that they 
  perform, either of devastation, or the miracles that 
  manifest from their divine powers. He does not 
  concern himself with their affairs or their politics, 
  and as such, most other gods ignore him as well… 
  at least until they want something from him; some 
  edge that they can use to gain power over a rival, 
  or some bit of information that will help them to 
  bring their plans to fruition. Sometimes Eistibus 
  aids them, and other times, he ignores them. 
  For some strange reason, though, no other gods 
  choose to attack him or to take the Pool of Tears for 
  their own.
  prIests, teMples, and tHe 
  cHurcH
  Many of Eistibus’ priests are also sages of some 
  sort or another, well versed in some kind of 
  specialized knowledge. They work as librarians, 
  teachers, pharmacists, doctors, research scientists, 
  and engineers, recording all of the knowledge that 
  they possibly can, and expanding the boundaries 
  of learned information. While their god watches 
  and knows all, they seek to learn as much as they 
  possibly can in the hopes that it will bring them 
  closer to his divinity. 
  Every priest of Eistibus has at least one rank in 
  Computers, Engineering, Life Science, Medicine, 
  or Physical Science, and many of them dabble in 
  Culture or Mysticism as well. They are often inclined 
  
  99
  to share their learnings with any who would 
  apprentice themselves to them, as they believe 
  that Eistibus blesses the sharing of knowledge, 
  even though he cannot share all that he knows 
  with his servants, as there are simply things that 
  mortals are not meant to know. Such knowledge 
  would destroy them, and in Eistibus’ infinite 
  wisdom and compassion, he does not burden his 
  followers with such pyrrhic secrets.
  Priests of the Lord of Divination usually favor 
  rich blue robes and carry leather-bound librams 
  with wide shoulder straps fastened to their spines. 
  The typical duties of a priest of Eistibus include 
  preaching Eistibus’ words and deeds to the faithful, 
  enriching the lives of others by teaching them 
  some form of knowledge, trade, or craft, and 
  blessing the endeavors of those that seek such 
  blessings. Their mornings are reserved for industry, 
  their afternoons for prayer and good works, and 
  their evenings are for study. Priests of Eistibus 
  are discouraged from actively interfering with 
  the natural world, politics, or in the affairs of their 
  fellow citizen, unless such affairs interfere with the 
  church’s mission to acquire and share knowledge. 
  They view the destruction of ancient ruins, libraries, 
  and the killing of the learned to be sacrilegious. 
  The temples of Eistibus are often mistaken for 
  great libraries or academies of magical learning. 
  They are often built of stone and marble, and 
  nearly all of them have, in either an atrium or in a 
  sacred chamber, a symbolic pool of tears. Some of 
  the greater churches also host one of the orb-like 
  servitors of the Lord of Divination. To the priests 
  of Eistibus, such spirits can function as a means 
  of observing and communicating instantly with 
  people that may live in other star systems, all with 
  the servitor’s permission, of course. The servitors 
  only choose to communicate with those that are 
  blessed by one of  Eistibus’ priests.
  Rituals of Eistibus usually consist of quiet 
  recitation of the Lord of Divination’s holy text, 
  the Libram of Nine Stars, the taking of water as a 
  symbolic acceptance of their lord’s blessings at 
  the Pool of Tears, and the lighting of candles to 
  symbolize the burning need to know everything 
  and anything. Other rituals include the blessing of 
  craftspeople and researchers, and a ceremony in 
  which valuable information is carved into blocks of 
  stone, which are stockpiled and later used to form 
  the foundations of a new temple devoted to their 
  god.
  Mystic priests of the Lord of Divination may 
  prepare private sanctom as a 4th-level spell and 
  probability prediction as a 3rd-level spell.
  The Pool of Tears is located in its own 
  demiplane, which is only accessible through 
  hidden wormholes in the deepest parts of the 
  void. It has been millennia since any mortal 
  has set foot on the infinite frozen tundral 
  landscape that surrounds the Pool of Tears. Its 
  ruler is none other than Eistibus, and the only 
  inhabitants of this plane are the god and his 
  spirit-servants.
  The Pool of Tears itself is a divine font of 
  scrying that is able to penetrate into any 
  location in the whole of creation. With it, 
  Eistibus can watch the whole of the universe all 
  at once, though he does not need to. Were any 
  mortals to gaze into the Pool of Tears, it acts 
  for them as the spell vision, with the character’s 
  level acting as their caster level. However, if 
  the mortal fails the DC, it suffers a permanent 
  form of insanity which may not be cured by any 
  means, including via a wish spell. Gazing into 
  the Pool of Tears is something that Eistibus has 
  never allowed, and should someone attempt to 
  do so, his orb-servitors would surely intervene 
  to stop them from doing so.
  
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  IsraFel
  “Even an eternity in living exile is still living, 
  and in life, there is always the opportunity 
  to gain dominion.”
  The Exiled
  Eldest of Darkness, Songs, and the Void
  Alignment LE
  Connections Infinity, Mindbreaker, Overlord
  Symbol Temple trumpet dripping blood
  Sacred Animal Cardinal
  Sacred Colors Black, silver
  Some say that at the dawn of the universe, there 
  were gods that were opposed to its creation, but 
  only one tried to sabotage the universe from 
  even coming into being, and that god was exiled 
  to the darkest corner of reality and locked away 
  for all time. However, that did not stop this god 
  from reaching out and gathering followers to 
  him. Several times, throughout the ages since, the 
  followers of this god have made credible attempts 
  to release him from his eternal prison. They have 
  not succeeded… yet.
  Israfel lacks the power to destroy the universe, 
  but if he escapes from his prison, he has the 
  power to wreak havoc across the cosmos. Israfel 
  is a dark, seductive deity who is not only patient, 
  but exceedingly clever. It took a cabal of other 
  gods, including his arch-rival Alula, to imprison 
  him in the darkness, and Israfel has embraced 
  his imprisonment, knowing that nothing lasts 
  forever. He lies in wait, gathering his strength for 
  his inevitable rise to power, where he shall conquer 
  the universe and rebuild it according to his own 
  desires. Israfel whispers to his followers from his 
  prison, promising them vengeance, glory, power, 
  and the fulfillment of all of their wildest dreams. 
  He rewards his faithful followers, even from his 
  confinement, granting them blessings and sending 
  his servants to deliver their rewards. Those that 
  displease him… their punishments are always 
  carried out swiftly and harshly.
  Many spacefaring beings pray to Israfel either to 
  bless their passage through the void, or for his gaze 
  to settle on something other than their pitiful souls. 
  They recognize him as a part of the natural order 
  of the universe, and those that show him proper 
  respect are far less likely to suffer misfortune as 
  they travel between the stars. Israfel’s cult is spread 
  far and wide, and his priests spread word of his 
  power across the cosmos, enticing or scaring all 
  that they encounter into recognizing that Israfel is 
  one of the supreme powers of the universe.
  The Eldest of Darkness has many beings that 
  choose to serve him; from spirits of darkness, to 
  School enchantment (compulsion) [mind-
  affecting]; Level mystic 5
  CAstinG
  Casting Time 1 standard action
  eFFeCt
  Range 40 ft.
  Area all allies and foes with a 40-ft.-radius 
  burst centered on you
  Duration 1 round/level
  Saving Throw none
  Spell Resistance yes
  desCription
  By catching a glimpse of the immediate future 
  and all of it potential, you bring the favor of 
  Eistibus upon you and your allies, while bringing 
  Eistibus’ disfavor upon your enemies. You and 
  each of your allies gain an insight bonus equal 
  to your Charisma modifier (minimum 1) on 
  attack rolls, weapon damage rolls, saves, and 
  skill checks, while each of your foes takes an 
  equivalent penalty on such rolls.
  
  101
  evil dragons, to mortals that seek his blessings. 
  They are willing to carry out his will in exchange 
  for a greater measure of his power, and his power 
  is seemingly infinite. His song rings out across the 
  galaxies, tempting all who hear it with promises of 
  reward in exchange for their services, or in some 
  cases, their souls.
  Israfel’s physical form is unknown by any mortal, 
  and only a small handful of gods know what his 
  true form is. The most that Israfel ever manifests 
  is a cold, darkening of whatever region of space 
  that he occupies. His presence can black out stars 
  or make chambers feel as though they are being 
  devoured by the void. His voice, on the other hand, 
  is like a symphony of tones that calls out to the 
  soul in joyful exultation. His servants are many, 
  but his current herald is a silver-tongued vortex 
  dragon named Phoboth who often takes the form 
  of a winsome duergar enchantress and either 
  lays waste to entire vessels, or works at seducing 
  mortals into the worship of Israfel.
  prIests, teMples, and tHe 
  cHurcH
  Priests of Israfel are spellcasters of every kind 
  and demeanor. Those that seek the immeasurable 
  power of the void and do not care where their 
  path to power leads them are often drawn to 
  the worship of Israfel. In the depths of the void, 
  particularly the darkest reaches between solar 
  systems and galaxies, his priests are one of the 
  few things that keep order in the chaos of deep 
  space. Granted, it is an order that does not tolerate 
  deviation from the will of Israfel, but when his 
  clergy are the only refuge in the darkness, few are 
  willing to spit in their eyes. Within solar systems, 
  Israfel’s worship is far more subtle. His bardic 
  servants spread word of his deeds to keep order 
  within a chaotic universe, and on worlds where 
  his veneration is strong, his priests encourage the 
  development of theocracies that rule over their 
  citizens with an iron fist. Other priests travel as 
  emissaries, promising security and prosperity to 
  those who embrace the faith.
  Rare is the priest of Israfel that travels alone. They 
  typically are met in groups no smaller than three, 
  and they bolster each other with powerful magics. 
  Their plots and schemes are coordinated so that 
  when they choose to deceive, they weave tales 
  that are almost impossible to distinguish from the 
  absolute truth. They also trade healing and succor 
  in exchange for favors to the church, at a later date, 
  of course.
  Temples of Israfel are built into places of the 
  deepest darkness that can be found. Hidden deep 
  in caverns, or built upon asteroids out beyond the 
  furthest planets of any solar system, the worship 
  of Israfel is conducted as far into the darkness as 
  is possible. The inner sanctums are enhanced with 
  magical darkness, and no magical light is allowed 
  to be brought within. Communion with the Eldest 
  of Darkness is best done as far out of sight as one 
  can possibly get.
  Services for the followers of Israfel are sung 
  from beginning to end. They take place at night 
  time and in cavernous chapels that are dimly lit. 
  The church holds sacred days where sunlight 
  is blocked, such as eclipses. Israfel’s holy book 
  is known as The Song of Numbered Breaths, 
  and it was written in ages past by prophets 
  unremembered.
  Technomancer priests followers of Israfel may 
  learn suggestion (3rd-level) as if they were on their 
  class list. Mystics priests treat shadowy fleet (6th-
  level) as a spell on the mystic spell list.
  
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  School enchantment (compulsion) 
  [darkness, emotion, fear, mind-affecting]; 
  Level mystic 6
  CAstinG
  Casting Time 1 standard action
  eFFeCt
  Range 0 ft.; see text
  Area creatures within a 60-ft.-radius spread
  Duration 1 round/level
  Saving Throw Will partial
  Spell Resistance yes
  desCription
  The caster opens her mouth to emit a single 
  pure tone that rings throughout the area. A 
  fog of magical darkness spreads out from the 
  priestess’ mouth, engulfing everything within 
  range. The spell renders all forms of vision 
  useless. Creatures within the fog are considered 
  to have total concealment.
  Additionally, all creatures within the fog 
  except the caster become panicked unless they 
  succeed at a Will save. If cornered, a panicked 
  creature begins cowering. If the Will save 
  succeeds, the creature is shaken for 1d3 rounds.
  The caster and all who share her faith are 
  immune to the effects of this spell.
  
  103
  otHer gods oF tHe starjaMMer settIng
  Some of the other void gods are listed here to inspire you in your games, but they are not detailed in full. 
  GMs are free to fully realize these deities for use in their games. 
  otHer gods
  Deity
  AL
  Portfolios
  Connections
  Azathoth; the Ruler of the Elder 
  Gods, the Blind Idiot God 
  CE
  Elder god of chaos, creation, 
  forces of nature, magic, 
  space, and thought
  Infinity, Mindbreaker, 
  Xenodruid
  Azdan; the Last Candle, the Final 
  Cloak
  NE
  Elder god of extinction, 
  death, genocide, murder, and 
  space
  Healer, Overlord, Star 
  Shaman
  Doolipuda; the Swimmer of Air
  N
  Deity of nature, weather, the 
  sky, and the sea (Aurellian)
  Empath, Star Shaman, 
  Xenodruid
  Nyarlathotep; the Black Pharaoh, 
  the Crawling Chaos
  CE
  Elder god of accidents, 
  destruction, insanity, night-
  mares and space
  Empath, Mindbreaker, 
  Overlord
  Istravan Ilsareal; the Singer of 
  the Spheres
  CG
  God of creation, the forge, 
  music and magic (Manu)
  Akashic, Empath, Xe-
  nodruid
  Shamash; the Lion of the Law, 
  the Watcher of the Ways
  LN
  God of justice, life, long 
  journeys, space, the sun and 
  stars
  Infinity, Overlord, Star 
  Shaman
  Thrinka; the Hardshelled Lord 
  LN
  God of protection, strategy, 
  bravery and luck (Pasima-
  chus)
  Empath, Healer, Mind-
  breaker
  
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  travelIng
  In order to take to the stars, the characters are 
  going to need a sturdy craft. That is not enough 
  though. A craft will get you from place to place. 
  It is what happens in between those places that 
  requires a Crew. The people in these positions are 
  vital to the survival of the vessel and its occupants, 
  and so they should be chosen carefully.  A shrewd 
  yet charismatic Captain, a good First Mate to pick up 
  their slack, a knowledgeable Engineer to fix things 
  when they are broken, a Medic to fix the crew when 
  they break. Before they get into their vessel and fly 
  off into the void, the characters need to pick a Crew.
   
  Ù creW 
  roles
  Every member of the crew on a spacefaring 
  vessel has a vital task to perform; everything from 
  the tedious day to day operations to the complex 
  command responsibilities that affect the lives of 
  the rest of the crew.
  coMMand roles
  Spacefaring vessels are most commonly staffed 
  based on need and the desires of the captain. This 
  means that not every command role will always 
  be filled. However, most military vessels and many 
  larger vessels have at least one crew member filling 
  these roles.
  Each command role has various feats and 
  skills that are associated with it that are useful in 
  fulfilling the duties of that role. None of those feats 
  or skills are required, but they are quite helpful 
  to the command officers filling those positions 
  onboard any spacefaring vessel.
  captaIn
  You are not only the captain of your very own 
  vessel, but you’re the captain of your own fate as 
  well. You have a loyal and hearty crew under your 
  command, or you maintain a firm grip on your 
  underlings by means of fear and intimidation. 
  Either way, you oversee your vessel, and the only 
  
  105
  officer who can even attempt to countermand your 
  orders is the vessel’s medic; even then, it’s only in 
  extreme circumstances.
  Regardless of your means of control over your 
  crew, you are ultimately responsible for the fate 
  of your vessel and all aboard. When your missions 
  are successful, the entire crew benefits. When 
  your decisions lead to disaster, all under your 
  command suffer.
  Being the captain of a vessel does not 
  automatically make all other crewmembers your 
  subordinates, and therefore, subservient to your 
  commands. It may require finesse to get other 
  crewmembers to perform their duties to the best of 
  their abilities, and you may have to watch over your 
  shoulder for mutinous members of your crew.
  Take care with your decisions; they not only 
  affect your crew, but they also affect the lives of any 
  NPCs that you and your crew may be interacting 
  with, which may have far-reaching consequences. 
  Being a vessel’s captain carries great responsibility.
  Recommended Feats: Adaptive Fighting, 
  Antagonize, Diehard, Improved Initiative, 
  Iron Will, Skill Focus (piloting)
  Recommended Skills: Bluff, Culture, 
  Diplomacy, Intimidate, Perception, 
  Profession (Business) Sense Motive, Survival
  Why You’re the Most Important Member of 
  the Crew: You ultimately make decisions 
  that affect the lives of everyone else 
  on board. You’re always looking at the 
  “big picture”, and everyone under your 
  command relies upon you to lead them to 
  prosperity.
  cHIeF engIneer
  As the vessel’s chief engineer, you are responsible 
  for the repair and upkeep of the vessel’s hull and 
  various systems, such as the engine, life support 
  systems, or luxury systems. You’re probably one of 
  the busiest crewmembers on board your vessel, 
  and your vessel’s captain may make unreasonable 
  demands of you, particularly in the heat of battle.
  You may command a small crew of lesser 
  engineers to assist you in making repairs to the 
  vessel and oversee the functionality of the vessel’s 
  engines. If the engineering team makes up 10% 
  or more of the vessel’s total crew, you meet the 
  requirements for having appropriate tools for 
  making repairs.
  Recommended Feats: Dive for Cover, Great 
  Fortitude, Improved Combat Maneuver 
  (trip or grab), Master Crafter, Skill Focus 
  (Engineering), Skill focus (mechanics), 
  Toughness
  Recommended Skills: Computers, 
  Engineering, Life Science, Perception, 
  Physical Science, Piloting
  Why You’re the Most Important Member 
  of the Crew: If the vessel doesn’t function, 
  you’re all dead in space, and if you’re all 
  dead, then nothing else matters.
  FIrst Mate
  You are second-in-command of the vessel you 
  serve aboard, and if the captain is ever unable to 
  perform their duties, you are ready to step up and 
  take command of the vessel. You are the captain’s 
  right hand, and for you to serve your captain 
  faithfully, there must be a certain level of trust 
  between you.
  You carry out the orders of your captain, and 
  relay those orders to the remainder of the crew. 
  In certain circumstances, you may be called upon 
  to act as your captain’s proxy as well, making 
  decisions that affect the health and wellbeing of 
  either your crew, or the NPCs that your crew may 
  be interacting with.
  The first mate’s role may also be filled by lesser 
  crewmembers, such as a second mate, and so on. 
  Having multiple mates is very useful, and can help 
  to maintain order among large crews. Should the 
  first mate become unable to perform their duties, 
  
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  MutInY  
   
   
   
   
   
   
   
   
   
  A mutiny can occur whenever a captain’s Leadership                     
   
   
   
       
            (or Vile Leadership) score is four or more below the captain’s  
  level. Whenever the captain’s Leadership score is below this threshold, they must make a contested 
  Bluff, Diplomacy, or Intimidate check against the leader of the mutiny, with an insight bonus equal 
  to their leadership score, or a mutiny occurs. Should the captain’s Leadership score rise above this 
  threshold while a mutiny is in progress, the mutiny is automatically quelled and ends with the captain 
  retaining control of their crew.
  While a mutiny is in progress, the vessel takes a –1 penalty to its AC and on attack rolls for every 
  point by which the captain’s level exceeds their Leadership score. The vessel’s speed is halved, and any 
  officer bonuses (see the “Have Command Crew, Will Travel” sidebar on p. 107) are lost.
  PC crew members, and any NPCs that the GM wishes, may remain loyal to the captain, should they 
  choose to do so. They may make individual Bluff, Diplomacy, or Intimidate checks (DC 10 + ½ the 
  captain’s character level) against individual members of the crew that are not the leader of the mutiny. 
  If successful, the crew member is swayed over to the captain’s side. If unsuccessful, the crew member 
  remains a party to mutiny.
  The leader of a mutiny may attempt to assert themselves as the new captain. To do so, that crew 
  member must make a successful Bluff, Diplomacy, or Intimidate check, DC (15 + the captain’s current 
  Leadership score) in order to become the new captain. Should the first mate make this check, the DC 
  is lowered by 2. If the check succeeds, the crew member becomes the new captain and the rest of the 
  crew now follows their orders. If this occurs, the mutiny has ended. If the check is failed, the captain 
  retains control of the crew for 1d4 days. Should this time expire, or the captain’s Leadership score drop 
  any further during this period, the mutiny leader may attempt to assert themselves as captain again.
  Crew members loyal to the former captain are often treated harshly whenever a new captain rises 
  to power, as are members of a crew that are unsuccessful in committing mutiny against their captain. 
  Whomever is on the losing side should be considered to have a hostile attitude toward the captain 
  and the captain’s loyal crew. The new captain (be they a PC or an NPC) may decide to respond in 
  any fashion that they see fit toward these hostile crewmembers for 4d6 hours without such actions 
  affecting their Leadership score though their alignment can still be affected.
  the next mate would take over the vacant position, 
  if the captain does not choose to promote another 
  in their stead.
  In some cases, various mates may be promoted 
  into other positions, such as Chief Engineer, or 
  Medic, if they have the skills to fill the role. Such 
  mates may also serve closely with those command 
  crew members to properly apprentice for such 
  roles. However, the recommended feats and 
  skills listed below are for the first mate, who is 
  assumed to be apprenticed to the vessel’s captain. 
  Recommended feats and skills should be adjusted 
  accordingly for mates that apprentice to other 
  command crewmembers.
  Recommended Feats: Bodyguard, 
  Coordinated Shot, Deadly Aim,  Fast Talk, 
  Lunge, Skill Focus (Piloting)
  Recommended Skills: Bluff, Diplomacy, 
  Intimidate, Sense Motive
  
  107
  Have coMMand 
  creW, WIll 
  travel.
   
   
   
   
   
  Not every vessel needs or has a full command crew.  
   
   
   
   
   
  Some vessels are so small that perhaps only a captain is 
   
   
   
   
   
  truly necessary. One-person vessels are not considered 
   
   
   
   
   
  to have any command crew whatsoever. However, vessels 
  that do have a command crew enjoy some special bonuses for having specific commanding officers 
  actively directing the crew and fulfilling their duties. To qualify for these bonuses, the character 
  fulfilling the role must have at least two of the recommended feats and at least 7 skill ranks in the 
  recommended skills (which can be assigned in any fashion, from 7 ranks in one skill to 1 rank in seven 
  skills). The officers need not be conscious for the crew to benefit from the bonus, but they must be 
  aboard the vessel (unless otherwise listed).
  Additionally, specific officers have synergy bonuses with other officers. If a vessel has all the officers 
  listed for the synergy bonus aboard the vessel, the bonus of the officer that has synergy with the others 
  is doubled. Synergy bonuses are lost if any of the required officers die or are relieved of their position(s).
  For example, vessels that have a captain, a chief engineer, a first mate, a helmsman and a tactical 
  officer gain double the bonus for the captain and for the first mate, since the required officers are 
  present. Should the tactical officer die or be relieved of their position, then only the captain’s bonus is 
  doubled. If the vessel only has a chief engineer and a medic aboard, the bonus for the chief engineer 
  is doubled, but the bonus for the medic is not, since the vessel either does not have the captain and 
  first mate aboard.
  taBle 2-1: coMMand creW Bonuses
  Role
  Bonus(es)
  Synergy
  Captain
  All members of the crew (except the captain) gain a +2 morale 
  bonus to skill checks aboard the vessel. All members of any party 
  that leaves the vessel (except the captain) retain the +2 morale 
  bonus to skill checks so long as the captain accompanies them.
  Chief Engineer, 
  First Mate, 
  Helmsman
  Chief Engineer
  The vessel gains a +1 resistance bonus to saves.
  Medic
  First Mate
  The DC of all Bluff, Diplomacy or Intimidate checks made by 
  command officers upon members of the crew are reduced by 
  1. Should the first mate accompany any party that leaves the 
  vessel, so long as the captain remains aboard the vessel, the party 
  retains the +2 morale bonus to skill checks as if the captain were 
  accompanying them.
  Captain, Tactical 
  Officer
  Helmsman
  The vessel gains a +1 dodge bonus to AC.
  Chief Engineer, 
  Tactical Officer
  Medic
  The DC for all heal checks are reduced by 1. Additionally, whenever 
  any member of the crew receives magical healing, that crew 
  member heals an additional point of damage for every two dice 
  that are rolled (rounded down; if this bonus is doubled, crew 
  members heal an additional point of damage per die rolled).
  Captain, First 
  Mate
  Tactical Officer
  All weapons operators gain a +1 to attack rolls made against 
  enemy vessels, as well as in combat against an enemy crew that has 
  boarded the tactical officer’s vessel.
  Helmsman, 
  Medic
  
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  Why You’re the Most Important Member 
  of the Crew: You’re next in line to become 
  captain, but even a captain can’t keep up 
  with all the minutiae of running the vessel. 
  That job falls to you, and you get to know as 
  many crewmembers as possible. You build 
  relationships and resolve problems that 
  never even come to the captain’s attention. 
  Without you, your captain would quickly 
  descend into the chaos of the day-to-day 
  operations and become unable to focus on 
  the “big picture”.
  HelMsMan
  You are responsible for piloting your spacefaring 
  vessel and for navigating through the untamed 
  wilds of open space. When not directly navigating 
  your vessel, you’re busy studying star charts, 
  finding faster routes to your next destination, and 
  performing drill maneuvers that can be used at 
  critical points in combat. You likely confer directly 
  with the vessel’s captain frequently on how to 
  avoid space hazards, or on how you can reach your 
  captain’s intended destination.
  The crew depends upon you to keep the vessel, 
  and by extension, their lives out of danger. Ideally, 
  you follow your captain’s orders without hesitation, 
  but you must use your best judgment, particularly 
  in dangerous situations. After all, if your vessel goes 
  down, you’re probably going down with it!
  Recommended Feats: Ace Pilot, Improved 
  Initiative, Jet Dash, Lightning Reflexes, 
  Nimble Moves, Quick Draw, Skill Focus 
  (Piloting)
  Recommended Skills: Engineering, Piloting, 
  Profession (Navigator); Sense Motive
  Why You’re the Most Important Member of 
  the Crew: The whole point of being aboard 
  a spacefaring vessel is to travel through 
  space, and without you, that would not 
  happen. Your crew would die out in the 
  void without you to guide them through 
  the natural hazards of open space. Not to 
  mention, when your vessel is attacked, it’s 
  through your quick thinking and steady 
  hand on the controls that any of you even 
  make it out of that fight alive!
  MedIc
  As medic, you go to great lengths to keep 
  the members of your crew healthy enough to 
  perform their assigned duties. You also have the 
  responsibility of declaring crewmembers unfit for 
  duty, including your captain, if you have the will to 
  do so, and only if it is absolutely necessary. You may 
  find yourself under intense situations, patching 
  up crewmembers so that they can be sent right 
  back out into danger. You’re also called upon to 
  investigate and treat mysterious diseases that may 
  afflict your crew throughout the course of your 
  adventures.
  Should you find yourself in the position of 
  needing to declare your captain unfit for duty, 
  you may need to convince other members of the 
  crew to support you if your captain challenges 
  your orders. Having a healthy working relationship 
  with a vessel’s first mate, or with a majority of the 
  crew, is vital to ensuring that you can remove the 
  vessel’s captain if the need arises. After all, if it 
  
  109
  At times, it’s useful to work with automata, 
  particularly when routine tasks are performed 
  aboard a vessel. This is not to say that such 
  automatons could not be valued members of 
  your crew, but if you wish to have such, you 
  should consult your GM. Clockwork familiars, 
  mages, servants, or soldiers could make for 
  a very powerful crew or crewmate, as could 
  animated objects, golems, or robots. They 
  could also give your vessel or crew a much 
  more exotic (or dangerous) flair!
  Automata used as either generic crew 
  members or officers must be purchased 
  at their normal retail price (unless you can 
  somehow haggle with the dealer and get a 
  better price), and so long as there is at least 
  one Chief Engineer aboard, any maintenance 
  requirements may be assumed to be met 
  as a part of the Chief Engineer’s, or their 
  subordinates’, duties. Should a construct 
  become damaged, it is recommended to 
  employ a spellcaster capable of casting spells 
  such as make whole or greater make whole to 
  repair the automaton quickly and efficiently, 
  particularly if they are substituting for vital 
  members of your crew.
  If such an automaton is a PC, then it is 
  recommended that a careful balance is 
  maintained; you may not wish to have the 
  automaton steal the spotlight, as its journey 
  of self-discovery, it’s challenges in relating to 
  the living members of your party, or simply 
  the troubles in keeping it in good repair could 
  dominate game play. Of course, this is also true 
  of non-PC automata, so it is wise to discuss 
  exactly how much you wish for your automata 
  to interact with or be the focus of the rest of 
  your adventures.
  must be done, it must be done for the good of the 
  crew. Just be prepared to face any repercussions 
  if it comes to that. However, seeing as how you’re 
  likely the glue that holds your crew together, and 
  that many crewmembers are likely grateful for your 
  care, this may not be much of a challenge for you.
  Depending on the size of your crew, you may 
  have a small corps of medical staff assisting you in 
  keeping the crew in good health. If at least 5% of 
  the crew are medical staff, no mundane diseases 
  break out across the vessel, and all crew members 
  remain at full hit points outside of combat or 
  missions that take them off the vessel. However, if 
  a foreign affliction is introduced to the crew from 
  an outside source, all bets are off, and the medical 
  team may have their hands full trying to cure it.
  Recommended Feats: Bodyguard, Drag 
  Down, Harm’s Way, Medical Expert, Skill 
  Focus (Life Science), Skill Focus (Medicine)
  Recommended Skills: Computers, Life 
  Science, Medicine, Physical Science
  Why You’re the Most Important Member of 
  the Crew: If it weren’t for you, your entire 
  crew would have been wiped out by some 
  unknown disease the moment they passed 
  through the atmosphere of the last planet 
  they lifted off from…. Or they would have 
  died from whatever malady they picked 
  up the last time some foolish crewmember 
  touched some strange new flora on the last 
  planet you visited…. Or they would have 
  succumbed to wounds suffered from the 
  last time you had to fight against an enemy 
  vessel…. Basically, without you, everybody 
  would be dead!
  tactIcal oFFIcer
  Tactical officers coordinate the actions of the 
  weapons operators across the vessel, keeping them 
  battle-ready and focused on their targets. They 
  also oversee any flight crews that provide tactical 
  support to the vessel, keeping their crews in peak 
  
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  real lives. They are often overseen by the command 
  crew, either directly, or through intermediaries on 
  larger vessels, but some can act independently.
  Not every vessel is large enough to have a 
  crew that fills these roles. However, those that are 
  have more direct requirements than those of the 
  command crew, and these crewmembers need to 
  have specific skills to complete their duties properly.
  Not every crewmember needs to fill one of 
  these specialized crew roles. Some are simply 
  laborers that affect minor repairs, clean corridors 
  and quarters, unload or secure cargo, and perform 
  other unremarkable duties.
  galleY creW
  Whether you work in the galley preparing and 
  serving food, or work in a hydroponics garden, you 
  help to keep your crew fed properly. On missions 
  that take you planetside, you’re often actively 
  looking for new and exotic foods, plants or seeds, 
  or ensuring that the galley remains fully stocked for 
  long voyages.
  Required Skills: Perception, Profession 
  (Bartender), Profession (Cook)
  lesser engIneers
  You labor at keeping the engines and the 
  various component systems of any starfaring 
  vessel running properly, taking direction from the 
  Chief Engineer and carrying out the day-to-day 
  maintenance needs of everything but the weapon 
  systems, which are maintained by the weapons 
  operators themselves.
  Required Skills: Engineering, Any Science
  MedIcal teaM
  Keeping your crew healthy is a full-time job, and 
  under the guidance of the Medic, you perform 
  your duties admirably. Patching up minor wounds 
  and curing common maladies is all in a day’s work 
  condition and ready for action. They carry the 
  weight of responsibility for the crew’s safety both 
  planetside and out in the dangers of the void.
  In combat situations, the tactical officer is the 
  go-to crewmember for ensuring that the vessel 
  destroys or disables any enemy vessels. They must 
  make split-second decisions that can determine 
  the outcome of combat for their vessel. Outside of 
  combat, they typically oversee the vessel’s security 
  concerns and act as a direct advisor to the captain.
  You often command a small crew of security 
  officers who help you to maintain order across 
  the vessel, break up fights, handle disputes before 
  they escalate, and work to maintain high morale 
  throughout the vessel. If at least 20% of the crew is 
  assigned to your security detail, no random fights 
  break out across the vessel.
  Recommended Feats: Deadly Aim, Far Shot, 
  Improved Initiative, Coordinated Shot, 
  Fusillade, Opening Volley
  Recommended Skills: Bluff, Computers, 
  Diplomacy, Intimidate, Perception, Piloting, 
  Profession (Tactics)
  Why You’re the Most Important Member 
  of the Crew: You maintain order on your 
  vessel, and ensure that your vessel survives 
  any combat situation out in the wilds 
  of space. You also work to protect the 
  captain and the crew from any dangers 
  planetside, and put down any mutinous 
  actions (at least those that you are not a 
  part of). Without you, the crew would tear 
  themselves apart in the long, dark times 
  between planets or encounters!
  specIalIzed creW roles
  Unlike the command crew, the normal crew of 
  any spacefaring vessel has clearly assigned duties 
  and must complete those duties on schedule. 
  They are vital to the operations of their vessel, and 
  missing a duty shift can imperil the rest of the crew. 
  They are not drones, however, but real people with 
  
  111
  converted FraMes
  Starjammer Hull
  Starfinder Base Frame
  Drone
  Drone*
  Kite
  Fighter
  Raider
  Raider*
  Skiff
  Shuttle
  Corvette
  Light Freighter
  Destroyer
  Warship*
  Scoop
  Scoop*
  Transport
  Transport
  Yacht
  Explorer
  Cruiser
  Destroyer
  Expeditor
  Expeditor*
  Freighter
  Heavy Freighter
  Junk
  Junk*
  Ketch
  Ketch*
  Battleship
  Cruiser
  Carrier
  Galiot*
  Excavator
  Excavator*
  Frigate
  Bulk Freighter
  Liner
  Liner*
  Dreadnought
  Dreadnought
  Explorer
  Carrier
  Generation Vessel
  Generation Vessel*
  Leviathan
  Battleship
  Salvager
  Salvager*
  * These base frames are in addition to the ones presented in the 
  Starfinder Core Rulebook.
  for you.
  Required Skills: Life Science, Medicine
  securItY detaIl
  Just by maintaining an active presence, you 
  prevent much of the mischief that can occur 
  aboard a vessel in deep space. However, when the 
  need arises, you act to maintain order and keep the 
  peace. If your vessel is boarded by an enemy force, 
  you are the first line of defense in repelling them.
  Required Skills: Athletics, Engineering, 
  Intimidate, Profession (soldier)
   
  Ù tHe 
  vessels oF 
  starjaMMer
  Spacefaring vessels use the same build rules as 
  developed in Chapter 9: Building Starships, found 
  in the Starfinder Core Rulebook.
  drone
  Size Tiny
  Maneuverability perfect (+2 piloting, turn 0)
  HP 15 (increment 5); DT —; CT 3
  Mounts forward arc (1 light)
  Expansion Bays —
  Minimum Crew 0; Maximum Crew 0
  Cost 3
  raIder
  Size Tiny
  Maneuverability perfect (+2 piloting, turn 0)
  HP 35 (increment 5); DT —; CT 7
  Mounts forward arc (3 light [1 must be a 
  tracking weapon]), aft arc (1 light), turret 
  (1 light)
  Expansion Bays —
  Minimum Crew 1; Maximum Crew 2
  Cost 12
  WarsHIp
  Size Small
  Maneuverability good (+1 piloting, turn 1)
  
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  HP 40 (increment 10); DT —; CT 8
  Mounts forward arc (1 heavy, 1 light), aft arc 
  (1 light), turret (2 light)
  Expansion Bays 2
  Minimum Crew 1; Maximum Crew 7
  Cost 14
  scoop
  Size Medium
  Maneuverability average (+0 piloting, turn 2)
  HP 70 (increment 15); DT —; CT 8
  Mounts forward arc (2 light, 1 heavy), port 
  arc (1 light), starboard arc (1 light), aft arc 
  (1 light)
  Expansion Bays 8 (must have at least 4 
  contiguous cargo holds)
  Minimum Crew 1; Maximum Crew 6
  Cost 18
  expedItor
  Size Large
  Maneuverability average (+0 piloting, turn 2)
  HP 150 (increment 20); DT —; CT 30
  Mounts forward arc (2 heavy), port arc (1 
  light), starboard arc (1 light), aft arc (1 
  light), turret (1 light)
  Expansion Bays 4
  Minimum Crew 6; Maximum Crew 20
  Cost 30
  junk
  Size Large
  Maneuverability average (+0 piloting, turn 
  2)
  HP 120 (increment 20); DT —; CT 24
  Mounts forward arc (1 heavy, 2 light), port 
  arc (1 light), starboard arc (1 light), aft arc 
  (1 heavy, 2 light)
  Expansion Bays 6 (must have at least 2 guest 
  quarters)
   
   
   
   
   
  Space stations are another classification of hulls larger 
  than the ones detailed in this book, but largely function the same. They are mobile, but incredibly 
  slow and cumbersome to move. They also require multiple power generators to maintain the day-
  to-day functions of their integrated systems, the yield required being equivalent to the point-buy 
  value of the space station. Space stations can be constructed as independent satellites that orbit a 
  planet or key point in space, or they can be built on asteroids or moons. Stations built planetside 
  are not considered space stations, regardless of the planet’s habitability or indigenous life; they are 
  the same as any other terrestrial compound.
  
  113
  Minimum Crew 6; Maximum Crew 20
  Cost 35
  ketcH
  Size Large
  Maneuverability average (+0 piloting, turn 2)
  HP 150 (increment 20); DT —; CT 30
  Mounts forward arc (1 heavy, 2 light), port 
  arc (1 heavy), starboard arc (1 heavy), aft 
  arc (1 heavy, 2 light)
  Expansion Bays 6
  Minimum Crew 6; Maximum Crew 20
  Cost 45
  galIot
  Size Huge
  Maneuverability poor (-1 piloting, turn 3)
  HP 180 (increment 25); DT 5; CT 36
  Mounts forward arc (1 capital), port arc 
  (1 light), starboard arc (1 light), turret (1 
  heavy)
  Expansion Bays 8 (must have at least 2 
  shuttle bays)
  Minimum Crew 20 Maximum Crew 100
  Cost 65
  excavator
  Size Huge
  Maneuverability poor (-1 piloting, turn 3)
  HP 160 (increment 20); DT 5; CT 32
  Mounts forward arc (1 heavy), aft arc (1 
  heavy), turret (2 light)
  Expansion Bays 12 (must have at least 4 
  contiguous cargo holds)
  Minimum Crew 20 Maximum Crew 50
  Cost 60
  FrIgate
  Size Huge
  Maneuverability average (+0 piloting, turn 2)
  HP 180 (increment 25); DT 5; CT 36
  Mounts forward arc (1 capital, 2 light), port 
  arc (2 light), starboard arc (2 light), turret (1 
  heavy)
  Expansion Bays 6
  Minimum Crew 20 Maximum Crew 100
  Cost 70
  lIner
  Size Huge
  Maneuverability poor (-1 piloting, turn 3)
  HP 160 (increment 20); DT 5; CT 32
  Mounts forward arc (1 heavy), aft arc (1 
  heavy), turret (2 light)
  Expansion Bays 12 (must have at least 6 
  
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  traVelIng In the VoId
  guest quarters)
  Minimum Crew 20 Maximum Crew 50
  Cost 60
  salvager
  Size Gargantuan
  Maneuverability poor (-1 piloting, turn 3)
  HP 240 (increment 30); DT 10; CT 48
  Mounts forward arc (1 capital, 2 heavy), 
  port arc (3 heavy), starboard arc (3 heavy),  
  turret (2 light)
  Expansion Bays 24 (must have at least 8 
  contiguous cargo holds)
  Minimum Crew 75 Maximum Crew 200
  Cost 150
  generatIon vessel
  Size Colossal
  Maneuverability clumsy (-2 piloting, turn 4)
  HP 400 (increment 50); DT 15; CT 80
  Mounts forward arc (2 capital, 2 heavy), port 
  arc (3 heavy), starboard arc (3 heavy) aft 
  arc (2 capital, 2 heavy), turret (4 light)
  Expansion Bays 30 (must have at least 15 
  guest quarters)
  Minimum Crew 250 Maximum Crew 1000
  Cost 250
  saMple 
  spaceFarIng 
  vessels
  The tools that this product gives players and 
  GMs alike is sufficient to create hundreds of 
  unique spacefaring vessels. Several sample vessels 
  have been given here as examples to help aid 
  in understanding not only what finished vessels 
  should look like from a mechanical perspective, but 
  to inspire you to create even more interesting and 
  unique vessels of your own.
  tHe dark lord’s 
  personal raIder 
  tIer 3
  Sleek, black and menacing, this vessel is quick and 
  carries enhanced armaments. Just the thing to 
  destroy insurgents mounting an attack against your 
  fortress among the stars.
  tiny rAider
  Speed 14; Maneuverability perfect (+2 
  piloting, turn 0)
  AC 19; TL 19
  HP 35; DT —; CT 7
  Shields basic 40 (forward 10, port 10, 
  starboard 10, aft 10)
  Attack (Forward) linked light particle beams 
  (6d6), light plasma torpedo launcher (3d8)
  Attack (Aft) gyrolaser (1d8)
  Attack (Turret) light EMP cannon (special)
  Power Core Pulse Gray (100 PCU); 
  Hyperspace Engines none; Systems 
  advanced short-range sensors, basic 
  computer, mk 4 armor, mk 4 defenses; 
  Expansion Bays none
  Modifiers none; Complement 1
  CreW
  Pilot gunnery +7, Piloting +11 (3 ranks)
  vagaBond 
  scavenger tIer 11
  This retrofitted expeditor has seen many adventures 
  in its time. While it is barely spaceworthy, it is home 
  to its crew. It carries two attached lifeboats that can 
  be used for docking, transport of goods, quick flights 
  to the surface of a planet, or additional cargo if 
  necessary.
  
  115
  LArGe expeditor
  Speed 8; Maneuverability average (+0 
  piloting, turn 2)
  AC 24; TL 25
  HP 190; DT —; CT 30
  Shields light 70 (forward 20, port 15, 
  starboard 15, aft 20)
  Attack (Forward) linked grasers (2d8)
  Attack (Port) gyrolaser (1d8)
  Attack (Starboard) gyrolaser (1d8)
  Attack (Aft) gyrolaser (1d8)
  Attack (Turret) light EMP cannon (special)
  Power Core Gateway Heavy (400 PCU); 
  Hyperspace Engines Signal Major; Systems 
  budget long-range sensors, mk 2 duonode 
  computer, mk 4 armor, mk 5 defenses; 
  Expansion Bays cargo hold, lifeboat (2), 
  smuggler’s compartment
  Modifiers +2 any two checks per round, -1 
  Piloting; Complement 10
  CreW
  Captain Bluff +22 (11 ranks), Diplomacy +22 
  (11 ranks), gunnery +10, Intimidate +17 
  (11 ranks), Piloting +18 (11 ranks)
  Engineer Engineering +17 (11 ranks)
  Gunners (2 officers, 2 crew each) gunnery 
  +15
  Pilot gunnery +9, Piloting +18 (11 ranks)
  Science Officer Computers +18 (11 ranks)
  InFInIte 
  star legIon 
  exploratorY 
  vessel 
          tIer 19
  Exploring the frontier of deep space, this vessel 
  is equipped for missions that could take years to 
  complete. Its crew often takes on dangerous missions 
  that take them far from home, and while some may 
  not return, the benefits of deep-space exploration far 
  outweigh the risks involved.
  GArGAntuAn CArrier
  Speed 8; Maneuverability poor (-1 piloting, 
  turn 4)
  AC 36; TL 32
  HP 360; DT 10; CT 48
  Shields heavy 320 (forward 80, port 80, 
  starboard 80, aft 80)
  Attack (Forward) super x-laser cannon 
  (3d4×10)
  Attack (Port) linked persistent particle beam 
  (20d6), heavy laser array (6d4)
  Attack (Starboard) linked persistent particle 
  beam (20d6), heavy laser array (6d4)
  Attack (Turret) linked light particle beam 
  (6d6)
  Power Core 2 Gateway Heavy (400 PCU); 
  Hyperspace Engines Signal Basic; Systems 
  advanced long-range sensors, mk 3 
  tetranode computer (4 ICMs), mk 11 armor, 
  mk 9 defenses, security (biometric locks, 
  self-destruct system); Expansion Bays 
  escape pods, hangar bay, medical bay, 
  power core housing, recreation suite 
  (HAC), science lab, tech workshop
  Modifiers +3 any four checks per round; 
  Complement 200
  CreW
  Captain Diplomacy +28 (16 ranks), 
  Engineering +28 (16 ranks), gunnery +28, 
  Intimidate +33 (16 ranks), Piloting +28 (16 
  ranks)
  Engineers (3 officers, 35 crew each) 
  Engineering +28 (16 ranks)
  Gunners (5 officers, 11 crew each) gunnery 
  +33
  Pilot  (1 officer, 12 crew) Piloting +28 (16 
  ranks)
  
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  Science Officers (2 officers, 8 crew each) 
  Computers +28 (16 ranks)
  personal 
  transportatIon 
  devIces
  sWIFt FraMe
  This wooden frame is typically carved into 
  the shape of a magical beast, such as a leaping 
  hippogriff, its wings folded flat against its flanks. The 
  swift frame is the equivalent to a basic enercycle.
  spaceFarIng 
  vessel engInes
  These artifacts are part technological artifact, 
  part magical marvel. They comprise both the 
  propulsion system for a spacecraft and the 
  means of powering any installed technological 
  components upon that vessel. They function 
  in similar fashion to power generators, though 
  their yield is dedicated to and consumed almost 
  entirely by vessel functions, each of which is 
  connected to the vessel via either a power cable 
  or power receiver. The excess yield may be used 
  by other technological devices, but unlike a power 
  generator, an engine may not exceed its yield.
  The secret to creating these techno-magical 
  artifacts is a zealously guarded one by those 
  species or organizations who are able to produce 
  them. The manufactories of Qundin boast the 
  most skilled and productive engine crafters 
  across the known systems, though not the only 
  ones. Engines are created on dozens of worlds, 
  but spacefarers lack the means to produce them, 
  though thankfully, they are able to make repairs to 
  engines when the need arises during their journeys 
  between worlds. Repairs are expensive, and 
  materials must be available to repair the engine.
  Repairing a vessel’s broken engine requires a 
  
  117
  repair check (see the table below). Each repair 
  check represents two hours worth of work. You 
  must achieve a total number of successful repair 
  checks equal to the number listed in order to bring 
  the engine back to working order. Should you fail 
  a repair check, you ruin half of the repair materials 
  and have to pay half of the original repair materials 
  cost again. If your vessel’s engine is destroyed, the 
  engine will may be brought back to working order 
  (as if it were broken) and continue to function 
  for 24 hours before shutting down and requiring 
  additional repairs. Should you roll a natural 1 
  on any repair check when repairing a destroyed 
  engine, the engine is completely ruined and 
  cannot be repaired.
  Vessel Engines in Starjammer are a combination 
  of power core, thrusters, and hyperspace engine, 
  all in one, but they are specifically suited to a 
  specific size of vessel (unless otherwise listed). 
  The minimum PCU required to run these engines 
  are met by the PCU output of the engine itself, 
  and the cost in PCU to operate it has already been 
  calculated in its PCU output. Should you prefer to 
  customize your systems to suit more specific needs, 
  you are encouraged to use the systems presented 
  in the Starfinder Core Rulebook.
  alcHeMIcal 
  roarengInes
  These massive collections of whirring gears, 
  pumping pistons, and arcing electrical connections 
  are akin to something a mad scientist cooked up 
  in a laboratory shortly before launching himself up 
  beyond the atmosphere. These powerful engines 
  belch forth powerful gouts of flame that propel the 
  vessel they’re attached to through the blackness of 
  space.
  It requires alchemical concoctions to fuel an 
  alchemical roarengine, which gains its name from 
  the roaring sound that it makes when the engines 
  accelerate. This extract is only capable of being 
  produced by alchemists, and so any vessel that 
  utilizes an alchemical roarengine must have an 
  alchemist aboard to continue to provide it with 
  alcHeMIcal roar engInes
  ENGINE
  SIZE
  PCU
  SPEED
  HEXES
  PILOTING 
  MODIFIER
  HYPERSPACE 
  ENGINE 
  RATING
  COST  
  (IN BP)
  Alchemical Roarengine I
  T
  80
  10
  +0
  1
  1
  18
  Alchemical Roarengine II
  S
  125
  10
  +0
  2
  3
  32
  Alchemical Roarengine III
  M
  180
  10
  +0
  3
  5
  60
  celestIal reredos
  ENGINE
  SIZE
  PCU
  SPEED
  PILOTING 
  MODIFIER
  HYPERSPACE 
  ENGINE RATING
  COST  
  (IN BP)
  Celestial Reredos I
  T
  105
  12
  -1
  2
  25
  Celestial Reredos II
  S
  140
  12
  -1
  2
  36
  Celestial Reredos III
  M
  220
  12
  -1
  3
  66
  Celestial Reredos IV
  L
  280
  10
  +0
  2
  70
  Celestial Reredos V
  H
  340
  10
  +0
  2
  85
  Celestial Reredos VI
  G
  460
  8
  +0
  1
  98
  Celestial Reredos VII
  C
  600
  8
  +0
  1
  130
  
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  traVelIng In the VoId
  fuel. Roarengines cannot function with roarengine 
  extracts created by alchemists too weak to fuel 
  them. As such, they have a minimum caster level 
  for the roarengine extracts used as fuel.
  A spacecraft mounted with alchemical 
  roarengines is piloted via a series of levers, switches 
  and stops that can be manipulated to alter 
  direction or thrust. There is also a reservoir located 
  at the control station that can be filled with the 
  alchemical extract that powers the engines. 
  celestIal reredos
  Expensive, but reliable, this peculiar altar-like 
  engine is powered through the destruction of 
  magical items placed upon it. When a magic item 
  is placed on top of the celestial reredos, a powerful 
  magical force grabs the object and pins it to its 
  surface. The item must succeed at a DC 30 Will 
  save, or it is broken down into magical energy 
  and absorbed by the reredos. Absorbed items 
  disappear, irrevocably lost. Magical items that 
  succeed their saving throws remain on top of the 
  reredos, but may be picked up without an opposed 
  Strength check. You may attempt to snatch the 
  item from the reredos with a Strength check (DC 
  35). 
  For every caster level that the magical item 
  possesses, the celestial reredos will operate for a 
  full day (24 hours). These devices are rarely used by 
  solitary pilots; they are often operated by of teams 
  of pilots, who aid one another in the piloting of the 
  vessel (maximum 5). Each additional pilot increases 
  the piloting modifier by +1 (maximum +4).
  A celestial reredos is steered by the operator 
  placing their hands upon the reredos and 
  concentrating on where they wish the vessel to 
  go. If the reredos is left unattended, the vessel will 
  continue to hyperspace at Speed 1 in the direction 
  it was last going, but if the vessel was last held 
  stationary, the magic will be expended without 
  effect. If multiple pilots are concentrating on 
  different headings or destinations, they must make 
  an opposed Will check. Additional pilots desiring 
  the same heading or destination may assist using 
  the aid another rule. The winner gains control for 
  4 hours. If the Will check is a tie the pilot with the 
  highest Charisma modifier wins. Until there is a 
  victor, the vessel decelerates each round (at the 
  same rate as its maximum acceleration) until it is 
  stationary.
  Artifact level magic items are not able to be 
  broken down by a celestial reredos.
  clockWork dYnaMo
  A clockwork dynamo is a small, spheroid engine, 
  approximately two feet in diameter, which can 
  provide one-time propulsion via external thrust 
  along a pre-programmed course. This device is 
  most often installed inside of a drone directly 
  after programming occurs, or within escape pods 
  to propel them to a nearby planet. Sometimes, 
  multiple dynamos are mounted to a single vessel 
  and are programmed to go off in succession, 
  granting a craft greater range, but this is usually only 
  seen on escape pods or long-range probe drones.
  Programming a clockwork dynamo requires a 
  DC 18 Knowledge (engineering) check; success 
  indicates that the engine functions, but for every 5 
  that the programmer exceeds the DC check by, the 
  engine is “supercharged” and gains a Speed increase 
  of 1 (to a maximum of +5 Speed). Failure indicates 
  that the dynamo will not function and must be de-
  clockWork dYnaMo
  ENGINE
  SIZE
  PCU
  SPEED
  MAX 
  DISTANCE
  HYPERSPACE  
  ENGINE RATING
  COST (IN BP)
  Clockwork Dynamo
  T
  80
  14
  1000
  —
  19
  
  119
  programmed via a DC 15 Knowledge (engineering) 
  check before it can be reprogrammed. Failure on 
  the deprogram check renders the device useless.
  essence doMe
  These convex devices are approximately three 
  feet across and are constructed from a two-foot 
  diameter jade orb, which is set into a silver basin 
  with a wide lip with steering glyphs etched 
  into its surface. Essence domes slowly drain the 
  Constitution of the pilot, converting it to thrust 
  and direct steering. Vessels with essence domes are 
  usually quite fast and easy to use. The Constitution 
  drain of the pilot is only temporary, but recovers 
  quickly, at a rate of 1 per hour when not in contact 
  with the essence dome. 
  The pilot must lay a hand upon the jade dome 
  to activate it as a standard action. The pilot is 
  then drained of 1 point of Constitution, though 
  the vessel remains continuously operative and 
  continuously draining Constitution (at the rate of 
  1 point per hour) as long as the pilot maintains 
  physical contact with at least one hand upon the 
  essence dome. However, if the pilot loses contact 
  with the essence dome for more than (initial 
  Constitution modifier) rounds, the vessel’s power is 
  lost and the pilot must begin the process anew.
  The pilot need not use their own essence to 
  power the dome; other subjects may lay a hand 
  upon the essence dome (or have their hand 
  secured down upon the dome) to fuel its power. 
  Anyone who has activated the dome may attempt 
  to steer the vessel, but doing so forces all pilots 
  to make contested driving checks each round to 
  determine who is in control of the vessel. Using 
  unwilling subjects to fuel an essence dome is 
  considered an evil act and is forbidden by law in 
  most civilized systems.
  Essence domes cannot reduce the Constitution 
  of any pilot below 1; they simply cease to 
  function at that point. They are best used on small 
  spacecraft for short distance travel.
  gravItY IMpeller
  Using powerful gravity-altering magics, these 
  tube-like engines are mounted on the exterior of 
  the vessel and provide both lift and propulsion. 
  They work best when near individual worlds, 
  either manipulating the gravity of the vessel itself 
  to launch away from the surface of the world, or 
  pulling it closer to the next. They do not function 
  well for interstellar travel, and are slower at long-
  distance travel than starwind engines, but are 
  far more reliable and pick up velocity close to 
  planetary bodies (including moons and large 
  asteroids). Gravity impellers are more difficult to 
  use when outside of a solar system, taking a -4 
  penalty to the piloting modifier, but when within 
  one, they become faster, gaining a +2 bonus to 
  Speed. When within 2 hexes, they can also be 
  used defensively to swiftly move away from other 
  vessels or push them back by shoving against the 
  mass of the other vessel (the smaller of the two 
  spacecraft moving further away). Doing so requires 
  a DC (15 + your vessel’s size category; Tiny = 1, 
  Small = 2, Medium = 3, Large = 4, etc.) Piloting 
  check as a swift action.
  essense doMe
  ENGINE
  SIZE
  PCU
  SPEED
  MAX 
  DISTANCE
  HYPERSPACE  
  ENGINE RATING
  COST (IN BP)
  Essence Dome I
  T
  50
  8
  +0 
  —
  11
  Essence Dome II
  S
  80
  6
  +1
  1
  18
  
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  traVelIng In the VoId
  gravItY WHIp
  Gravity whips are distinguished from gravity 
  impellers for their ability to affect Interstellar travel 
  with great ease and velocity. A gravity whip attunes 
  itself to the gravity of the nearest star (lesser 
  celestial bodies are too small for it to attune to) and 
  either pushes away against the star’s gravity, or 
  pulls toward it. As such, they are incredibly clumsy 
  engines, but also extraordinarily fast, making 
  them impractical to use for in-system travel. Many 
  trade vessels possess gravity whips, as do large 
  inter-system assault vehicles and some salvage 
  operators, but most smaller vessels do not due to 
  the size of the engine itself. 
  pHase Box
  A phase box is a curious one-foot cube box 
  with complex and dizzying patterns of arcane 
  runes carved into moving gears that continually 
  shift around the sides of the box in interweaving 
  patterns, making the box appear as though it 
  is both alive and somewhat formless (though it 
  retains its cube shape at all times). The phase box 
  floats in midair, four feet higher than whatever 
  surface it floats above. A phase box is operated by 
  touching the runes carved into the gears, causing 
  them to glow with a softly pulsing white light, 
  which is rather challenging, in and of itself, as they 
  are constantly shifting and difficult to read.
  Rather than moving spatially, vehicles propelled 
  by a phase box phase out of the material plane and 
  into hyperspace, shifting back into the material 
  gravItY IMpeller
  ENGINE
  SIZE
  PCU
  SPEED
  RETREAT 
  SPEED
  PILOTING 
  MODIFIER
  HYPERSPACE 
  ENGINE 
  RATING
  COST  
  (IN BP)
  Gravity Impeller I
  T
  80
  6
  —
  +1
  1
  15
  Gravity Impeller II
  S
  100
  6
  +1
  +1
  1
  20
  Gravity Impeller III
  M
  150
  6
  +2
  +1
  2
  38
  Gravity Impeller IV
  L
  170
  6
  +3
  +1
  2
  51
  Gravity Impeller V
  H
  230
  6
  +4
  +1
  2
  66
  Gravity Impeller VI
  G
  320
  6
  +5
  +1
  1
  74
  Gravity Impeller VII
  C
  350
  6
  +6
  +1
  1
  86
  gravItY WHIp
  ENGINE
  SIZE
  PCU
  SPEED
  PILOTING 
  MODIFIER
  HYPERSPACE 
  ENGINE RATING
  COST 
  (IN BP)
  Gravity Whip I
  T
  160
  16
  -4
  3
  39
  Gravity Whip II
  S
  240
  14
  -3
  5
  78
  Gravity Whip III
  M
  270
  14
  -3
  4
  88
  Gravity Whip IV
  L
  280
  12
  -2
  3
  92
  Gravity Whip V
  H, G
  410
  10
  -2
  1
  90
  Gravity Whip VI
  C
  450
  10
  -2
  1
  117
  
  121
  plane when the destination is reached. As such, 
  they have a Speed 0 when on the material plane, 
  requiring a separate thruster system to be installed 
  on the vessel. However, they can increase the 
  maneuvering and evasive capabilities of vessels 
  when on the material plane, adding to the vessel’s 
  TL and decreasing the turn distance as the phase 
  box shifts the vessel’s physical positioning.
  raId Boosters
  Raid boosters are magical rocket engines 
  mounted to the exterior of a spacecraft that 
  provide extraordinary velocities in tactical combat. 
  They are ideal engines for small attack vessels 
  and are often used on kites, raiders, or other small 
  pirate craft, particularly when used to harry larger 
  pHase Boxes
  ENGINE
  SIZE
  PCU
  HYPERSPACE 
  ENGINE 
  RATING
  SPECIAL
  COST 
  (IN BP)
  Red Phase Box
  T
  200
  5
  +2 TL
  43
  Orange Phase Box
  S
  250
  5
  +3 TL
  69
  Yellow Phase Box
  M
  300
  5
  +4 TL, -1 turn distance
  96
  Green Phase Box
  L
  350
  4
  +5 TL, -1 turn distance
  103
  Blue Phase Box
  H
  400
  2
  +12 TL, -2 turn distance
  105
  Violet Phase Box
  G
  450
  1
  +13 TL, -2 turn distance
  107
  Indigo Phase Box
  C
  500
  1
  +14 TL, -2 turn distance
  129
  raId Boosters
  ENGINE
  SIZE
  PCU
  SPEED
  PILOTING 
  MODIFIER
  COST 
  (IN BP)
  Raid Boosters I
  T
  80
  14
  +1
  19
  Raid Boosters II
  S
  140
  12
  +1
  26
  Raid Boosters III
  M
  270
  12
  +1
  41
  spellForge turBIne
  SPELL LEVEL
  SIZE
  SPEED
  PILOTING 
  MODIFIER
  HYPERSPACE 
  ENTRY
  HYPERSPACE 
  ENGINE 
  RATING
  Level 1
  T
  3
  +0
  No
  5
  Level 2
  S
  5
  +0
  No
  5
  Level 3
  M
  7
  +1
  Yes
  5
  Level 4
  L
  9
  +1
  Yes
  4
  Level 5
  H
  11
  +1
  Yes
  2
  Level 6
  G
  13
  +2
  Yes
  1
  Level 7
  C
  15
  +2
  Yes
  1
  Level 8
  C
  17
  +2
  Yes
  1
  Level 9
  C
  19
  +4
  Yes
  1
  
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  traVelIng In the VoId
  vessels. Raid boosters only provide enough thrust 
  to move tiny, small, or medium sized hulls. They are 
  incapable of moving larger vessels, and they are 
  unable to provide travel to and from hyperspace.
  Raid boosters can function for up to 4 hours, 
  used in eight 30-minute increments. Once 
  expended, the raid boosters require 8 hours of 
  direct exposure to sunlight to recharge.
  spellForge turBIne
  These engines rely upon the power of 
  spellcasters, who cast their spells into the forge 
  of the engine (which is a valid target for any spell 
  that the spellcaster uses, though the spells have 
  no effect), propelling the vessel at high velocity. 
  There are spellforge turbines that run off of psionic 
  energies instead, but they are less commonly 
  found. The level of spell cast into the spellforge 
  determines how long or far the vessel can travel 
  off of the magical energies. The spellcaster can sit 
  at a station before the forge and use various levers 
  and switches to manipulate the turbines to steer. 
  Mythic magics can provide for considerably longer 
  travel than normal spells of their level, increasing 
  the speed by 3.
  Each level of spell cast or manifested into the 
  spellforge can propel the vessel for the next 8 
  hours. Greater level spells cast into the spellforge 
  increase the speed at which the vessel may travel. 
  Additionally, spellforge turbines require a separate 
  spell cast into it to enter hyperspace, and returning 
  to the Material Plane is included in that cost.
  Spellforge turbines work on any size vessel, 
  though the size of the vessel decreases the speed 
  at which each spell travels by one per size category 
  (i.e. Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.). 
  However, spellforge turbines do not provide power 
  to a vessel’s systems and require a separate power 
  starWInd engIne
  ENGINE
  SIZE
  PCU
  SPEED
  PILOTING 
  MODIFIER
  HYPERSPACE 
  ENGINE RATING
  COST 
  (IN BP)
  Starwind Engine I
  T
  130
  6
  +1
  2
  23
  Starwind Engine II
  S
  170
  6
  +1
  2
  33
  Starwind Engine III
  M
  210
  4
  +2
  2
  42
  Starwind Engine IV
  L
  240
  4
  +2
  2
  54
  Starwind Engine V
  H
  270
  4
  +2
  2
  64
  Starwind Engine VI
  G
  380
  4
  +2
  1
  70
  Starwind Engine VII
  C
  550
  4
  +2
  1
  97
  
  123
  pre drIFt engInes
  ENGINE
  ADJUSTED COST 
  (IN BP)
  Alchemical Roarengine I
  16
  Alchemical Roarengine II
  22
  Alchemical Roarengine III
  30
  Celestial Reredos I
  20
  Celestial Reredos II
  26
  Celestial Reredos III
  36
  Celestial Reredos IV
  50
  Celestial Reredos V
  60
  Celestial Reredos VI
  86
  Celestial Reredos VII
  116
  Essence Dome II
  14
  Gravity Impeller I
  13
  Gravity Impeller II
  16
  Gravity Impeller III
  23
  Gravity Impeller IV
  31
  Gravity Impeller V
  41
  Gravity Impeller VI
  62
  Gravity Impeller VII
  72
  Gravity Whip I
  29
  Gravity Whip II
  38
  Gravity Whip III
  43
  Gravity Whip IV
  52
  Gravity Whip V
  78
  Gravity Whip VI
  103
  Red Phase Box
  23
  Orange Phase Box
  29
  Yellow Phase Box
  36
  Green Phase Box
  43
  Blue Phase Box
  80
  Violet Phase Box
  95
  Indigo Phase Box
  115
  Starwind Engine I
  18
  Starwind Engine II
  23
  Starwind Engine III
  27
  Starwind Engine IV
  34
  Starwind Engine V
  39
  Starwind Engine VI
  58
  Starwind Engine VII
  83
  core to be installed upon the vessel. 
  A spellforge turbine costs 76 BP.
  starWInd engIne
  This large-array propulsion system requires 
  wing-like stardraws to be mounted on the exterior 
  of a vessel and collect solar energy to transfer 
  to the engine itself. The engine itself has several 
  functions. First, it creates a mass-alteration effect 
  upon the vessel, causing it to functionally have 
  half its normal mass, which makes it faster and 
  easier to maneuver, but also more prone to course 
  alterations due to adverse effects (such as solar 
  tsunamis, and knockback and knockdown effects 
  from impact weapons, or slipstreams). Second, it 
  provides direct-propulsion from the rear of the 
  vessel via multiple force-thrusters. Third, steering 
  is done by manually adjusting the angle and 
  alignment of the stardraws themselves to shift the 
  direction of the vessel via a series of adjustment 
  levers. However, stardraws are useless without 
  the light of the system’s star; vessels caught in the 
  umbra of any celestial body’s shadow (including 
  other vessels) are unable to move. These engines 
  are unable to propel vessels from system to system, 
  as they go dead when further than the outermost 
  planet of any system, though they function just 
  fine within hyperspace.
  pre-drIFt engInes
  As the Starfinder setting is set far into the future 
  from the traditional Pathfinder setting, your 
  universe may not have discovered hyperspace yet. 
  Perhaps you may be the first to discover the Signal, 
  the god Triune, or even hyperspace itself! Should 
  you choose to play in this pre-Drift setting, remove 
  hyperspace engine rating and adjust the BP of the 
  engines presented in the table to the left.
  
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  traVelIng In the VoId
  asteroId
  A weapon with this special property may only 
  be fired when there are asteroids nearby (within 20 
  hexes), as it uses them as its ammunition.
  BYpass
  A weapon with this special property is able to 
  bypass all shield points that a vessel possesses. The 
  shields remain intact, but the attack completely 
  ignores them.
  neBula
  A weapon with this special property encases 
  the vessel in a billowing nebula that obscures all 
  sight, including darkvision, beyond 5 hexes. Any 
  vessels within the area of effect have concealment 
  (attacks have a 20% miss chance) from the 
  affected spacecraft. Vessels farther away have total 
  concealment (50% miss chance, and the afflicted 
  vessel cannot use sight to locate targets). The 
  nebula clings to the spacecraft, traveling with it, for 
  1d6 rounds before dissipating. Vessels attacking a 
  craft affected by a storm ballista’s nebula suffer no 
  penalties to attack.
  spHere
  A weapon with this special property affects 
  all targets within range. The gunner requires no 
  gunnery check against any target, as they are all 
  affected by the weapon. Roll damage only once 
  for all targets. Critical damage is determined by 
  each target’s Critical Threshold. The weapon cannot 
  avoid affecting any allies within its range, nor can it 
  affect any target more than once. A sphere weapon 
  uses 4 weapon mounts.
   
  Ù neW 
  Weapons For 
  spaceFarIng 
  vessels
  All the weapons that can be found aboard 
  spacefaring vessel deal extraordinary amounts of 
  damage, and as such, are expressed in terms of hull 
  instead of hit points.
  neW Weapons
  The following weapons are available for use in 
  addition to the ones already found in the Starfinder 
  Core Rulebook.
  MagIFlux dragnet
  This special weapon, the magiflux dragnet, 
  generates a magical gravitational field in a 
  large portion of the void that forces vessels that 
  encounter it to reduce their speed. It is used 
  primarily to slow passing craft so that they can be 
  attacked without having to wait for the opposing 
  spacecraft to slow, or to prevent enemy spacecraft 
  from escaping the area. Upon activation, the 
  magiflux dragnet projects a 120 hex-diameter 
  sphere. The sphere forces spacecraft within its 
  area of effect to reduce their thruster speed by 4 
  (minimum 1), including the vessel carrying it.
  This device, when fired, lasts for up 20 rounds. 
  The gunner may shut down the device before the 
  duration expires, but any unused rounds are lost.
  specIal 
  propertIes
  The following special properties are in addition 
  to the weapon special properties found in the 
  Starfinder Core Rulebook.
  
  125
  spaceFarIng 
  vessel 
  coMponents
  Some components in Starjammer have no 
  analogous component in Starfinder and are 
  assumed to be a standard part of vessel functions. 
  The following components fall under that category 
  and require no conversion: heat shields, air 
  generator, climate controller, gravity generator, 
  integrated computer network (computer system), 
  intervessel communication system, navigation 
  system, atmospheric stabilizer, automated 
  targeting system (computer system), and heads-
  up display unit (standard and greater; computer 
  systems).
  deFensIve 
  counterMeasures
  The following defensive vessel components are 
  treated as defensive countermeasures in Starfinder. 
  Use the following table to convert Starjammer 
  defensive components to Starfinder defensive 
  countermeasures.
  converted Weapons
  The following weapons in Starjammer are treated as the listed weapon using the Starfinder rules.
  STARJAMMER WEAPON
  STARFINDER WEAPON
  Beam Cannon
  Supermaser
  Steam Bombard
  High explosive missile launcher
  LIGHT WEAPONS
  RANGE
  SPEED (IN 
  HEXES)
  DAMAGE
  PCU
  COST (IN BP)
  SPECIAL 
  PROPERTIES
  DIRECT-FIRE WEAPONS
  Ballista, Lesser
  Short
  —
  2d4
  4
  2
  —
  Force Spear
  Medium
  —
  1d10
  10
  4
  Bypass
  HEAVY 
  WEAPONS
  RANGE
  SPEED (IN 
  HEXES)
  DAMAGE
  PCU
  COST (IN BP)
  SPECIAL 
  PROPERTIES
  DIRECT-FIRE WEAPONS
  Ballista, Greater
  Medium
  —
  4d8
  10
  10
  —
  SPECIAL WEAPONS
  Magiflux Dragnet
  120 Hexes
  —
  —
  20
  15
  Limited fire 3
  CAPITAL 
  WEAPONS
  RANGE
  SPEED (IN 
  HEXES)
  DAMAGE
  PCU
  COST (IN BP)
  SPECIAL 
  PROPERTIES
  DIRECT-FIRE WEAPONS
  Ballista, Storm
  Long
  —
  5d6
  12
  12
  Nebula
  Death Blossom
  Short
  —
  8d8 x 10
  50
  60
  Limited fire 1, sphere
  Rail Cannon
  Long
  —
  2d6 x 10
  40
  50
  —
  TRACKING WEAPONS
  Astral Trebuchet
  Medium
  8
  6d8 x 10
  15
  25
  Asteroid
  
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  traVelIng In the VoId
  NAME
  BONUS TO TL
  PCU
  COST  
  (IN BP)
  Cloaking 
  Device
  +8
  16
  20
  cloakIng devIce
  This irregular, fist-sized chunk of azure crystal sits 
  within a matrix of iron, connected by silvery wires 
  and copper clamps. The crystal pulsates with a soft 
  white light.
  A cloaking device conceals spacefaring vessels 
  from sight as if they were the target of an invisibility 
  spell, giving them an advantage on the field of 
  battle and helping the craft make good on escapes. 
  However, should the vessel wish to attack, the 
  cloaking effect ends. A cloaking device may be used 
  3 times per day, and lasts up to 13 minutes with 
  each use. Its effects can be cancelled at any time.
  This defensive countermeasure may be 
  installed in addition to any standard defensive 
  countermeasures, and its effects stack with those 
  countermeasures while it is active.
  expansIon BaYs
  Many vessel components in Starjammer are 
  treated as expansion bays in Starfinder. Use the 
  following table to convert Starjammer components 
  to Starfinder expansion bays.
  STARJAMMER VESSEL 
  COMPONENT
  STARFINDER 
  EXPANSION BAY
  Additional Cargo Space
  Cargo Hold
  Additional Crew Space
  Guest Quarters
  Torpor Husk
  Stasis Chamber
  addItIonal expansIon 
  BaYs
  EXPANSION BAY
  PCU
  COST (IN BP)
  Automated Crew
  12
  10
  Extradimensional 
  Cargo Space
  10
  20
  Hydroponic Garden
  2
  2
  Personal Teleporter I
  10
  8
  Personal Teleporter II
  20
  18
  Personal Teleporter III
  30
  28
  Stasis Chamber
  15
  15
  
  127
  autoMated creW
  An automated crew is comprised of a group of 10 
  visible phantoms that can perform crew functions; 
  engineering, gunners, or science officers. They 
  cannot fight in melee or ranged combat (though 
  they can be ordered to operate weapons), speak, 
  or defend themselves. An automated crew cannot 
  perform their duties without an officer to give 
  them commands. When given directions, they can 
  reduce the crew compliment of a vessel by 10. The 
  automated crew is unable to leave the vessel, but 
  requires no food, water, or air to function, allowing 
  the mortal members of a vessel’s crew to perform 
  other functions. The duties of the automated crew 
  are determined upon selecting this expansion 
  and cannot be changed, and each member of 
  the automated crew has a number of ranks in 
  their specified skill equal to the tier of the vessel 
  (minimum 1), with no bonuses or penalties.
  DUTY
  SKILL
  Engineers
  Engineering
  Gunners
  Gunnery
  Science Officers
  Computers
  The automated crew is generated by a head-
  sized, irregular lump of ochre stone that may be 
  placed anywhere within the spacecraft. Once 
  activated, the crew functions continuously until 
  either the stone is destroyed, or it is removed from 
  the vessel.
  extradIMensIonal cargo 
  space
  An extradimensional cargo space is an iron-gated 
  doorway that leads to an extradimensional space. 
  The doorway is paired with a magical silver key that 
  will only open the doorway to which it is paired. 
  The doorway may be set against any flat surface 
  that is at least five feet wide by five feet tall. When 
  placed against such a surface and the doorway 
  unlocked by means of its key, it causes a 20-cubic 
  foot extradimensional space to come into being. 
  This extra space does not increase the size of the 
  spacecraft, nor does it add to the vessel’s hit points.
  The only air in the extradimensional cargo 
  space is that which enters when the doorway 
  is opened. It contains enough air to supply four 
  medium creatures or eight small creatures for 30 
  minutes. This extradimensional space accumulates 
  no weight, even if the cargo hold is filled. If a 
  portable hole or a bag of holding is placed within 
  an extradimensional cargo space, a rift to the Astral 
  Plane is torn in that place. The dimensional cargo 
  space, its contents, and everything within a 10-foot 
  radius of the doorway are sucked into the Astral 
  Plane and are forever destroyed.
  HYdroponIc garden
  A hydroponic garden is a climate-controlled 
  room that continually encourages the growth of 
  any plants planted in the growing troughs spaced 
  about the room. Normally, such rooms are used 
  for growing fruits and vegetables, but they can be 
  specialized to grow medicinal herbs or more exotic 
  plants, or they can be used merely as decorative 
  gardens. A single hydroponic garden may be 
  utilized for one function only; food, medicine or 
  decoration.
  When used to grow foods and vegetables, a 
  single hydroponic garden can provide enough 
  food and water for 60 creatures per day. When 
  used to grow medicinal herbs, they grant a 
  +4 circumstance bonus to all Medicine checks 
  performed onboard the craft. If the hydroponic 
  garden is used as a decorative garden, it grants 
  a +2 morale bonus on all skill checks performed 
  onboard the vessel.
  
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  [personnel teleporter
  An archway constructed of mithral-laced bronze 
  and engraved with dozens of sigils, this special 
  device, upon speaking the command word, 
  can teleport up to four people at a time up to a 
  distance of 900 miles (Type I). This easily allows 
  for teleportation from vessel-to-vessel or from 
  spacecraft to the surface of planets from orbit. 
  The personnel teleporter can be activated up to 6 
  times per day, but it is only a one-way device. If the 
  device is set to teleport creatures or objects onto 
  another craft, the other vessel may make a DC 25 
  Will save to resist the teleportation.
  More powerful versions of this archway exist that 
  can teleport up to five people at a time across up 
  to 275,000 miles (Type II). There is also a version 
  that can teleport up to six people at a time from 
  one planet to another (Type III). However, such 
  gateways are best used in pairs to teleport people 
  or supplies back and forth.
  stasIs cHaMBer]
  Woven of fine silver and copper wires, a stasis 
  chamber is a set of six upright cylinders that stand 
  eight feet tall and are approximately four feet 
  across, each of which is able to wrap a Medium-
  sized creature within its outer shell. Creatures that 
  step inside a stasis chamber find themselves within 
  a curtain of shifting wires of the same material 
  as the outer shell. When they come into contact 
  with these wires, they are placed into a state of 
  suspended animation as if they had been affected 
  by a temporal stasis spell, and the husk wraps 
  closed around them. Once the stasis chamber 
  is wrapped around a creature, it can be opened 
  by unwrapping the chamber, which releases the 
  creature inside from the stasis effect. Creatures 
  unwilling to be placed into stasis may make a DC 
  22 Fortitude save to resist the effects of the stasis 
  chamber. If they are successful, they cannot be 
  affected by the magic of a stasis chamber for 24 
  hours, even if they are willing.
  Stasis Chambers are used to hold creatures in a 
  state of suspended animation for long voyages out 
  into space, or to hold creatures prisoner aboard 
  such spacefaring vessels if a brig or other secured 
  area is not available. They are also used, upon 
  occasion, for the transportation of critically injured 
  or diseased patients.
  Torpor husks come in larger sizes; the cost of 
  such enlarged husks increases by +2 PCU and 
  +4 BP for each size increment above medium. 
  However, holding creatures of huge size requires 
  two continguous stasis chambers, and holding 
  creatures of gargantuan size requires four. These 
  size restrictions can be overriden at the GMs 
  discretion.
  sHIelds
  Use the following table to convert Starjammer 
  components to Starfinder shields.
  sHIelds
  STARJAMMER VESSEL 
  COMPONENT
  STARFINDER SHIELDS
  Deflection Shield 
  Generator I
  Light Shields 70
  Deflection Shield 
  Generator II
  Medium Shields 200
  Deflection Shield 
  Generator III
  Superior Shields 540
  
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  Beasts
  While the creatures listed here are, by no means, 
  the only creatures that can be encountered out 
  among the stars, this chapter should give players 
  and GMs alike an interesting array of new creatures 
  to encounter in the furthest reaches of space.
  neW unIversal 
  Monster rules
  The following rules are standard and referenced 
  in monster stat blocks:
  Plasma Burn (Ex) A creature with plasma burn 
  ability deal electricity and fire damage in addition 
  to damage dealt on a successful melee attack. 
  A creature affected by the plasma burn ability 
  must also succeed at a Reflex save or catch fire, 
  taking the listed damage at the start of its turn 
  for an additional 1d4 rounds (DC 10 + 1/2 plasma 
  burn creature’s racial HD + plasma burn creature’s 
  Con modifier). An affected creature can attempt 
  a new save as a full-round action. Dropping and 
  rolling on the ground grants a +4 bonus on this 
  save. Creatures that hit the plasma burn creature 
  with natural weapons or unarmed attacks take 
  electricity and fire damage as though hit by plasma 
  burn creature’s plasma burn attack and must make 
  a Reflex save to avoid catching on fire.
  Format: plasma burn (1d4 electricity, 1d4 
  Starjammer may take players to any world, 
  where they could encounter any type of 
  monster imaginable, but there are a few that 
  are particularly well suited to be encountered 
  out in space. They include, but are not limited 
  to the monsters presented in this bestiary, 
  and the following additional monsters: 
  colours out of space, haveros, omas, outer 
  dragons, somalcygots, and any other creature 
  with the starflight or limited starflight 
  template (such as the servants of the void 
  listed on page 54.)
  
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  fire, DC 15); Location: Special Attacks and 
  individual attacks.
  Starflight (Su) A creature with this special ability 
  can survive in the void, flying through space at an 
  incredible speed. Although exact travel times vary, 
  a trip within a single solar system should take 3d20 
  hours, while a trip beyond should take 3d20 days 
  (or more, at the GM’s discretion)—provided the 
  creature knows the way to its destination.
  Format: starflight; Location: Speed
  starFlIgHt speed
  Minimal Starflight: interplanetary travel 3d20 
  months, interstellar travel 3d20 years, example 
  include Mi-Go.
  Poor Starflight: interplanetary travel 3d20 
  weeks, interstellar travel 3d20 months, example 
  include Eldritch Template’s Starflight.
  Lesser Starflight: interplanetary travel 3d20 
  days, interstellar travel 3d20 weeks, examples 
  include Oma, Silver Maiden.
  Starflight: interplanetary travel 3d20 hours, 
  interstellar travel 3d20 days, examples include 
  Outer Dragons and Shanta.
  Greater Starflight: interplanetary travel 2d6 
  hours, interstellar travel 2d6 days, example include 
  Cthulhu, Ribbon Dragon.
  Superior Starflight: interplanetary travel 3d20 
  minutes, interstellar travel 3d20 hours.
  Transient Starflight: interplanetary travel 3d20 
  seconds, interstellar travel 3d20 minutes.
  Hyper Starflight: interplanetary travel 3d20 
  milliseconds, interstellar travel 3d20 seconds.
   
  Ù neW 
  Monsters
  BAttLe BeetLe  
                     Cr 1
  XP 400
  N Large animal
  Init +1; Senses low-light vision; Perception +5
  deFense
  HP 20
  EAC 11, KAC 13
  Fort +5, Ref +5, Will +1; +4 morale bonus vs. fear 
  and emotion effects
  oFFense
  Speed 40 ft.
  Melee bite +8 (1d6+5 P)
  
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  Space 10 ft.; Reach 10 ft.
  Offensive Abilities breath weapon (10-ft. cone, 
  2d6 acid damage, Reflex DC 10 half, useable once 
  every 1d4 rounds)
  stAtistiCs
  Str +4, Dex +1, Con +2, Int -4, Wis +0, Cha -1
  Skills Acrobatics +5, Athletics +10
  eCoLoGy
  Environment temperate forests
  Organization solitary, pair, or cluster (3-6)
  This enormous beetle’s carapace shines, showing 
  that it has been well cared for. The saddle atop it is 
  obviously used for riding.
  Specially trained mounts used as ‘vehicles’ by 
  the pasimachi, battle beetles serve both as riding 
  animals and as protective companions. Stables that 
  are capable of accommodating the massive insects 
  are rarely found outside of pasimachi worlds or 
  major metropoles, but make for excellent mounts 
  once they become mature enough to fly.
  BurroW God  
                     Cr 5
  XP 1,600
  NE Large aberration (earth)
  Init +2; Senses blindsense (vibration) 120 ft., 
  darkvision 60 ft.; Perception +11
  deFense 
  HP 70
  EAC 17, KAC 19
  Fort +7, Ref +7, Will +6
  oFFense
  Speed 30 ft., burrow 50 ft., climb 10 ft.
  Melee pincer +14 (1d6+10 B or P or S)
  Space 10 ft.; Reach 5 ft.
  Offensive Abilities ambush pit, earth spears
  stAtistiCs
  Str +5, Dex +2, Con +3, Int +0, Wis -1, Cha -2
  Skills Acrobatics +11, Athletics +16, Stealth +11 
  (+21 when underground)
  speCiAL ABiLities
  Ambush Pit (Ex) A burrow god can spend 1 minute 
  digging itself into the soil or other ground debris. It 
  then waits for its blindsense to detect prey. When a 
  creature comes within range, it can, as a full action, 
  erupt from the ground and move up to twice its 
  speed, making two attacks with its pincers at the 
  end of this movement. When dug in, the burrow 
  god has improved cover, granting it a +10 bonus 
  on Stealth checks.
  Earth Spears (Ex) A burrow god can spend 1 
  minute digging itself into rock, soil, or other 
  ground debris. It then waits for its blindsense to 
  detect prey. When a creature comes within range, 
  it fires jagged bone projectiles from its back that 
  lance up out of the ground. Each stalagmite-like 
  projectile affects a five-foot square and tapers to a 
  height of five feet. Every creature within a five-
  foot radius of the burrow god takes 2d6 points of 
  piercing damage per square. Creatures that take 
  up more than 1 square can be hit by multiple 
  spears. The explosive growth can also trip foes. 
  When the spears erupt from the ground, they to 
  trip any targets that take damage from the spears, 
  with a +2 bonus to the attack roll. Each additional 
  earth spear beyond the first that strikes a single foe 
  grants a +10 bonus on this attack roll. If the check 
  is successful, the earth spears knock the foe prone. 
  A successful DC 13 Reflex save halves the damage 
  and prevents the trip attempt.
  eCoLoGy
  Environment any
  Organization solitary, swarm (2-12)
  Bone spears burst forth from the ground, impaling 
  anything lurking above this stealthy beast.
  
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  Burrow gods are not truly gods, nor do they 
  possess any divine power whatsoever. Their name 
  comes from their ability to burrow into rocks 
  and asteroids and attack from below the surface. 
  When they rise up to devour their prey, they have 
  drab and sinewy bodies with six legs, and their 
  abdomen is attached to the back of the creature’s 
  body, protected by a hardened shell. The abdomen 
  has dozens of jagged, bony projections protruding 
  through holes in its shell. When above-ground, the 
  burrow god lumbers forward with an ungainly gait 
  and attempts to crush foes between its pincers, 
  but it prefers to attack from below and is not often 
  seen. A burrow god typically stands seven feet tall 
  and weighs 650 pounds.
  drAGon, riBBon           Cr 25 
  XP 1,638,400
  NE Colossal dragon (void)
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +41
  deFense 
  HP 600 
  RP 8
  EAC 41, KAC 42
  Fort +23, Ref +23, Will +28
  Defensive Abilities freedom of movement; 
  DR 15/good; Immunities inhaled poison, cold, 
  compulsion, curse, fire, paralysis, poison, sleep; 
  Resistances acid 30; SR 35
  oFFense
  Speed 50 ft., burrow 30 ft., fly 200 ft. (average; 6 
  hexes in space)
  Melee bite +37 (16d12+37 P plus swallow whole)
  Multiattack bite +31 (6d12+37 P plus swallow 
  whole), 2 claws +31 (6d12+37 B and S each plus 
  grab), tail slap +31 (6d12+37 B)
  Space 30 ft.; Reach 20 ft.
  Offensive Abilities breath weapon (50-ft. cone, 
  14d10 half fire/half divine power, Ref half, once 
  every 1d4 rounds) constrict (6d12+37 B), swallow 
  whole (8d10+25 A, EAC 41, KAC 38, 150 HP)
  Spell-Like Abilities (CL 19th) 
  6th (3/day)–ethereal jaunt, greater resistant armor, 
  plane shift (DC 32), snuff life (DC 32) 
  5th (6/day)–dominate person (DC 31), teleport, wall 
  of force
  4th (at will)–enervation, greater invisibility
  stAtistiCs
  Str +12, Dex +2, Con +8, Int +2, Wis +6, Cha +15
  Skills Acrobatics +46, Mysticism +46, Physical 
  Science +41
  Languages Abyssal, Celestial, Common, Draconic
  Other Abilities no breath
  speCiAL ABiLities
  Freedom of Movement (Su) The ribbon dragon 
  can move and attack normally, even under the 
  influence of magic or effects that usually impede 
  movement, such as paralysis and the slow spell. 
  All attempts to grapple the ribbon dragon 
  automatically fail. The ribbon dragon automatically 
  succeeds on any checks made to escape a grapple 
  or a pin. The ribbon dragon can also move and 
  attack normally while underwater.
  Greater Starflight (Su) The ribbon dragon can 
  survive in the void of outer space, and flies through 
  outer space at incredible speeds. Although the 
  exact travel time will vary from one trip to the 
  next, a trip within a solar system normally takes 
  the ribbon dragon 2d6 hours, and a trip beyond 
  normally takes 2d6 days.
  Riding the Ribbon (Su) The ribbon dragon can 
  expend two Resolve Points to create a rift in the 
  fabric of space-time that it drags along in its wake. 
  The rift is a pulsating and undulating wave of 
  multicolored light five hexes wide (with the ribbon 
  dragon at its center) that lasts for 10 rounds. Any 
  
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  vessels that pass through the rift take 10d4 points 
  of damage (DC 30 Reflex save for half) and its 
  speed is reduced to 0.
  eCoLoGy
  Environment any vacuum
  Organization solitary
  Flat and wingless, this draconic monster weaves 
  through the vacuum of space, destroying all in its 
  path. Its eyes blaze with the light of a thousand stars 
  and it opens its terrible jaws wide to spew forth a 
  superheated blast of stardust.
  Old spacers all across the galaxy tell tales of 
  how they encountered the ribbon dragon in 
  the blackness between worlds, and how they 
  just barely escaped to tell the tale. Each tale is 
  more fantastical than the next. The dragon rarely 
  seeks wealth or power in these tales, often only 
  spreading a path of destruction across the stars. 
  Many of these tales share common themes; the 
  dragon comes from out of nowhere and begins 
  tearing vessels apart, often bringing the light of 
  the stars in her wake and wreaking havoc on entire 
  fleets.
  Sages suggest that the ribbon dragon was the 
  offspring of one of the gods of the void, most 
  likely Israfel. Old scrolls tell of the ribbon dragon, 
  named Tarakonawhetu, having hatched from the 
  moon of a long-forgotten world and laying waste 
  to everything in the solar system. The truth of this 
  tale is the subject of hot debate every time that the 
  ribbon dragon is sighted.
  If Tarakonawhetu has a lair, it has not yet been 
  found. However, tales tell that her treasure hoard 
  must contain the wealth of dozens of ravaged 
  worlds. Adventurers constantly search abandoned 
  worlds and asteroid fields for what they believe to 
  be the greatest treasure in the galaxy, but no one 
  has found it in thousands of years. No divination 
  has ever been able to reveal the whereabouts of 
  the ribbon dragon or her lair.
  Other adventurers have sought to kill the ribbon 
  dragon, but none that have set out to find her have 
  met with success. Tarakonawhetu has either proven 
  too difficult to find, or those that have encountered 
  her have had their vessels smashed into flinders and 
  their dreams of ending the ribbon dragon crushed. 
  Some have developed a thirst for vengeance 
  against the ribbon dragon and have sought her out 
  multiple times, but if Tarakonawhetu has noticed, 
  there has been no sign. She is a force of devastation 
  to spacefarers, and all that encounter her are wise 
  to flee for their lives.
  spACe remorA  
                     Cr 5
  XP 1,600
  Source: It Came from the Stars Campaign Guide 
  (Zombie Sky Press)
  N Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +11
  deFense 
  HP 70
  EAC 17, KAC 19
  Fort +9, Ref +9, Will +4
  Immunities cold
  oFFense
  Speed 5 ft., fly 60 ft. (perfect), swim 60 ft.
  Melee bite +15 (1d6+10 P plus grab) or attach 
  +15
  Space 10 ft.; Reach 10 ft.
  stAtistiCs
  Str +5, Dex +3, Con +2, Int -4, Wis +1, Cha -1
  Skills Acrobatics +16, Athletics +11, Stealth +11
  Other Abilities no breath, starflight
  speCiAL ABiLities
  Attach (Ex) Using a sucker-like organ on its head, 
  a space remora can attach itself (as the universal 
  monster ability) to a Huge or larger creature or 
  object. A space remora does not need to make 
  
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  checks to maintain this grapple and cannot make 
  grapple checks for additional effects (such as 
  damage or pinning).
  Each attached remora reduces a creature or 
  vehicle’s speed by 10 ft. (to a minimum 5 ft.) and 
  increases the duration of space travel by +1 hour or 
  day (depending on distance).
  eCoLoGy
  Environment any vacuum
  Organization solitary, pair, or nest (3-6)
  This enormous fishlike creature has a distinctive flat, 
  oval forehead like a remora. It swims through the void 
  as if through water.
  Like the fish they resemble, space remoras are 
  predators and scavengers in the depths of space. 
  They are often found among shoals of asteroids 
  and planetary rings, which serve as their breeding 
  grounds. Although capable of interstellar flight, 
  space remoras prefer to travel attached to larger 
  creatures or space vessels, feeding off smaller 
  prey and jetsam the host won’t miss. In this way, 
  the space remoras have spread far and wide. 
  Though known to attack lone space travelers when 
  desperate, space remoras are more dangerous 
  during boom times, when schools of these 
  creatures attach themselves to spacegoing vessels, 
  slowing them down and endangering all aboard. 
  spider, Asteroid                     Cr 6
  XP 2,400
  CE Huge vermin
  Init +2; Senses blindsense (vibration) 120 ft., 
  darkvision ft.; Perception +13
  deFense 
  HP 90
  EAC 18, KAC 20
  Fort +10, Ref +8, Will +5
  oFFense
  Speed 30 ft., climb 20 ft.
  Melee bite +16 (1d8+11 P plus acidic sputum)
  Space 15 ft.; Reach 5 ft.
  Offensive Abilities web (+13 ranged, DC 14, 6 HP)
  stAtistiCs
  Str +5, Dex +2, Con +3, Int —, Wis +0, Cha -4
  Skills Athletics +18, Stealth +13 (+17 in webs)
  Other Abilities no breath, starflight
  speCiAL ABiLities
  Acidic Sputum (Ex) The saliva of an asteroid spider 
  is incredibly potent, capable of dissolving the 
  hardest of metals. This acidic slaver ignores the first 
  5 points of acid resistance that any creature may 
  possess. If the asteroid spider makes a successful 
  attack against a creature, that creature is exposed 
  to the acid for 5 rounds, taking 2d4 damage per 
  round unless neutralized.
  If the asteroid spider attacks an object or vessel, 
  spider’s bite ignores any hardness the object or 
  vessel may have and does twice its normal damage.
  Starflight (Su) An asteroid spider can survive in 
  the void of outer space. It flies through space at 
  incredible speeds, making a trip within a single 
  solar system normally takes 3d20 hours, while a 
  trip beyond normally takes 3d20 days. However, 
  asteroid spiders rarely leave the solar system that 
  they’re born in, though they have been known to 
  drift with passing meteor showers, comets, or other 
  celestial bodies that drag rocks and other debris in 
  their wakes.
  Web (Ex) Asteroid spiders can use webs to support 
  themselves and up to one additional creature of 
  the same size. Asteroid spiders can throw a web as 
  a standard action at creatures (up to Gargantuan 
  size) that it can see within 50 feet. Creatures who 
  are hit by the web gain the entangled condition, 
  but entangled creature can escape as a standard 
  
  135
  action with a successful DC 14 Acrobatics or 
  Strength check. Attempts to burst a web by those 
  caught in it take a –4 penalty. 
  eCoLoGy
  Environment any vacuum
  Organization solitary, gang (2-4), or shower (11-
  20)
  Asteroid spiders can create sheets of sticky 
  webbing up to three times their size. They usually 
  position these sheets to snare flying creatures 
  but can also try to trap prey on the ground. 
  Approaching creatures must succeed on a DC 20 
  Perception check to notice a web; otherwise they 
  stumble into it and become trapped as though 
  by a successful web attack. Attempts to escape or 
  burst the webbing gain a +5 bonus if the trapped 
  creature has something to walk on or grab while 
  pulling free. Each 5-foot-square section of web 
  has 6 Hit Points and DR 5/—. Asteroid spiders can 
  move across their own web at its climb speed and 
  can pinpoint the location of any creature touching 
  its web.
  This pitted lump of rock is about the size of a wagon; 
  stalks of stony flesh peel away from the body and the 
  creature raises its head, mandibles clacking. Its black 
  eyes seem to pierce right through you as it launches 
  itself at your vessel, legs scrabbling upon the hull.
  Asteroid spiders appear to be normal asteroids, 
  drifting in a sort of torpor, floating in space until 
  their extraordinary sense of hearing picks up the 
  sound of a passing creature or vessel. Once a 
  vessel draws close enough, asteroid spiders will 
  swarm upon it and tear it asunder, devouring 
  flesh, rock and metal alike. They will feed upon 
  nearly anything, except for one another, strangely 
  enough. When finished with their meal, they will 
  curl back up into a ball and drift until the next 
  unfortunate being encounters them. They often 
  travel with passing meteor showers, or drift among 
  asteroid fields.
  star Beast
  Source: It Came from the Stars Campaign Guide 
  (Zombie Sky Press)
  Eons ago, long before the age of man, primeval 
  dragons fought for dominance over their world. 
  It was during this time of war that a small group 
  of dragons decided to leave their brethren to 
  squabble over the paltry treasures found on their 
  home world. Instead, they took to the stars, where 
  the riches of thousands of worlds awaited.
  star Beast traIts
  Star beasts are distant cousins of true dragons. 
  They have evolved over the millennia to hunt and 
  live in the vast, dark coldness of space. While each 
  star beast is unique, they share many qualities. 
  These shared qualities are described below.
  Constrict (Ex): Their long, serpentine bodies can 
  constrict opponents with bone-crushing force. The 
  star beast must make a successful grapple attempt. 
  This attack does bludgeoning damage.
  Damage Reduction: Star beasts have DR as 
  indicated on each star beast’s specific entry.
  Fly Speed (Su): A star beast’s fly speed is 
  described in each star beast’s specific entry. Star 
  beasts fly through magical means and can fly 
  whether or not they are in an environment with an 
  atmosphere.
  Immunities (Ex): Exposure to the vacuum of 
  space and the blazing heat of stars has rendered 
  them immune to cold and fire. Specific star beasts 
  may have additional immunities or resistances as 
  indicated in each star beast’s specific entry. Star 
  beasts are also immune to sleep and paralysis.
  Physiology: While star beasts eat and sleep, they 
  do not need to breathe.
  Freedom of Movement: Every star beast has 
  the following ability: The star beast can move and 
  
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  attack normally, even under the influence of magic 
  or effects that usually impede movement, such as 
  paralysis and the slow spell. All attempts to grapple 
  the star beast automatically fail. The star beast 
  automatically succeeds on any checks made to 
  escape a grapple or a pin. The star beast can also 
  move and attack normally while underwater.
  Spell-Like Abilities: A star beast’s CL for its spell-
  like abilities is equal to its total HD.
  Spell Resistance (Ex): Star beasts have spell 
  resistance equal to 11 + its CR.
  Dragon Senses (Ex): Like true dragons, star 
  beasts have darkvision 120 ft. and blindsense 60 ft. 
  They see four times as well as a human in dim light 
  and twice as well in normal light.
  Unique Attack (Su): Star beasts don’t necessarily 
  have traditional breath weapons like their 
  chromatic and metallic cousins. In its place, a star 
  beast may have a unique magical attack described 
  in the star beast’s specific entry.
  lIFe cYcle
  Star beasts are far less numerous than other 
  dragons. Each star beast is a unique creature, 
  known by its name rather than breed. There is 
  only one star beast of each name at any given 
  time. They are solitary by nature and rarely 
  associate with other star beasts, generally only 
  coming together when one of their brethren 
  dies. The process of star beast reproduction 
  is largely a mystery to other species. What is 
  common knowledge is that star beasts exist in a 
  rigid hierarchy based on the strength (CR) of the 
  creature. When a star beast dies, all remaining star 
  beasts seem to sense the demise of their brother 
  or sister and gather together. Exactly what occurs 
  during these gatherings is unknown. Scholars 
  suspect that the remaining star beasts reproduce 
  through arcane rituals.
  The true story is more complex and bizarre. The 
  surviving star beasts gather in a specific celestial 
  location, which varies depending on the specific 
  star beast that has died. Past gathering locations 
  have included dying stars, stellar nurseries, black 
  holes, pulsars, and exotic moons. The star beasts 
  then create an egg from the remains of the 
  deceased star beast and hide it in a safe celestial 
  location, so the star beast contained within can 
  gestate to maturity. At least one star beast always 
  stays with the egg until the hatching occurs.
  When the egg hatches, the new star beast is on 
  its own. It possesses all the memories of the dead 
  star beast from which it sprung, but it develops 
  a unique set of abilities as it matures. Sometimes 
  the new incarnation of a star beast is only slightly 
  different than the previous, and sometimes the 
  shift is dramatic.
  The hatching of the egg is usually accompanied 
  by a dramatic cosmic phenomenon (examples 
  include a supernova, a star collapsing into a black 
  hole, a massive gamma burst racing out from a star, 
  huge solar flares erupting from all stars of a specific 
  constellation, or a new star forming).
  Many civilizations have been destroyed simply 
  by the birth of a new star beast. Their capacity for 
  destruction at such a young age proves prophetic 
  for the destruction they will bring as they grow.
  knoWn star Beasts
  BeteLGeuse                     Cr 12 
  XP 19,200
  LE Huge dragon (star beast)
  Init +5; Senses blindsight (emotion) 60 ft., dragon 
  senses; Perception +25
  deFense 
  HP 200
  EAC 26, KAC 28
  Fort +16, Ref +16, Will +13
  Defensive Abilities freedom of movement; DR 
  5/magic; Immunities cold, fire, mind-affecting 
  
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  effects, paralysis, sleep; Resistances acid 30; SR 23
  oFFense
  Speed 40 ft., fly 200 ft. (good)
  Melee tail +26 (6d4+20 B plus grab)
  Multiattack bite +20 (3d4+20 P), 2 fins +20 
  (3d4+20 B), tail +20 (3d4+20 B plus grab)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Offensive Abilities breath of the void, constrict 
  (tail, 3d4+20 B)
  Spell-Like Abilities (CL 14th) 
  4th (1/day)—corrosive haze (DC 19), greater 
  invisibility
  3rd (2/day)—irradiate (DC 18), haste, nondetection, 
  slow (DC 18)
  2nd (at will)—fog cloud, mirror image
  stAtistiCs
  Str +8, Dex +5, Con +4, Int +3, Wis +3, Cha +3
  Skills Acrobatics +25, Intimidate +25, Mysticism 
  +25, Stealth +25
  Languages Aklo, Common, Draconic, 
  Overcommon, Sylvan
  Other Abilities starflight
  speCiAL ABiLities
  Breath of the Void (Su) Betelgeuse can breathe 
  a 50-ft. cone of frigid, suffocating darkness as a 
  standard action usable every 1d4 rounds. The 
  cone does 9d6 cold damage (DC 19 Reflex save 
  for half). Any opponent failing the Reflex save 
  must also make a DC 19 Fortitude save or begin to 
  suffocate. On the target’s next turn, the target falls 
  unconscious and is reduced to 0 hp. One round 
  later, the target drops to –1 hp and is dying. One 
  round after that, the target dies. Each round, the 
  target can make another Fortitude save to end 
  this effect. This additional effect only affects living 
  creatures that must breathe. It is impossible to 
  defeat the effects of this spell by simply holding 
  one’s breath—if the victim fails the initial saving 
  throw, the air in its lungs is extracted.
  Starflight (Su) Betelgeuse can survive in the void 
  of outer space. It flies through space at incredible 
  speeds. Although exact travel times vary, a trip 
  within a single solar system normally takes 3d20 
  
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  hours, while a trip beyond normally takes 3d20 
  days (or more, at the GM’s discretion)—provided 
  Betelgeuse knows the way to its destination.
  eCoLoGy
  Environment any vacuum
  Organization solitary
  Vivid scales that seem to ooze an inky darkness cover 
  this star beast from head to tail.
  Betelgeuse lies between the light and darkness of 
  space—it is the airless void of space incarnate. It 
  rarely speaks, and when it does, it is never above a 
  whisper. Its personality is cold and aloof, and it is 
  considered distant even by star beast standards. 
  Betelgeuse prefers to use stealth and its control 
  over darkness and shadow to gain the advantage 
  over foes.
  All star beasts have a treasure horde that they hide 
  in strange and often deadly locations. Betelgeuse’s 
  horde is hidden on the perpetual dark side of a 
  non-rotating frozen moon. The treasures are buried 
  deep within the icy caverns of the moon.
  Betelgeuse is 60 ft. long and weighs just over 
  12,000 lb.
  Betelgeuse prefers to lair in areas of complete 
  darkness: the frozen dark side of a moon, the 
  event horizon of black holes, and planetary masses 
  floating in solar systems whose star has long since 
  burned out.
  FomALhAut                     Cr 16 
  XP 76,800
  CE Gargantuan dragon (star beast)
  Init +4; Senses blindsight (vibration) 60 ft., dragon 
  senses; Perception +28
  deFense 
  HP 300
  EAC 30, KAC 32
  Fort +20, Ref +20, Will +16
  Defensive Abilities freedom of movement; DR 
  15/magic; Immunities cold, fire, mind-affecting 
  effects, paralysis, sleep; SR 27
  oFFense
  Speed 40 ft., fly 200 ft. (average)
  Melee tail +31 (6d10+26 B plus grab)
  Multiattack bite +25 (3d10+26 P), 2 fins +25 
  (3d10+26 S), tail +25 (3d10+26 B plus grab)
  Space 20 ft.; Reach 20 ft. (25 ft. with bite)
  Offensive Abilities constrict (tail, 3d10+26 B), 
  meteor strike
  Spell-Like Abilities (CL 19th) 
  6th (1/day)—control gravity (DC 24), gravitational 
  singularity, regenerate, snuff life (DC 24)
  5th (3/day)—call cosmos, greater remove condition, 
  greater synaptic pulse (DC 23) 
  4th (at will)—death ward, mind thrust (DC 22)
  stAtistiCs
  Str +10, Dex +4, Con +7, Int +4, Wis +4, Cha +5
  Skills Acrobatics +28, Intimidate +28, Life Science 
  +28, Mysticism +28
  Languages Aklo, Common, Draconic, 
  Overcommon, Sylvan
  Other Abilities starflight
  speCiAL ABiLities
  Meteor Strike (Su) Fomalhaut can summon a 
  giant, flaming meteorite as a standard action. 
  The meteor orbits Fomalhaut and can be used as 
  protection or as a weapon. As a shield, the meteor 
  provides a +4 deflection bonus to Fomalhaut’s AC 
  and a +4 resistance bonus to its saving throws. 
  Fomalhaut can send the meteor hurtling at foes 
  as a swift action. The meteorite has a range of 
  100 ft. and explodes in 30-ft. spread. The meteor 
  does 19d8 damage, half bludgeoning and half 
  fire (Reflex DC 22 half). Creatures within the blast 
  radius who fail their save are also knocked prone 
  and buried under the resulting rubble, requiring 
  
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  a DC 22 Strength check to break free. Creatures 
  not buried in the rubble can help free one buried 
  creature as a full action without needing to make 
  a Strength check. Characters take 1d6 points of 
  nonlethal damage per minute while buried. If such 
  a character falls unconscious, he must make a DC 
  15 Constitution check each minute. If it fails, he 
  takes 1d6 points of lethal damage each minute 
  until freed or dead.
  Starflight (Su) Fomalhaut can survive in the void 
  of outer space. It flies through space at incredible 
  speeds. Although exact travel times vary, a trip 
  within a single solar system normally takes 3d20 
  hours, while a trip beyond normally 
  takes 3d20 days (or more, at the GM’s 
  discretion)—provided Fomalhaut knows 
  the way to its destination.
  eCoLoGy
  Environment any vacuum
  Organization solitary
  Fomalhaut’s scaled hide resembles earth 
  and rock. A meteor slowly orbits his 
  gargantuan serpentine body.
  Fomalhaut is unpredictable, wanton 
  destruction given form. It revels in visiting 
  planets in the path of deadly asteroids 
  and ravaging and plundering their 
  societies just before the asteroid strikes. It 
  leaves as suddenly as it appears, moving 
  into orbit around the planet before the 
  asteroid strikes. It likes nothing more than 
  to watch a planet’s agony at the moment 
  of impact and the destruction that occurs 
  afterward.
  Some scholars believe that Fomalhaut 
  does more than seek out asteroids that 
  intersect with planetary orbits; some 
  suspect that it actively maneuvers and 
  aims asteroids at unsuspecting planets. 
  It stores its horde on a huge moon-sized 
  asteroid large enough to destroy all life on 
  any planet it strikes.
  Fomalhaut is 60 ft. long and weighs just over 
  12,000 lb.
  Fomalhaut prefers to lair in hollowed out asteroids, 
  caves within ancient meteorite craters, and rocky or 
  mountainous areas on planets that are directly in 
  the path of planet-killing asteroids.
  
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  WormWood  
           Cr 20 
  XP 76,800
  CE Colossal dragon (star beast)
  Init +4; Senses dragon senses; Perception +34
  Aura befouling
  deFense 
  HP 465
  EAC 35, KAC 37
  Fort +23, Ref +23, Will +19
  Defensive Abilities freedom of movement; DR 20/
  magic; Immunities cold, death magic, fire, mind-
  affecting effects, paralysis, sleep; SR 31
  oFFense
  Speed 40 ft., fly 200 ft. (average)
  Melee tail +35 (11d10+32 B plus grab)
  Multiattack bite +29 (8d6+32 P), 2 fins +29 
  (8d6+32 B), tail +29 (8d6+32 plus grab)
  Space 30 ft.; Reach 30 ft. (35 ft. with bite)
  Offensive Abilities constrict (tail, 8d6+32 B), 
  shadow of death
  Spell-Like Abilities (CL 25th) 
  6th (1/day)—gravitational singularity, regenerate, 
  shadow walk, snuff life (DC 25)
  5th (3/day)—call cosmos, dominate person (DC 24), 
  greater synaptic pulse (DC 24) 
  4th (at will)—death ward, mind thrust (DC 23)
  stAtistiCs
  Str +12, Dex +4, Con +9, Int +4, Wis +5, Cha +6
  Skills Acrobatics +34, Intimidate +34, Mysticism 
  +34, Stealth +34
  Languages Aklo, Common, Draconic, 
  Overcommon, Sylvan
  Other Abilities starflight 
  speCiAL ABiLities
  Befouling Aura (Su) Wormwood is surrounded 
  by an aura of necromantic energy that can 
  render all drinkable liquids (including potions, 
  elixirs, extracts, and mutagens) within 100 ft. 
  contaminated and poisonous to drink. Magic 
  liquids receive a DC 25 Fortitude save each round 
  to resist this effect.
  Befouled Liquid poison (ingested); save Fort DC 
  25; track Consitution; frequency 1/min. for 4 min.; 
  effect nauseated for 1 min.; cure 2 consecutive 
  saves.
  Shadow of Death (Su) Once every 1d6 rounds, 
  Wormwood can extend its shadow as a standard 
  action. Its shadow becomes as black as the void, 
  except for two red glowing eyes, and covers a 
  120-ft. cone. Those falling under the shadow take 
  25d6 cold damage. A DC 25 Fortitude save reduces 
  this damage by half. Undead are not healed by 
  this negative energy. The shadow is a necromancy 
  death effect. In addition, any creature who fails 
  the initial save must make an additional DC 25 
  Fortitude save or have the water in its body turn 
  into a deadly poison.
  Poison Blood poison (contact, injury); save Fort 
  DC 25; track Constitution, effect nauseated for 1 
  round; cure 2 consecutive saves.
  Starflight (Su) Wormwood can survive in the void 
  of outer space. It flies through space at incredible 
  speeds. Although exact travel times vary, a trip 
  within a single solar system normally takes 3d20 
  hours, while a trip beyond normally takes 3d20 
  days (or more, at the GM’s discretion)—provided 
  Wormwood knows the way to its destination.
  eCoLoGy
  Environment any vacuum
  Organization solitary
  Wormwood is an enormous creature with eyes that 
  glow with the light of dying stars, scales like polished 
  obsidian tombstones, and a shadow that appears to 
  twist and writhe with a life of its own.
  
  141
  Wormwood is the most powerful of the star beasts. 
  Its presence alone is enough to turn the element 
  most necessary for life—water—into a deadly 
  poison. Wormwood is haughty and sees all but 
  the most powerful of creatures as no more than 
  insects and vermin to be destroyed if they bother 
  it. Its hoard is hidden within the decrepit, long-
  abandoned capital city of a dead world.
  Wormwood is 120 ft. long and weighs 24,000 lb. 
  Wormwood prefers to lair where death reigns 
  supreme. The ruins of once-great civilizations, the 
  remains of shattered planets, and hollowed-out 
  hulks of spacecraft have all served as lairs at one 
  time or another.
  tardIgrade
  The tardigrade is a multi-limbed aberration 
  that has a similar bulk and gait to a bear, but has 
  a thick, blubbery skin and an articulated carapace 
  on its back. Most tardigrades have eight legs and 
  vestigial tentacles growing from the shoulder 
  joints. Their eyes are deeply sunken into their puffy 
  faces, and they all have long, cylindrical proboscis-
  like mouths that are ringed with fangs.
  Tardigrades are all born with the ability to adapt 
  to their environments, and so each tardigrade 
  begins life as a terrestrial that evolves into its 
  eventual adult form. Once they adapt to their 
  environment, they remain that type of tardigrade 
  for the remainder of their adult lives. Hatching from 
  stone-like eggs, a tardigrade larva grows into its 
  juvenile state in approximately 15 years.
  After each tardigrade finds its preferred 
  environment, tardigrades typically develop from 
  the juvenile stage into their adult forms at a rate of 
  ten years for every Hit Die it has before it reaches 
  maturity. Tardigrades generally live no longer than 
  300 years
   
   
  addItIonal tardIgrade 
  rules
  Most tardigrades have the following abilities:
  Diehard A tardigrade gains the Diehard feat as 
  a bonus feat. Unlike most other NPCs, a tardigrade 
  has Resolve Points equal to 3 + (CR/5).
  Skinbreather (Ex) A tardigrade breathes 
  through its skin and is immune to non-magical 
  forms of suffocation or asphyxiation, but takes 
  a -2 penalty to Fortitude saves versus gas-based 
  attacks.
  tArdiGrAde, AQuAtiC 
            Cr 8
  XP 4,800
  N Large aberration
  Init +6; Senses darkvision 60 ft.; Perception +16
  deFense 
  HP 125 RP 4
  EAC 20, KAC 22
  Fort +10, Ref +10, Will +9
  Resistances cold 5
  oFFense
  Speed 40 ft., swim 20 ft.
  Melee claw +19 (3d4+12 B and S)
  Multiattack 2 claws +13 (1d6+12 B and S), slam +13 
  (1d6+12 B),  tentacle +13 (1d6+12 B)
  Space 10 ft.; Reach 5 ft.
  stAtistiCs
  Str +4, Dex +6, Con +2, Int -2, Wis +0, Cha -4
  Feats Diehard
  Skills Athletics +21, Intimidate +13, Perception +16
  Other Abilities skinbreather
  eCoLoGy
  Environment any aquatic
  Organization solitary or pod (2-8)
  
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  Water surges toward you, partially obscuring the bulk 
  of a dark beast with flashing claws.
  The tardigrade is fiercely territorial and will kill 
  intruders to its domain. When faced with an enemy, 
  tardigrades band together and attack in a pack, 
  slamming into them with their bulky bodies. Then 
  will then attack with their claws, grappling and 
  rending their foes until there is nothing left.
  An aquatic tardigrade is four to six feet tall at the 
  shoulder, nearly eight feet in length, and weighs 
  approximately 1,600 pounds. It has blue-green skin 
  and webbing between its toes.
  tArdiGrAde, desert 
            Cr 6
  XP 2,400
  N Large aberration
  Init +3; Senses blindsense (vibration) 60 ft., 
  darkvision 60 ft.; Perception +13
  deFense 
  HP 90 
  RP 4
  EAC 18, KAC 20
  Fort +8, Ref +8, Will +7
  Resistances fire 5
  oFFense
  Speed 40 ft., burrow 20 ft.
  Melee claw +16 (1d8+11 B and S)
  Multiattack 2 claws +10 (1d4+11 B and S), slam 
  +10 (1d4+11 B)
  Space 10 ft.; Reach 5 ft.
  stAtistiCs
  Str +5, Dex +3, Con +2, Int -2, Wis +0, Cha -4
  Feats Diehard
  Skills Athletics +18, Intimidate +13, Perception +13
  Other Abilities skinbreather
  eCoLoGy
  Environment warm desert
  Organization solitary or pack (2-6)
  Shifting sands spray outward as a multi-limbed 
  monster lunges for the nearest prey.
  Desert tardigrades have a pale carapace and lurk 
  beneath the sands, waiting for prey to fall into their 
  ambush.
  tArdiGrAde, GLAss 
  Cr 14 
  XP 38,400
  NG Huge aberration
  Init +4; Senses darkvision 60 ft.; Perception +25
  deFense 
  HP 250 RP 5
  EAC 28, KAC 30
  Fort +16, Ref +16, Will +14
  Defensive Abilities reflect spells
  oFFense
  Speed 40 ft.
  Melee claw +27 (8d6+22 B and S)
  Multiattack 4 claws +21 (4d6+22 B and S)
  Space 15 ft.; Reach 10 ft.
  stAtistiCs
  Str +8, Dex +4, Con +6, Int +0, Wis +2, Cha -4
  Feats Diehard
  Skills Athletics +25, Intimidate +31, Perception 
  +25, Survival +25 
  Other Abilities bioluminescence, skinbreather
  speCiAL ABiLities
  Bioluminescence (Ex) The tardigrade can choose 
  to shed light from any part of its body, ranging 
  in intensity from a soft glow like that of a candle 
  (shadowy illumination in a 5-foot radius) to the 
  full brightness of a torch (bright light in a 20-foot 
  radius and shadowy illumination for an additional 
  20 feet). The tardigrade may duplicate any color 
  of light it so desires, even creating multiple colors, 
  and may cancel or resume use of this ability at will 
  
  143
  as a swift action.
  Reflect Spells (Ex) Every 1d4 rounds as a swift 
  action, a glass tardigrade can form a glassy coating 
  over its skin to enhance its resistance to magic for 1 
  round. During this time, spells and spell-like effects 
  targeting the tardigrade are turned back upon the 
  original caster. Area effect spells and spells with 
  a range of touch are not affected. Up to ten spell 
  levels are affected by the turning before the effect 
  is exhausted.
  eCoLoGy
  Environment warm forest, plains, or hills
  Organization solitary, pair, or pack (2-6)
  This ghastly monster’s veins glow with an eerie light 
  and it shakes shards of glass off its hide as it lumbers 
  toward you.
  The glass tardigrade has translucent skin and 
  bioluminescent pulmonary system, giving it a 
  ghostly appearance. It constantly shakes off small 
  shards of glass from its skin.
  tArdiGrAde, GLimmer 
  Cr 15 
  XP 51,200
  NE Huge aberration
  Init +7; Senses darkvision 60 ft.; Perception +26
  deFense 
  HP 275 RP 6
  EAC 29, KAC 31
  Fort +17, Ref +17, Will +15
  oFFense
  Speed 40 ft.
  Melee claw +28 (8d6+24 B and S)
  Multiattack 4 claws +22 (6d4+24 B and S)
  Space 15 ft.; Reach 10 ft.
  Special Attacks radioactive burst
  stAtistiCs
  Str +9, Dex +7, Con +5, Int +0, Wis +2, Cha -4
  Feats Diehard
  Skills Intimidate +31, Perception +26, Survival 
  +26 
  Other Abilities skinbreather
  speCiAL ABiLities
  Radioactive Burst (Su) As a move action, a 
  glimmer tardigrade projects an aura of radiation 
  that affects all creatures within 30 feet. Glimmer 
  tardigrades are immune to this effect, but all other 
  creatures must make a DC 21 Fortitude save to 
  resist the effects. A creature that makes this save 
  is immune to the effect for 24 hours. A creature 
  that fails suffers 2d4 Constitution drain and must 
  make another DC 21 save or take 1d6 Strength 
  damage as well. If a character has Strength damage 
  equal to his current Strength score, any remaining 
  damage dealt by this secondary effect is instead 
  Constitution damage. The tardigrade can project 
  this aura up to three times per day.
  eCoLoGy
  Environment any blighted land
  Organization solitary, pair, or pack (2-6)
  You can sense the malevolence radiating from this 
  creature. Its hide oozes foul ichor as it stalks toward 
  the scent of prey.
  This tardigrade has black skin that is cracked and 
  oozing. Its carapace has cruel ridges and jagged 
  spikes project from its iridescent shell.
  
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  tArdiGrAde, iCe 
             Cr 9
  XP 6,400
  N Large aberration
  Init +4; Senses darkvision 60 ft.; Perception +22
  deFense 
  HP 145 
  RP 4
  EAC 22, KAC 24
  Fort +11, Ref +11, Will +10
  Resistances cold 10
  oFFense
  Speed 40 ft.
  Melee claw +21 (2d10+15 B and S)
  Multiattack 2 claws +15 (1d10+15 B and S), slam 
  +15 (1d10+15 B), tentacles +15 (1d10+15 B)
  Space 10 ft.; Reach 5 ft.
  stAtistiCs
  Str +6, Dex +4, Con +3, Int -1, Wis +0, Cha -4
  Feats Endurance
  Skills Intimidate +17, Perception +22, Survival +17, 
  Stealth +17 (+21 in icy/snowy environments)
  Other Abilities frostblending, skinbreather
  speCiAL ABiLities
  Frostblending (Ex) Ice tardigrades gain a 
  +4 bonus to Stealth checks in icy or snowy 
  environments.
  ECOLOGY
  Environment cold forest or plains
  Organization solitary or pack (2-6)
  Blending in nearly perfectly with the snows around it, 
  you almost miss the monster before it lunges for you.
  Ice tardigrades are difficult to see in the snow, with 
  their white and blue skin and craggy features. They 
  lack the two anterior legs that other tardigrades 
  possess, but they are even more ferocious, and 
  will attack or scavenge for prey in their barren, icy 
  territories.
  tArdiGrAde, LArvA 
    Cr 3
  XP 800
  N Medium aberration
  Init +2; Senses darkvision 60 ft.; Perception +8
  deFense 
  HP 40 
  RP 3
  EAC 14, KAC 16
  Fort +5, Ref +5, Will +4
  Immunities trip
  oFFense
  Speed 20 ft.
  Melee bite +11 (1d6+7 P)
  stAtistiCs
  Str +4, Dex +2, Con +1, Int -1, Wis -1, Cha -4
  Feats Diehard
  Skills Athletics +13, Perception +8, Survival +8
  Other Abilities skinbreather
  eCoLoGy
  Environment any
  Organization swarm (3-18)
  The dark worm wriggles away from you, leaving a 
  trail of slime in its wake.
  Larva tardigrades are brown and slug-like, having 
  developed no legs. They have short, vestigial 
  tentacles growing out of their backs and waving 
  wildly.
  
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  tArdiGrAde, soLAr 
  Cr 20 
  XP 307,200
  NG Gargantuan aberration
  Init +10; Senses darkvision 60 ft.; Perception +34
  deFense
  HP 465 
  RP 7
  EAC 35, KAC 37
  Fort +21, Ref +21, Will +19
  Immunities cold, fire
  oFFense
  Speed 40 ft., fly 100 ft. (good)
  Melee claw +34 (11d10+32 B and S plus 2d10 F)
  Multiattack 4 claws +28 (8d6+32 B and S plus 
  2d10 F)
  Space 20 ft.; Reach 15 ft.
  Special Attacks breath weapon (60-ft. cone, 21d6 
  F, DC 25, usable every 1d4 rounds; 1 hex range in 
  space)
  stAtistiCs
  Str +12, Dex +6, Con +9, Int +0, Wis +4, Cha -4
  Feats Diehard, Improved Initiative
  Skills Athletics +34, Intimidate +39, Perception +34
  Noncombat abilities no breath, starflight
  speCiAL ABiLities
  Starflight (Su) A solar tardigrade can survive in 
  the void of outer space. It flies through space at 
  incredible speeds. Although exact travel times 
  vary, a trip within a single solar system normally 
  takes 3d20 hours, while a trip beyond normally 
  takes 3d20 days (or more, at the GM’s discretion)—
  provided the tardigrade knows the way to its 
  destination.
  eCoLoGy
  Environment any vacuum
  Organization solitary
  This magnificent beast is bathed in flames that do not 
  seem to burn it. It seems to sniff at something before 
  launching out into the void.
  It is difficult to miss solar tardigrades, as they have 
  jet black skin, but their bodies are awash with 
  flickering flames. They often camp out on asteroids 
  or bask in the heat corona near to a star.
  tArdiGrAde, steAm 
  Cr 12 
  XP 19,200
  NG Huge aberration
  Init +4; Senses darkvision 60 ft.; Perception +27
  deFense 
  HP 200 RP 5
  EAC 26, KAC 28
  Fort +14, Ref +14, Will +13
  Resistances fire 10
  oFFense
  Speed 40 ft.
  Melee claw +25 (6d4+20 B and S)
  Multiattack 4 claws +19 (3d4+20 B and S)
  Space 15 ft.; Reach 10 ft.
  Special Attacks steam breath (60-ft. cone, 13d6 F, 
  DC 19, usable every 2d4 rounds, see below)
  stAtistiCs
  Str +8, Dex +4, Con +5, Int +0, Wis +1, Cha -4
  Feats Diehard
  Skills Athletics +22, Intimidate +22, Perception +27
  Other Abilities skinbreather
  speCiAL ABiLities
  Steam Breath (Su) Once every 2d4 rounds as a 
  standard action, a steam tardigrade can breathe 
  a 60-foot cone of scalding steam, dealing 13d6 
  points of fire damage to all creatures struck (Reflex 
  DC 19 halves). This steam then hangs in the air for 
  1 round after the tardigrade creates it. Creatures 
  
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  Beasts oF the VoId
  in the area of effect or that enter the area take an 
  additional 6d6 points of fire damage the second 
  round (Reflex DC 19 negates). In addition, the cloud 
  of steam acts as the spell fog cloud, with a caster 
  level equal to the tardigrade’s HD. 
  eCoLoGy
  Environment warm forest, plains, or hills
  Organization solitary, pack (2-6), or herd (7-12)
  Skin slick with moisture, this creature’s muscles ripple 
  as it moves gracefully to the side, taking measure of 
  you.
  This hulking beast has a tendency to drool, even 
  though it is relatively playful when not threatened. 
  It has charcoal skin and white eyes, and its 
  powerful muscles ripple as it charges toward its 
  prey.
  tArdiGrAde, terrestriAL  Cr 5 
  XP 1,600
  N Large aberration
  Init +2; Senses darkvision 60 ft.; Perception +11
  deFense 
  HP 70 
  RP 4
  EAC 17, KAC 19
  Fort +7, Ref +7, Will +6
  oFFense
  Speed 40 ft.
  Melee claw +14 (1d6+10 B and S)
  Space 10 ft.; Reach 5 ft.
  stAtistiCs
  Str +5, Dex +2, Con +3, Int -2, Wis +0, Cha -4
  Feats Diehard
  Skills Athletics +16, Intimidate +11, Perception +11
  Other Abilities skinbreather
  eCoLoGy
  Environment any
  Organization solitary or pack (2-6)
  A segmented, bony carapace covers a bear-like 
  creature that has eight legs and sharp claws.
  Terrestrial tardigrades have dun-colored shells and 
  beady, sunken eyes.
  tArdiGrAde, toxiC 
  Cr 11 
  XP 12,800
  NE Large aberration
  Init +8; Senses darkvision 60 ft.; Perception +20
  deFense 
  HP 180 RP 5
  EAC 24, KAC 25
  Fort +10, Ref +10, Will +16
  Immunities poison
  oFFense
  Speed 40 ft.
  Melee claw +20 (4d6+14 B and S)
  Multiattack 4 claws +14 (2d6+14 B and S plus 
  poison)
  Ranged toxic spew +23 (3d8 +11 A)
  Space 10 ft.; Reach 5 ft.
  Special Attacks poison (DC 20; frequency 1/
  round.; effect 1 Con; cure 1 save)
  stAtistiCs
  Str +3, Dex +8, Con +5, Int +0, Wis +1, Cha -4
  Feats Diehard
  Skills Acrobatics +20, Athletics +20, Intimidate 
  +20, Perception +20, Stealth +25
  
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  Other Abilities skinbreather
  speCiAL ABiLities
  Toxic Spew (Ex) The toxic tardigrade can eject a 
  sticky glob of concentrated acidic mucous up to a 
  range of 60 feet.
  eCoLoGy
  Environment any
  Organization solitary or pair
  Covered in thick, ropy vines, this creature rises out 
  of the swamp, spewing toxic spittle from its fanged 
  maw.
  Exceptionally vicious creatures, toxic tardigrades 
  prefer to live in wet, temperate environments, 
  but can be found anywhere. They have shiny 
  black carapaces, dark green skin, and attack from 
  ambush whenever possible.
  tArdiGrAde, undeAd 
  Cr 17 
  XP 102,400
  NE Huge undead
  Init +11; Senses darkvision 60 ft.; Perception +29
  Aura stench (30 ft., DC 28, 6 rounds)
  deFense 
  HP 340 RP 6
  EAC 31, KAC 33
  Fort +19, Ref +19, Will +17
  Immunities undead immunities
  oFFense
  Speed 40 ft.
  Melee claw +31 (6d12+25 B and S)
  Multiattack 4 claws +25 (3d12+25 B and S)
  Space 15 ft.; Reach 10 ft.
  stAtistiCs
  Str +8, Dex +11, Con -, Int +0, Wis +5, Cha -4
  Feats Diehard
  Skills Intimidate +34, Perception +29, Stealth +29
  Other Abilities unliving
  speCiAL ABiLities
  Stench (Ex) An undead tardigrade secretes an oily 
  chemical that nearly every other creature finds 
  offensive. All living creatures (except those with the 
  stench special ability) within 30 feet must succeed 
  on a Fortitude save or be sickened. Creatures that 
  successfully save cannot be affected by the same 
  creature’s stench for 24 hours. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on 
  their saving throws.
  Chunks of flesh fall from this creature as it advances 
  toward you, a sickly saffron glow lighting up its 
  unfocused eyes.
  With rotting flesh and protruding bones, the 
  undead tardigrade carries a powerful stench and its 
  eyes glow with a malevolent yellow sheen.
  eCoLoGy
  Environment any blighted land
  Organization solitary, pair, or pack (2-6)
  tArdiGrAde, vACuum 
  Cr 18 
  XP 153,600
  NE Huge aberration
  Init +8; Senses darkvision 60 ft.; Perception +31
  deFense 
  HP 375
  EAC 32, KAC 34
  Fort +19, Ref +19, Will +16
  Immunities cold
  oFFense
  Speed 40 ft., fly 100 ft. (good)
  Melee claw +32 (13d6+26 B and S)
  Multiattack 4 claws +26 (5d8+26 B and S)
  
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  Space 15 ft.; Reach 10 ft.
  stAtistiCs
  Str +8, Dex +8, Con +11, Int -1, Wis +6, Cha -4
  Skills Intimidate +32, Perception +31, Stealth +31
  Other Abilities no breath, starflight
  speCiAL ABiLities
  Starflight (Su) A vacuum tardigrade can survive 
  in the void of outer space. It flies through space 
  at incredible speeds. Although exact travel times 
  vary, a trip within a single solar system normally 
  takes 3d20 hours, while a trip beyond normally 
  takes 3d20 days (or more, at the GM’s discretion)—
  provided the tardigrade knows the way to its 
  destination.
  eCoLoGy
  Environment any vacuum
  Organization solitary
  This hulking monster is nearly invisible as it floats 
  close to your vessel, claws flashing right before it 
  latches on and starts tearing away at the hull.
  Vacuum tardigrades are jet black, including their 
  claws and fangs. Light reflects poorly off their 
  bodies as they travel the universe, often lurking in 
  asteroid fields to attack passing vessels.
  uzAyCin  
                               Cr 1
  XP 400
  Ability Bonuses: +4 Dex, -2 Str
  Hit Points: 2
  Size and Type: Uzaycin are Small humanoids with 
  the goblinoid subtype.
  Darkvision: Uzaycin can see up to 60 feet in the 
  dark.
  NE Small humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Perception +5
  deFense 
  HP 17
  EAC 11, KAC 12
  Fort +1, Ref +1, Will +4
  oFFense
  Speed 30 ft.
  Melee mwk kukri +6 (1d4+3 P or S) or bite +4 
  (1d4+3 B and S)
  stAtistiCs
  Str +2, Dex +4, Con +1, Int +1, Wis +0, Cha -1
  Skills Acrobatics +10, Athletics +10, Intimidate +5, 
  Perception +5, Stealth +10
  Languages Common, Goblin
  eCoLoGy
  Environment any vacuum
  Organization solitary, gang (2-4), squad (11-20 plus 
  2 sergeants of 3rd level and 1 leader of 3rd—6th 
  level), or band (30-100 plus 150% noncombatants 
  plus 1 sergeant of 3rd level per 10 adults, 1 
  lieutenant of 5th level per 20 adults, and 1 leader of 
  7th level per 30 adults)
  Needle-sharp teeth and scaly black skin give this 
  spiteful goblin a fearsome mien. It brandishes a 
  curved dagger that bears the stain of fresh blood. 
  The creature’s beady little eyes focus upon you, and it 
  launches forward, hissing in delight.
  Uzaycin are the scourge of the starways. They have 
  black, scaly skin, beady eyes, and wide, fanged 
  mouths. They often attack passing vessels, and after 
  defeating (and often eating) the crew, they will strip 
  the vessel for anything of value: armor, the engine, 
  weapons, etc.… and attach it to their own vessels 
  in a haphazard fashion that makes them look like 
  flying heaps of junk. In most other ways, they are 
  exactly like normal goblins.
  
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  void trAveLer   Cr 25/tier 7 
  XP 1,638,400
  N Colossal aberration
  Init +15; Senses darkvision 120 ft. (10 hexes in 
  space); Perception +41
  deFense 
  HP 700
  KAC 42, EAC 44
  Fort +25, Ref +25, Will +23
  Defensive Abilities fast healing 5
  oFFense
  Speed Special
  Melee slam +40 (18d10+40 B)
  Space 450 ft.; Reach 5 ft.
  stAtistiCs
  Str +8, Dex +15, Con +8, Int +12, Wis +6, Cha +6
  Skills Acrobatics +46, Perception +41, Survival +41
  Other Abilities living vessel
  speCiAL ABiLities
  Living Vessel (Ex) A void traveler is one of the rare 
  species of living vessel. It has a hollow body that has 
  various chambers that could be considered “rooms”, 
  and a series of muscular portals that are equivalent 
  to doors. It provides enough breathable atmosphere 
  to be habitable at all times, with four contiguous 
  cargo compartments. There is also habitable space 
  enough for good crew quarters, and two spaces large 
  enough for a Small ship to fit into each in the rear 
  section of the void traveler’s body cavity. It has no 
  capability for starship-style weapons to be installed.
  The void traveler can be piloted in much the 
  same fashion as conventional vehicles either by 
  communicating with it in one of the languages it 
  knows (which can be from any language choice) 
  and asking it to take you where you want to go, or 
  override the void traveler’s actions by manipulating 
  the various sensory organs on its organic control 
  panel.
  Void travelers do not possess any available point buy 
  for customization, cannot be purchased, and do not 
  appreciate being sold into slavery.
  eCoLoGy
  Environment any vacuum
  Organization solitary or pod (2-4)
  huGe LivinG FreiGhter
  Speed 10; Maneuverability good (+1 piloting, turn 1)
  HP 180; DT 5; CT 32
  Shields none
  Power Core void traveler heart; Drift Engines none; 
  Systems advanced medium-ranged sensors, prismatic 
  armor, psychic defenses, star tentacles, teleportation 
  travel, void traveler brain; Expansion Bays cargo hold 
  (4 contiguous), shuttle bay (2)
  Minimum Crew 0; Maximum Crew 50
  Organic ship components:  
  Prismatic armor: Void travelers have incredibly thick, 
  tough hides, with prism-like crystals embedded 
  in them that help deflect some attacks from other 
  vessels. This hide grants them the equivalent of Mk10 
  armor.
  Psychic defenses: Void travelers have evolved a means 
  to send and receive electronic impulses toward other 
  vessels which mimic the defensive capabilities of some 
  ships. These defenses are equivalent to Mk3 defenses.
  Star tentacles: A void traveler’s tentacles are specially 
  designed to allow it to travel through the emptiness of 
  space. These grant it movement as H10 thrusters.
  Teleportation travel: A void traveler can cast 
  interplanetary teleport once per hour, without the 
  need to spend resolve points. Any creatures or objects 
  inside the void traveler are considered to be touched 
  for the purposes of this spell.
  Void traveler heart: A void traveler’s heart and 
  circulatory system create the equivalent energy of a 
  
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  pulse black power core. 
  Void traveler brain: The brain of a void traveler has the 
  computing capacity of a Mk1 tetranode. In addition, 
  the organic nature of a void traveler’s brain increases 
  the DCs to hack any of the void traveler’s systems 
  by 10, and failed hacks of these systems cause 
  infection of the hacker’s equipment equivalent to the 
  Feedback computer countermeasure.
  A vast cephalopod-like creature drifts closer toward you; 
  its bulk massive enough to swallow small spacefaring 
  vessels. As it turns, the light reflects off its coppery 
  skin, and you catch a good glimpse of the tentacle-
  like appendages writhing behind it. As it approaches, 
  you see a skiff exit from an orifice in the creature’s 
  side and fly toward your vessel. The communication 
  console chimes, calling your attention away from the 
  magnificent creature as the skiff hails you.
  Void travelers are the most commonly found 
  creatures that qualify as “living vessels”. They are 
  often willing to provide transportation for other 
  creatures that they have formed friendly relations 
  with. Unfortunately, they are also hunted by those 
  that simply see them as crude beasts of burden, 
  injecting toxic chemicals into their nervous systems 
  to control them and force them into servitude. Void 
  travelers are very peaceful creatures, simply seeking 
  to travel the universe and marvel at its natural 
  wonders.
  Void travelers look like colossal cephalopod-
  like creatures, a shining coppery armor carapace 
  covering its body. It trails five fifty-foot long tentacles 
  behind it that it waves about as it flies through the 
  void.
  zurkHan
  racIal traIts
  Zurkhan are evil aberrations that travel the void.
  Impenetrable Mind (Su) A zurkhan is immune to 
  all mind-affecting effects.
  No Breath (Ex) A zurkhan does not breathe and is 
  immune to any effect that requires breathing (such 
  as inhaled poison). This does not give immunity to 
  cloud or gas attacks that do not require breathing.
  Spell Resistance A zurkhan gains spell resistance 
  equal to its CR.
  Spell-Like Abilities A zurkhan is subject to a 
  constant true seeing effect as a spell-like ability.
  Starflight (Su) A zurkhan can survive in the void 
  of outer space. It flies through space at incredible 
  speeds. Although exact travel times vary, a trip within 
  a single solar system normally takes 3d20 hours, 
  while a trip beyond normally takes 3d20 days (or 
  more, at the GM’s discretion)—provided the creature 
  knows the way to its destination.
  Truespeech (Su) All zurkhan can speak with any 
  creature that has a language, as though using a 
  tongues spell (caster level equal to zurkhan’s Hit Dice). 
  This ability is always active.
  Zurkhan Blade (Su) A zurkhan blade is a blade 
  created using the power of a zurkhan’s mind. This 
  functions as a solarion’s solar weapon, treating the 
  zurkhan’s CR as its effective solarion level.
  Long ago, the zurkhan were humanoid reptiles, but now 
  they have evolved into a warm-blooded humanoid race 
  with skin that is made up of red, black and gray patches. 
  They have ears slightly smaller than a human’s, their 
  eyes are usually black and their hair is jet black. They 
  have razor sharp teeth and claws and are 7 feet tall and 
  weigh 300 lbs. The color of the patch of their skin that 
  is most prevalent is an indication of which of the three 
  known castes to which a zurkhan belongs. Advisors, 
  which mostly have red patches, are typically spellcasters 
  of some type. Enforcers have a majority of gray patches 
  and are more combat-focused and are often soldiers. 
  Finally, the infiltrators have almost all black patches are 
  stealthier, typically gravitating toward the operative 
  class.
  At the core of what is a zurkhan is they like to cause 
  problems. They consider themselves the nemesis of the 
  
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  Anunnaki. Zurkhans travel to other worlds to destroy 
  their civilizations and enslave their populations. Little is 
  known about the zurkhan homeworld.
  zurkhAn Advisor 
             Cr 20
  XP 307,200
  NE Medium aberration
  Init +4; Senses darkvision 120 ft., arcane sight; 
  Perception +34
  deFense 
  HP 395 RP 7
  EAC 34, KAC 35
  Fort +17, Ref +17, Will +24
  DR 10/—; Immunities cold, disease, fire, 
  impenetrable mind; Resistances acid 20, electricity 
  20, sonic 20; SR 20
  Special defenses invisibility
  oFFense
  Speed 60 ft.; fly 60 ft.
  Melee zurkhan blade +30 (12d6+25 S)
  Ranged plasma pistol, blue star (5d8+20 E&F)
  Offensive Abilities phase shot, zurkhan blade
  Spell-Like Abilities (CL 20th)
  Constant—mind blank, true seeing
  Technomancer Spells Known (CL 20th)
  6th (3/day)—control gravity (DC 29), greater resistant 
  armor, interplanetary teleport, mind thrust (DC 29)
  5th (6/day)—control machines (DC 28), greater dispel 
  magic, synapse overload (DC 28)
  4th (at will)—mind probe (DC 27), resilient sphere
  stAtistiCs
  Str +5, Dex +4, Con +5, Int +12, Wis +3, Cha +9
  Skills Diplomacy +34, Mysticism +39, Perception +34
  Other Abilities spell cache, cache capacitor 3 (arcane 
  sight, flight, see invisibility, included in statistics)
  Languages Aboleth, Abyssal, Aklo, Common, 
  Daemonic, Draconic, Dwarven, Elder Thing, Elven, 
  Giant, Gnome, Goblin, Infernal, Orc, Reptoid, 
  Shobhad, Triaxian, Undercommon, Yithian; telepathy 
  300 ft., truespeech
  speCiAL ABiLities
  Cache Capacitor (Su) A zurkhan advisor can expand 
  its spell cache into a cache capacitor. As part of 
  regaining its spells each day, a zurkhan advisor 
  can cast a up to three spells into its spell cache 
  and gain its effect continuously for 24 hours. A 
  zurkhan advisor’s cache capacitor can hold any of 
  the following spells: arcane sight, darkvision, detect 
  radiation, disguise self, flight (spell level 3rd), keen 
  senses, lesser resistant armor, life bubble, see invisibility, 
  spider climb, or tongues.
  Phase Shot (Su) A zurkhan advisor can expend 1 
  Resolve Point to fire a single shot from his blue star 
  plasma pistol (or any other small arms) at a target 
  known to him within 40 ft. The shot travels straight 
  to the target, passing through any nonmagical 
  barrier in its way, ignoring hardness and Hit Points 
  (any magical barrier, such as a wall of force, stops the 
  shot). This ability negates cover and concealment 
  modifiers, but otherwise the attack is rolled normally.
  Spell Cache (Su) A zurkhan advisor creates a spell 
  cache that allows it to store and access spells. The 
  zurkhan advisor does not need its spell cache to 
  cast spells, but once per day, it can activate its spell 
  cache to cast any one spell it knows and is capable of 
  casting.
  eCoLoGy
  Environment any
  Organization solitary, pair or squad (6–10)
  A cloaked figure with mostly red skin that has sharp 
  teeth and claws holding a blade in its hand.
  Zurkhan advisors stand around 7 feet tall and weigh 
  300 lbs. Zurkhan advisors are the spellcasters of the 
  zurkhan sent to worlds the zurkhan may want to 
  conquer.
  
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  zurkhAn enForCer 
  Cr 20 
  XP 307,200
  NE Medium aberration
  Init +10; Senses darkvision 120 ft.; Perception +34
  deFense 
  HP 465 RP 7
  EAC 35, KAC 37
  Fort +21, Ref +21, Will +19
  DR 10/—; Immunities cold, fire, disease, 
  impenetrable mind; Resistances acid 20, electricity 
  20, sonic 20; SR 20
  Defensive Abilities guard’s protection, power of 
  legend, rapid recovery
  oFFense
  Speed 60 ft.
  Melee zurkhan blade +34 (11d10+32 S) 
  Ranged zenith artillery laser +34 (9d8+20 F) or frag 
  grenade VIII +34 (explode 15 ft., 20d6 P, DC 26)
  Offensive Abilities arcane attack, kill shot, rune of 
  the eldritch knight (two weapons, corrosive and frost, 
  included in statistics), soldier’s onslaught, zurkhan 
  blade
  Racial Spell-Like Abilities (CL 20th)
  Constant—mind blank, true seeing
  stAtistiCs
  Str +12, Dex +6, Con +9, Int +5, Wis +4, Cha +5
  Feats Improved Initiative
  Skills Intimidate +39, Perception +34, Sense Motive 
  +34
  Languages Aklo, Common, Draconic, Dwarven, Elder 
  Thing, Elven, Gnome, Orc, Reptoid, Shobhad, Triaxian, 
  Undercommon, Yithian; telepathy 300 ft., truespeech
  Gear frag grenade VIII (2), voidshield armor, zenith 
  artillery laser
  speCiAL ABiLities
  Arcane Attack (Su) As a standard action, a zurkhan 
  enforcer can spend 1 Resolve Point to use a weapon 
  imbued with the rune of the eldritch knight to make 
  an attack that strikes true. This attack ignores all 
  cover and concealment, including total concealment 
  (though you must at least be aware of a creature’s 
  presence to target it with this attack). If the attack is 
  a ranged attack, the target must be within the first 
  range increment. The attack only affects the selected 
  target, even if it normally affects an area or multiple 
  targets. 
  Guard’s Protection (Ex) When an ally adjacent to 
  the zurkhan enforcer is damaged by an attack, it can 
  
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  use its reaction to intercede. The enforcer takes half 
  the damage, and its ally takes the other half. This has 
  no effect on spells, and any conditions delivered by 
  the attack apply to both the enforcer and its chosen 
  ally.
  Kill Shot (Ex) As a standard action, a zurkhan 
  enforcer can make a single attack against an enemy. 
  If the attack hits and does not kill the target, it can 
  expend 1 Resolve Point to force the creature to 
  succeed at a Fortitude save or die. Once this ability 
  has been used on a creature, that creature is immune 
  to the enforcer’s kill shot for 24 hours.
  Power of Legend (Su) As a move action when 
  wielding a magic weapon or a weapon imbued 
  with the rune of the eldritch knight, a zurkhan 
  enforcer can spend 1 Resolve Point to end one of the 
  following conditions affecting it: bleeding, burning, 
  confused, exhausted, fatigued, flat-footed, off-target, 
  shaken, or sickened. Alternatively, it can spend 1 
  Resolve Point to change the cowering condition to 
  the frightened condition or change the frightened 
  condition to the shaken condition. In this case, 
  the new condition lasts for the same duration the 
  original condition would have and can’t be further 
  affected by this ability.
  Rapid Recovery (Ex) A zurkhan enforcer can spend 
  Resolve Points to ignore detrimental conditions. 
  As a move action, it can spend 1 Resolve Point to 
  suppress one of the following conditions for 10 
  minutes: exhausted, fatigued, frightened, nauseated, 
  shaken, sickened, or staggered . After 10 minutes, if 
  the condition’s duration hasn’t ended, the condition’s 
  effects return. The enforcer can suppress only one 
  condition at a time.
  Rune of the Eldritch Knight (Su) A zurkhan enforcer 
  can imbue a weapon with a magic sigil, the rune of 
  the eldritch knight, allowing the weapon to act as a 
  magic weapon for the purposes of bypassing DR and 
  affecting incorporeal creatures. This takes 10 minutes, 
  and the enforcer can imbue only a single weapon at 
  a time. If the enforcer imbues a new weapon with the 
  rune of the eldritch knight, any previously imbued 
  weapon loses this benefit. 
  Secret of the Archmagi (Su) A zurkhan enforcer 
  can imbue two weapons with the rune of the 
  eldritch knight. In addition to the normal benefits, 
  the runes grant the weapons one or more of the 
  following weapon fusions of your choice: bane, 
  corrosive, ethereal, flaming, frost, holy, merciful, shock, 
  thundering, or unholy. The enforcer can grant no 
  more than 10 total levels’ worth of fusions between 
  the two weapons, and the bane fusion counts as a 
  10th-level fusion for this purpose.
  eCoLoGy
  Environment any
  Organization solitary, pair or squad (6–10)
  A cloaked figure with mostly gray skin that has sharp 
  teeth and claws holding a blade in its hand.
  Zurkhan enforcers are 7 feet tall and weigh 300 lbs. 
  They serve as the warriors sent to worlds the zurkhan 
  may want to conquer.
  zurkhAn inFiLtrAtor Cr 20 
  XP 307,200
  NE Medium aberration
  Init +15; Senses darkvision 120 ft.; Perception +35
  deFense 
  HP 430 RP 7
  EAC 35, KAC 36
  Fort +17, Ref +20, Will +24
  Defensive abilities cloaking field, evasion, uncanny 
  agility, trap sense +2; DR 10/—; Immune cold, fire, 
  disease; Resist acid 20, electricity 20, sonic 20; SR 18
  oFFense
  Speed 90 ft.
  Melee zurkhan blade +32 (13d6+26 S) 
  Ranged elite gyrojet pistol +32 (5d12+20 B) or 
  warpshot eye-rifle +32 (10d10+20 P)
  Offensive Abilities debilitating trick (knockout shot), 
  
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  double debilitation, multiattack mastery, trick attack 
  +10d8, quad attack, zurkhan blade
  Spell-Like Abilities (CL 20th)
  Constant—mind blank, true seeing
  stAtistiCs
  Str +6, Dex +9, Con 22, Int +1, Wis +4, Cha +5
  Skills Acrobatics +40, Disable Device +40, Disguise 
  +35, Perception +35, Stealth +40 Languages 
  Aboleth, Aklo, Common, Draconic, Dwarven, Elder 
  Thing, Elven, Giant, Gnome, Orc, Reptoid, Shobhad, 
  Triaxian, Undercommon, Yithian; telepathy 300 ft., 
  truespeech
  Gear elite gyrojet pistol, nanotube carbon skin 
  speCiAL ABiLities
  Cloaking Field (Su) A zurkhan infiltrator can bend 
  light around itself and muffle any minor sounds 
  it makes, allowing it to nearly vanish when not 
  moving. Even when the infiltrator moves, it appears 
  only as an outline with blurry features. This cloaking 
  field doesn’t make the infiltrator invisible, but it 
  does make it easier to sneak around. Activating the 
  cloaking field is a move action. While the cloaking 
  field is active, the infiltrator can use Stealth to hide, 
  even while being directly observed and with no 
  place to hide. Attacking doesn’t end the cloaking 
  field, but it does end that particular attempt to 
  hide. If the infiltrator remains perfectly still for at 
  least 1 round, it gains a +10 bonus to Stealth checks 
  (which doesn’t stack with invisibility) until it moves. 
  The cloaking field lasts for up to 10 rounds before it 
  becomes inactive. While inactive, the cloaking field 
  recharges automatically at the rate of 1 round of 
  cloaking per minute.
  Knockout Shot (Ex) For its debilitating trick, a 
  zurkhan infiltrator can attempt to knock the target 
  out in one blow. The target must succeed at a 
  Fortitude save or fall unconscious for 1 minute. Once 
  this ability is used to attempt to knock a creature out, 
  that creature is immune to the infiltrator’s knockout 
  shot for 24 hours. 
  Multiattack Mastery (Ex) When a zurkhan infiltrator 
  uses triple attack or quad attack to attack the same 
  target with all of its attacks, after the full attack is 
  complete, if at least two of the attacks hit, it can apply 
  a debilitating trick to the target.
  Plane Shift Escape (Ex) Once per day, a zurkhan 
  infiltrator can move through solid matter by taking 
  its body’s matter out of phase for just a moment. 
  As a full action, the infiltrator can spend 1 Resolve 
  Point to phase through up to 5 feet of solid matter. 
  If it attempts to phase through something that is 
  too thick, it spends the Resolve Point and take the 
  action but the attempt fails. The infiltrator cannot 
  phase through force effects such as force fields or the 
  barrier created by wall of force. 
  Quad Attack (Ex) When making a full attack using 
  only melee weapons with the operative special 
  property or small arms, a zurkhan infiltrator can 
  make up to four attacks instead of two.
  eCoLoGy
  Environment any
  Organization solitary, pair or squad (6–10)
  A cloaked figure with mostly black skin that has sharp 
  teeth and claws holding a blade in its hand.
  Zurkhan infiltrators are 7 feet tall and weigh 300 lbs. 
  They are sent to gather information about worlds the 
  zurkhan may want to conquer. 
  
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  Index
   
  Ù a
  Aatheriexa-Brood (Hundred-eye-progeny) 
  30
  Abiarazi 
  10
  Abiarazi Feats 
  14
  Abiarazi Racial Traits 
  12
  Abiarazi Spells 
  15
  Abiarazi Alternate Racial Traits 
  13
  Acid 
  77
  Additional Cargo Space 
  126
  Additional Crew Space 
  126
  Additional Racial Archetypes 
  44
  Additional Tardigrade Rules 
  141
  Additional Wind Speeds/Forces 
  82
  Aiwon 
  85
  Alchemical Roarengines 
  117
  Alula 
  94
  Amorphous 
  76
  Antimatter Ray 
  59
  Anunnaki-Brood (Lantern-progeny) 
  30
  Aquatic Tardigrade 
  141
  Archetypes 
  44
  Artifacts 
  116
  Asteroid Field/Meteor Shower 
  69
  Astral Trebuchet 
  125
  Atmospheric Stabilizer 
  124
   
  Ù B
  Ballista, Greater 
  125
  Ballista, Lesser 
  125
  Ballista, Storm 
  125
  Bastion Incantorum 
  49
  Battle Beetle 
  130
  
  156
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  Beasts oF the VoId
  Beam Cannon 
  125
  Betelgeuse 
  136
  Bringing Starjammer to Your Table 
  8
  Burrow God 
  131
   
  Ù c
  Captain 
  104
  Captains & Pilots 
  105
  Celestial Gateway 
  84
  Celestial Reredos 
  118
  Celestine Bolt 
  60
  Chief Engineer 
  105
  Cloaking Device 
  125
  Clockwork Dynamo 
  118
  Cluster 
  76
  Cold/Ice  
   
   
   
             72
  Cold Iron 
  79
  Comet 
  70
  Corvette 
  111
  Create Slipstream 
  61
  Crew 
  109
  Crew Roles 
  104
  Cthulhu-Brood (Octopus-progeny) 
  31
  Cubic 
  76
   
  Ù d
  Deadly Chitin Defense 
  27
  Death Blossom 
  125
  Debris Stealth 
  55
  Defensive Components 
  125
  Deflection Shield Generator 
  128
  Desert Tardigrade 
  142
  Destroyer 
  111
  Drone 
  111
  Dust Cloud 
  71
  Dwarven Engineer  
  37
  Dwarves 
  37
   
  Ù e
  Eimharn 
  88
  Eistibus 
  97
  Elder Thing-Brood  (Barrel-progeny) 
  32
  Elf Rocketjock 
  38
  Elliptical 
  76
  Elves 
  38
  Encounter Chances 
  69
  Environmental Adaptation 
  55
  Essence Dome 
  119
  Excavator 
  111
  Exceptional Engineer 
  56
  Expeditor 
  111
  Extradimensional Cargo Space 
  127
   
  Ù F
  Factions of the Void 
  49
  Feats of the Void 
  55
  First Mate 
  110
  Fleet Admiral 
  58
  Fomalhaut 
  138
  Formlock 
  15
  Freighter 
  111
  Frigate 
  111
  
  157
   
  Ù g
  Galley Crew 
  110
  Gelatinous Constitution (Abiarazi) 
  14
  Generation Vessel 
  111
  Glass Tardigrade 
  142
  Glimmer Tardigrade 
  143
  Gnomes 
  39
  Gnome Scuttler 
  39
  Gnome Robomancer 
  40
  Gravity Bolt 
   
   
   
             62
  Gravity Generator 
  124
  Gravity Impeller 
  119
  Gravity Whip 
  119
  Gray-Brood (Probe-progeny) 
  32
  Greater Gelatinous Constitution (Abiarazi) 
  14
   
  Ù H
  Half-elves 
  41
  Half-orcs 
  42
  Half-Orc Space Marine (Brawler) 
  42
  Half-Sphere 
  77
  Halflings 
  42
  Have Command Crew, Will Travel. 
  107
  Heartbeat Beetle 
  27
  Heat Shield 
  124
  Heliacal Healer 
  45
  Helmsman 
  108
  High Gravity Adaptation 
  56
  High Gravity Endurance (Combat) 
  56
  Hive Mind 
  27
  Hollow World 
  77
  Holy Nova 
  63
  Holy Ray 
  63
  Hullbreaker 
  41
  Humans 
  43
   
  Ù I
  Ice Field 
  72
  Ice Tardigrade 
  143
  Infinite Star Legion 
  49
  Infinite Star Legion Exploratory Vessel 
  115
  Infinity 
  47
  Inspiring Command (Ex) 
  39
  Integrated Computer Network 
  124
  Interplanetary Teleport, Lesser 
  63
  Israfel 
  100
  Israfel Order 
  51
  Iste Golan 
  961
   
  Ù j
  Junk 
  112
  Ketch 
  113
  Kite 
  111
  Known Star Beasts 
  136
   
  Ù l
  Larva Tardigrade 
  144
  Lesser Engineers 
  110
  Leviathan 
  111
  Liner 
  111
   
  Ù M
  Magiflux Dragnet 
  124
  Magnetic Field/Storm 
  72
  
  158
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  Beasts oF the VoId
  Manu 
  16
  Manu Equipment 
  18
  Manu Feats 
  19
  Manu Magic Items 
  19
  Manu Racial Traits 
  18
  Manu Spells 
  20
  Manu Traits 
  18
  Martial Acuity (Combat, Manu) 
  19
  Medic 
  108
  Mend Vessel, Greater 
  64
  Mend Vessel, Improved 
  64
  Mend Vessel 
  64
  Morphic Warrior 
  13
  Mutiny 
  105
   
  Ù n
  Navigation System 
  124
  Nebula 
  124
  New Monsters 
  130
  New Spells 
  59
  New Universal Monster Rules 
  129
  New Weapons for Spacefaring Vessels 
  129
  Null Gravity Combat (Combat) 
  56
  Null Gravity Maneuvering 
  57
   
  Ù o
  One Lucky Bug (Pasimachi) 
  25
  Oort Cloud 
  73
  Other Gods of the Starjammer Setting 
  109
   
  Ù p
  Pasimachi 
  20
  Pasimachi Equipment 
  27
  Pasimachi Feats 
  25
  Pasimachi Lumos 
  27
  Pasimachus Magic Items 
  27
  Pasimachus Racial Traits 
  22
  Pasimachus Spells 
  27
  Pasimachus Traits 
  23
  Personal Gravity 
  65
  Phase Box 
  120
  Pheromone Messaging (Pasimachi) 
  26
  Pilot Dodge (Combat) 
  57
  Pilot Dodge, Improved (Combat) 
  57
  Planetary Ring 
  73
  Planets 
  76
  Planet Shape Classification 
  76
  Planet Size Classification 
  77
  Planet Type Classification 
  77
  Powerful Wings (Pasimachi) 
  25
  Priests, Temples, and the Church 
  98
  Prismatic Shell 
  28
   
  Ù r
  Raid Boosters 
  121
  Raider 
  111
  Rail Cannon 
  125
  Razer 
  44
  Red Tang Spice Guild 
  53
  Relic Dealer (Manu) 
  19
  Ribbon Dragon 
  132
  Ribbon Storm 
  74
  Roarengine Extract 
  117
  
  159
   
  Ù s
  Salvager 
  111
  Sample Spacefaring Vessels 
  114
  Scoop 
  111
  Security Detail 
  111
  Servants of the Void 
  52
  Shaman Knights 
  54
  Shobhad-Brood (Rifle-progeny) 
  33
  Shock Trooper 
  46
  Skiff 
  111
  Slipstream 
  74
  Solar Flare/Wind 
  75
  Solar Tardigrade 
  144
  Sonic Dissonance (Pasimachi) 
  26
  Spaceborn 
  57
  Spacefaring Vessel Components 
  124
  Spacefaring Vessel Engines 
  116
  Spacial Well, Mass 
  66
  Spacial Well 
  66
  Specialized Crew Roles 
  110
  Spellforge Turbine 
  122
  Spherical 
  77
  Spider, Asteroid 
  134
  Spike Bomb 
  75
  Star Beast 
  135
  Star Beast Traits 
  135
  Starjammer, Alone in a Galaxy Far, Far Away 
  8
  Starjammer, Strange New Worlds 
  8
  Starwind Engine 
  122
  Stealth Gunner 
  48
  Steam Bombard 
  125
  Steam Tardigrade 
  145
  Stellar Mantle 
  71
  Stinkbug (Pasimachi) 
  27
  Stronglung (Manu) 
  19
  Subraces 
  32
  Superheavy 
  87
   
  Ù t
  Tactical Officer 
  114
  Tardigrade, Aquatic 
  141
  Tardigrade, Desert 
  142
  Tardigrade, Glass 
  142
  Tardigrade, Glimmer 
  143
  Tardigrade, Ice 
  144
  Tardigrade, Larva 
  144
  Tardigrade, Solar 
  144
  Tardigrade, Steam 
  145
  Tardigrade, Terrestrial 
  146
  Tardigrade, Toxic 
  146
  Tardigrade, Undead 
  147
  Tardigrade, Vacuum 
  147
  Tardigrade 
  141
  Tardigrade Examples 
  141
  Telekinetic Weapon, Greater 
  34
  Telekinetic Weapon, Improved  
   
             35
  Telepathic Enhancement (Transgenic) 
  36
  Telepathic Multiplex (Transgenic) 
  36
  Telepathic Range (Transgenic) 
  36
  Terrestrial Tardigrade (Juvenile) 
  146
  Terrifying Entrance (Ex) 
  39
  The Dark Lord’s Personal Raider 
  114
  The Pool of Tears 
  99
  The Spice Salmagundi 
  53
  
  160
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  Beasts oF the VoId
  Torpor Husk 
  126
  Toxic Tardigrade 
  146
  Transgenic 
  29
  Transgenic Feats 
  36
  Transgenic Flyer (Transgenic) 
  32
  Transgenic Jumper (Transgenic) 
  36
  Transgenic Racial Traits 
  34
  Transgenic Traits 
  34
  Transport 
  111
   
  Ù u
  Ultralight 
  111
  Undead Tardigrade 
  147
  Uzaycin 
  148
   
  Ù v
  Vacuum Tardigrade 
  147
  Voidflight, Greater 
  68
  Voidflight 
  67
  Void Gods 
  94
  Void Survivor (Transgenic) 
  36
  Void Tracker 
  47
  Void Traveler 
  148
   
  Ù W
  Witchwyrd-Brood (Bolt-progeny) 
  33
  Worlds Beyond 
  84
  Wormhole 
  75
  Wormwood 
  140
   
  Ù Y
  Yacht 
  111
  Yithian-Brood (Spherical-progeny) 
  34
  Yog-Sothoth-Brood (Squirm-progeny) 
  34
   
  Ù z
  Zurkhan-Brood  (Conqueror-progeny) 
  34
  Zurkhan 
  150
  Zurkhan Advisor 
  150
  Zurkhan Enforcer 
  152
  Zurkhan Infiltrator 
  153
  
  161
  legal InForMatIon
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
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  an indication as to compatibility, except as expressly licensed in another, independent 
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  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
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  10 Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  d20 System rules and Content © 2000, Wizards of the Coast, Inc.; authors Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Modern System Reference Document. © 2002-2004, Wizards of the Coast, Inc.; Authors 
  Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker.
  Unearthed Arcana © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse 
  Decker, David Noonan, Rich Redman
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide . © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, 
  Erik Mona, Jason Nelson,Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley 
  Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, 
  Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney- MacFarland, 
  Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis 
  Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan 
  Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork 
  Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: James 
  Jacobs and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim 
  Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, 
  Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork 
  Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, 
  Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, 
  Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark 
  Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, 
  Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben 
  McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve 
  Townshend.
  Pathfinder Roleplaying Game: Ultimate Campaign. © 2013, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, 
  Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, 
  Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  
  162
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  Pathfinder Roleplaying Game Ultimate Intrigue. © 2016, Paizo Inc.; Authors: Jesse 
  Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, 
  Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim 
  Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark 
  Seifter, Linda Zayas-Palmer.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim 
  Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork 
  Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, 
  Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe 
  Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom 
  Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes 
  Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-
  Palmer.
  Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, 
  Developer Owen K.C. Stephens.
  Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore.
  The Gods of Porphyra © 2012, Purple Duck Games; Authors: Christopher Kaiser, Perry 
  Fehr, Mark Gedak, August Hahn, John Hazen, Sean Holland, Sam Hing, James H. 
  Lewis, Chris Longhurst, Scott Messer, Sean O’Connor, David Nicholas Ross, and Jeremy 
  Whalen.
  Tome of Horrors Complete. © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene; Based on original content from TSR.
  Dragonstar: Starfarer’s Handbook. © 2001, Fantasy Flight, Inc.; Authors: Greg Benage 
  and Matt Forbeck.
  The Four Horsemen Present: Character Options - Gods in the Void © 2015, Rogue 
  Genius Games. Author: Steven T. Helt.
  It Came from the Stars Campaign Guide, © 2013 Zombie Sky Press; Authors: John 
  Bennett, Clinton J. Boomer, Chuck DiTusa, Scott Gable, Michael Kortes, Colin McComb, 
  Richard Pett, John Pingo, David Schwartz, and Mike Welham.
  Some artwork © 2015 Eric Lofgren, used with permission. All rights reserved.
  http://www.d20pfsrd.com/ © 2016 Open Gaming LLC; Authors: Various.
  Starjammer © 2017 Open Gaming LLC; Authors: Peter K. Ullmann, Kirby Flake, John 
  Starjammer - Starfinder Compatible Edition © 2017 d20pfsrd.com Publishing; Authors: 
  Peter K. Ullmann, Kirby Flake, John Reyst, Troy Daniels, Michael McNeill, Manuel A. 
  Oaxaca, Allen Snyder, Michael Ritter; Conversion to Starfinder by Tyler Beck, Kim 
  Frandsen, Michael Ritter, Peter K. Ullmann.
  
  163
  
  164
  Starjammer - Starfinder Compatible Version- d20pfsrd.com Publishing
  Some people look to the stars and wonder what 
  they are, what they mean, and what is out there. 
  Your characters are about to find out.
  Welcome to Starjammer, a wild ride through the void built upon 
  and compatible with the Starfinder Roleplaying Game.
  This tome is over 160 pages of star-exploring options, including: 
  • 
   Four new player character races including the Abiarazi (shape-
  changing oozes), the Manu (innovative crafters of magitech), 
  the Pasimachi (a beetle-like hive race with a wealth of genetic 
  variations), and the Transgenics (half human/half alien nomads)!
  • 
  A toolbox approach to creating and customizing your own 
  spacefaring vessels to travel the stars as explorers, traders, pirates, 
  mercenaries, or even as a part of an organized space fleet!
  • 
  New racial options, archetypes, and traits for all of the new races 
  as well as for the core Starfinder Roleplaying Game races!
  • 
  Additional uses for skills, plus new skills to use technology!
  • 
  New class archetypes including heliacal healer (cleric), 
  shock trooper (fighter), and void tracker (ranger)!
  • 
  New racial and class features to specialize your characters 
  for their journeys away from their home planets, such as the 
  Infinity Oracle Mystery, Elven Rocketjocks, and much more!
  • 
  Unique Roles for space vessel crewmembers, specialized crew roles, 
  and synergies between officers that grant benefits to the crew!
  • 
  Factions of the Void, including the knowledge-seeking 
  Bastion Incantorum, the militaristic Infinite Star Legion, 
  the charismatic Israfel Order, the avaricious Red Tang Spice 
  Guild, and the preservationist Shaman Knights.
  • 
  Over a dozen new feats for PCs in space!
  • 
  Over a dozen new spells to survive in or control the void around you!
  • 
  Environmental hazards of space and space travel including  antimagic 
  fields, asteroid fields/meteor showers, comets, dust clouds, nebulae, oort 
  clouds, radiation belts, ribbon storms, solar flares, wormholes, and more!
  • 
  Rules for planet shapes, environments, and classifications!
  • 
  A sample gazetteer to spark your imagination 
  when creating your own bold new worlds!
     Take to the stars and begin your adventures either 
  on your own or with a hearty crew of brave friends. 
  Explore the infinite reaches of the void or bring a bit 
  of the stars to the games at your own table today!
  Compatible with the Starfinder© Roleplaying Game!
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/d20pfsrd/Starjammer - Core Rule (Starfinder Edition).pdf