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Published by amyfwakulchyk, 2023-07-08 13:43:03

starfinder-interstellar-species

starfinder-interstellar-species

INTERSTELLAR SPECIES


INTERSTELLAR SPECIES


Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com Overview 4 Chapter 1: Classes 6 Introduction 8 New Class: Evolutionist 10 Biohacker 20 Envoy 22 Mechanic 24 Nanocyte 26 Operative 28 Precog 30 Soldier 32 DEVELOPMENT LEAD Joe Pasini AUTHORS Rigby Bendele, Jessica Catalan, John Compton, John Curtin, Dana Ebert, Eleanor Ferron, Ivis K. Flanagan, Nicole Heits, Joan Hong, Mikko Kallio, Jason Keeley, Aaron Lascano, Hilary Moon Murphy, Emily Parks, Joe Pasini, Erin Roberts, Chris S. Sims, Kendra Leigh Speedling, Owen K.C. Stephens, Jason Tondro, Isis Wozniakowska, and Linda Zayas-Palmer DEVELOPMENT John Compton, Jenny Jarzabski, and Joe Pasini DEVELOPMENT MANAGER Jason Keeley EDITING LEADS K. Tessa Newton and Shay Snow EDITORS Minty Belmont, Rigby Bendele, Janica Carter, Leo Glass, Avi Kool, Ianara Natividad, Dave Nelson, K. Tessa Newton, Solomon St. John, Simone D. Sallé, Elsa Sjunneson, and Shay Snow COVER ARTIST Ignacio Bazán Lazcano INTERIOR ARTISTS Sergio Cosmai, Biagio d’Alessandro, Matheus DorrowSchwartz, Giorgio Falconi, Michele Giorgi, Alexander Gorbunov, Kent Hamilton, Mark Hretskyi, José Luis Islas López, Laslo Ludrovan, Renan Maurilio, Ivan Onokhin, Mirco Paganessi, Mary Jane Pajaron, Nicholas Phillips, Anastasia Sekman, Carl Springer, Gordon Tran, Hampus Viklander, Irene Tsui, and Tianxing Xu ART DIRECTION AND GRAPHIC DESIGN Kent Hamilton and Sarah E. Robinson DIRECTOR OF GAME DEVELOPMENT Adam Daigle STARFINDER LEAD DESIGNER Joe Pasini PUBLISHER Erik Mona GM Galactic Magic NS Near Space PW Pact Worlds SOM Starship Operations Manual This book refers to several other Starfinder products, but these additional supplements are not required to make use of this book. Readers interested in references to Starfinder hardcovers can find the complete rules of these books available for free at paizo.com/sfrd. AA(#) Alien Archive Volume AP(#) Starfinder Adventure Path AR Armory COM Character Operations Manual TABLE OF CONTENTS


Chapter 2: Species 34 Introduction 36 Playable Species of Starfinder 37 Custom Species Builder 42 Astrazoan 48 Astriapi 52 Cephalume 56 Contemplative 60 Dragonkin 64 Formian 68 Hadrogaan 72 Hanakan 76 Kalo 80 Kobold 84 Maraquoi 88 Nuar 92 Pahtra 96 Psacynoid 100 Quorlu 104 Raxilite 108 Ryphorian 112 Scyphozoan 116 Shimreen 120 SRO 124 Trox 128 Uplifted Bear 132 Urog 136 Vlaka 140 Worlanisi 144 Chapter 3: NPC Gallery 148 Introduction 150 Assassins 152 Bounty Hunters 154 Celebrities 156 Charlatans 158 Diplomats 160 Emergency Workers 162 Former Military 164 Guides 166 Infiltrators 168 Investigators 170 Medical Staff 172 Religious Figures 174 Scholars 176 Sports Figures 178 Stewards 180 Survivalists 182 Thieves 184 Tyrants 186 Index 188


4 Starfinder has more than 100 unique species available for you to choose from when creating a player character. These species have appeared across hardcovers, Adventure Paths, Starfinder Society scenarios, and even the Alien Character Deck. With such a wide breadth of options already, this book provides more depth on 25 of those playable species—many of which were selected to appear in this book thanks to a public poll of Starfinder fans asking what species they’d like to learn more about. A NOTE ON TERMS This book uses the word “species” in place of “race” and “racial” for the purposes of building a character, playable species traits, bonus types, and similar rules elements—this change doesn’t otherwise affect the mechanics of these elements, and it applies across all Starfinder products. CLASSES The classes chapter kicks things off with a new class: the evolutionist, a class all about transformation and augmentation, starting on page 10. The chapter continues with a bevy of new class options for the biohacker, envoy, mechanic, nanocyte, operative, precog, and soldier. SPECIES The second chapter begins with a table of the 100+ playable species in Starfinder, complete with headshot, short description, and reference. Whether you’re making a new player character, throwing together an NPC on the spot, or just curious about what Starfinder has to offer, this reference will inspire. Species Builder If you’ve scoured the stars for the perfect species but nothing is quite the right fit for your ideal Starfinder character, why not make your own? Using a series of simple, nonlinear steps, you can create your own playable species for Starfinder, complete with mechanics, physiology, and backstory. Whether you want to recreate a species from your favorite fiction or invent something entirely new, this system has you covered! Species Profiles Along with the rules needed to play them, each of the 25 species profiles in this book contains new art, a physical description, details about that species’ home world and society, and a deep dive on something that makes them unique. You’ll even learn naming conventions and sample names for that species! Each species profile also offers a selection of player options—everything from feats to spells to equipment—that are thematically tied to that species, but generally not mechanically tied, so they’re available to a wide array of characters. NPC GALLERY One hundred NPCs of expansive variety await you in chapter 3, ranging from CR 1/2 to CR 20, and each with its own niche. You can drop these into your games from whole cloth or make a few simple adjustments to better fit your campaign; advice is included for how to do just that in the chapter introduction on page 150. INDEX If you want to jump straight to the player options for your character, check out the index on page 188, which includes categories of the various player character options that appear throughout this book. EVOLUTIONIST INFORMATION The following two sections of this introduction provide information for applying an archetype to an evolutionist player character or applying an evolutionist class graft to an NPC. OVERVIEW


5 INTERSTELLAR SPECIES INTRODUCTION THE DRIFT CRISIS Evolutionist Archetype An archetype grants alternate class features that replace features normally granted by a class at some combination of levels 2, 4, 6, 9, 12, and 18; full rules for archetypes appear on page 126 of the Core Rulebook. Multilevel 2nd, 4th, 6th, 12th, and 18th levels: You don’t gain an adaptation. 9th Level You don’t gain the flexible skill class feature at 9th level. At 17th level, you gain an additional class skill and 16 additional skill ranks to assign as normal, as though your skill ranks per evolutionist level were 5 + your Intelligence modifier. Evolutionist Class Graft To add evolutionist mechanics to an NPC, you can apply the evolutionist class graft below, following the rules for class grafts found on page 137 of Starfinder Alien Archive. Special Rules: Choose one evolutionist niche. The evolutionist creature’s niche abilities must come from that niche. Any niche abilities that aren’t relevant to the evolutionist creature can be skipped (or simply be incorporated into the creature’s statistics) and don’t need to appear in the creature’s stat block. Required Array: Combatant. Adjustments: +2 to Fortitude saving throws. Ability Score Modifiers: An evolutionist creature should arrange its ability score modifiers depending on its focus in combat. Melee: Strength, Dexterity, Constitution Ranged: Dexterity, Constitution, Wisdom Gear: Light armor (item level = CR) and small arm (item level = CR). Abilities All CRs: Evolution track, path CR 1: Adaptive strike and 1st-level niche ability. CR 2: Adaptive strike, one 2nd-level adaptation, and 1st-level niche ability. CR 4: Adaptive strike, two 2nd-level adaptations, and 1st-level niche ability. CR 5: Evolution drain, adaptive strike, two 2nd-level adaptations, and 1st-level niche ability. CR 6: Evolution drain, adaptive strike, one 2nd-level adaptation, one 6th-level adaptation, and 1st-level niche ability. CR 8: Evolution drain, adaptive strike, two 6th-level adaptations, and 1st-level niche ability. CR 10: Evolution drain, adaptive strike, one 6th-level adaptation, one 10th-level adaptation, and 1st- and 10th-level niche abilities. CR 12: Evolution drain, adaptive strike, two 10th-level adaptations, and 1st- and 10th-level niche abilities. CR 14: Evolution drain, adaptive strike, one 10th-level adaptation, one 14th-level adaptation, and 1st- and 10th-level niche abilities. CR 16: Evolution drain, adaptive strike, two 14th-level adaptations, and 1st- and 10th-level niche abilities. CR 18: Evolution drain, adaptive strike, one 14th-level adaptation, one 18th-level adaptation, and 1st- and 10th-level niche abilities. CR 20: Evolution drain, adaptive strike, two 18th-level adaptations, and 1st-, 10th-, and 20th-level niche abilities. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW O


1 CLASSES


8 The Starfinder Core Rulebook presents a wide range of class abilities designed to fulfill classic roles, objectives, and tropes. And while subsequent books present an even broader array of exciting character options, these often draw on broad themes like technology, magic, and exploration. Starfinder Interstellar Species changes that approach by focusing on the diverse societies of the Pact Worlds and beyond, exploring how they’ve adapted familiar character classes to best fit their cultural, environmental, and physiological needs. Along with seven species’ innovative approaches to classic classes, this chapter also provides a new character class—the evolutionist—that allows your characters to adapt swiftly to any biome or social setting. But you get to design, too. While creating your character, consider how your species and class concepts intersect. What cultural values shape the types of spellcasting favored by members of the species? Do cultural legends inspire adventurers to emulate ancient heroes or warn them against following in the footsteps of vilified predecessors? Is there a martial tradition that incorporates one of your species’ abilities? Does your species’ culture deemphasize a specific class’s core concepts, adapting them in unexpected ways? In Chapter 2, you’ll have the opportunity to create your own playable species—perhaps as the GM, or even as a player (with your GM’s approval). As you do, consider how your species’ culture(s), values, surroundings, and resources might inspire you to create new character options that showcase a people’s heritage and history. As inspiration for your own creative process, consider how the class features presented in this chapter do the same. Biohacking Silica: The biohacker riffs on medical concepts like adjusting hormones and jabbing a syringe into someone’s vein. That’s intuitive for flesh and blood creatures, but how does biohacking look for a silicon-based life-form? With methodical focus, urogs have developed techniques for focusing the sonic energy of surgical frequencies to trigger special resonances in their patients’ bodies, functioning much like a conventionally injected medicine. With bodies adapted to channel and sense electricity, urog biohackers can adjust their own forms to better weaponize their biology—with shocking results! In creating your own species’ biohacker options, consider how the innovators’ physiologies and environments shape their medical needs and objectives. Are there species abilities that you might empower, impart, or shut down? Are there common threats that scientists would have designed countermeasures against? Envoy Connections: Perhaps a culture doesn’t approach a class’s abilities in a novel way. Instead, a species might intrinsically focus upon honing a class’s foundational skills. With powerful social bonds and almost preternatural levels of group empathy, vlakas connect with other creatures deeply and intuitively, making them supportive envoys. Not only can envoys who identify with vlaka cultural customs locate other creatures just by the signature of nearby emotions, but they can also bolster a team’s camaraderie, reflexively insinuate themselves into any group by understanding its dynamic, and ensure that no member of their pack gets left behind. How do members of the species you’re creating interact with each other and outsiders? How might this impact the types of envoy improvisations and skill expertises that they master? Does the culture focus on individuality, a close connection to a partner, small team dynamics, or large groups? How might that impact the number and types of targets the abilities affect? Energized Mechanics: Electrical surges short out all but the toughest electronic gear, so what happens when a species evolves on a planet wracked by never-ending storms? Shimreens found the answer by embracing lightning, developing special shock protections for delicate systems and designing their grandest inventions to be powered by absorbed electricity. Thanks to similar innovations, two different chassis grant drones an edge in dangerous environments: the agile stormscout design and the unstoppable tunnel drone. The right surge of power–even from incoming electrical attacks—can recharge a mechanic’s gear, expand their energy shield to protect their whole team, or even enable their exocortex to jumpstart their brain. Innovation usually addresses a survival need or enshrines a social value. What threats does your species face, and how might technology have mitigated that danger? If a technologist were to unveil an invention to the public, what sorts of capabilities would most excite the audience due to their cultural goals and values? Are there aspects of your species’ environment that inhibit technology, and if so, how might a mechanic’s abilities highlight how their society overcame that challenge? Nanites Alongside Symbiotes: Upon becoming a nanocyte, a character creates and hosts a swarm of helpful nanites within their body. But what if a species already has a symbiotic relationship with another organism? For cephalumes, who regularly bond with bioelectric symbiotes called krikiks, the familiarity of housing one visitor grants them an intuitive advantage in hosting others. Cephalume nanocytes have developed techniques for splitting their nanite hosts more effectively, controlling them from greater distances, and altering their nanites’ light to dazzle onlookers. Do a particular class’s abilities feel redundant because of abilities your species grants? Are that class’s traditions and abilities downplayed in that culture because of this thematic overlap? Has the society developed a new approach to that class to keep the two sets of abilities separate? Or do individuals typically feel that the class abilities are a natural extension of their innate powers? What are ways that these two power sets might build off one another? Overbearing Operatives: Both mechanical disadvantages and in-world flavor can discourage certain class and species pairings. Even beyond the fact that dragonkin, with their commanding height and powerful build, don’t often convey “subtle and stealthy,” their Dexterity penalty makes it mechanically difficult to justify becoming an operative. While some players adore unlikely combinations like these, this is also an opportunity: how would dragonkin adapt the core identity of the operative class to highlight their strengths? Using the new heavyweight skirmisher option, an operative applies explosive strength in place of raw agility, wielding heftier armaments SPECIES AS INNOVATORS INTRODUCTION


9 INTERSTELLAR SPECIES OVERVIEW 1 while still commanding an impressive skill array. The dragonkin companion bond also inspires new exploits that turn a lone wolf class into one capable of better supporting allies. Are there certain classes that feel inappropriate for your species based on their ability score array, cultural values, or other abilities? Is this character class discouraged (implicitly or explicitly)? Might there be an alternate class feature you can create to show not only an intriguing tradition in that culture, but also an exciting option that inspires your players? Precognitive Communities: While a precog might rely on magic to anticipate danger, trox still tell stories of their subjugated ancestors ages ago, and these tales instill a protective caution that further enhances a precog’s wariness. In some cases, these ancient echoes even resurface in distant descendants, providing trox precogs a cryptic yet supportive link to the past that helps them predict future threats. In addition, trox have developed specialized temporal anomalies that extend their defensive divinations to shield not just themselves, but also their allies. And in true communal fashion, these magical innovators have shared their techniques with other communities to keep the galaxy safe. How does your species feel about the technologies and techniques they develop? Are they protective of this edge, do they sell it fairly while retaining their intellectual property, or have they shared it with likeminded parties to further a common goal? Are there features for these character options that require adaptation for other species that use them? Subtle Soldiers: Much as dragonkin aren’t classic candidates for the operative class, kobolds are rarely first-picked when creating a soldier. Yet kobolds are shrewd combatants, famous for their cunning and use of hazards to even the odds. There are already some operative and mechanic routes that highlight trickery and explosives, but sometimes a kobold wants to enjoy that full base attack bonus, right? With new fighting styles, your character can master kobolds’ sniping prowess or plant improvised mines that turn any battlefield into a treacherous terrain. Does your species have a weakness—real or perceived? How has that shaped their survival strategies and fighting styles? Is their society aware of how others view this apparent weakness, and do they care? Have they exploited this weakness, using it as bait for unsuspecting foes? What class options do these questions inspire? EVOLVING EXPECTATIONS Now that you’ve considered how a character’s species might shape their class, reverse the process. With the new evolutionist class on the following pages, your character can transform themself in an instant. You can shapechange into powerful forms, spontaneously evolve potent defenses, and metamorphose into a unique being of your own design! Whatever your transformation, keep examining how your culture informs your class. Are your transformations a way of defying your home world’s traditions? Are evolutionists celebrated as sacred guardians of your people? Is this a power you sought out, or did it manifest unexpectedly, forcing you to reckon with the consequences? There are no wrong answers—only exciting new ways to evolve your Starfinder experience! 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


10 EVOLUTIONIST 6 HP STAMINA POINTS 6 + Constitution modifier KEY ABILITY SCORE CLASS SKILLS PROFICIENCIES SKILL RANKS PER LEVEL 8 + INTELLIGENCE MODIFIER Acrobatics (Dex) Perception (Wis) Athletics (Str) Profession (Cha, Int, or Wis) Culture (Int) Stealth (Dex) Disguise (Cha) Survival (Wis) Intimidate (Cha) Your Strength helps you overpower foes with melee attacks, while your Dexterity helps you fight at range and dodge, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice can’t be changed. ARMOR PROFICIENCY Light armor WEAPON PROFICIENCY Basic melee weapons, grenades, small arms Conflict drives innovation, and in a strange and dangerous galaxy you’ve unlocked unparalleled means to adapt. By embracing mystic tradition, extensive augmentation, deliberate genetic mutation, or relying on other extraordinary means, you transform yourself into a powerful being better suited to achieving your goals. You might adopt characteristics of a ferocious chimera, an undead scion, a cybernetic paragon, or anything in between. Yet your evolution boasts a will of its own. Your abilities fight you for control in stressful situations, even while providing lethal instincts, an innate weapon, and spontaneous adaptations that help you outmaneuver, outwit, and outmatch your foes. No matter your niche, you are an adaptable combatant who forges your destiny in flesh, bone, or steel.


11 INTERSTELLAR SPECIES ADAPTIVE STRIKE (EX) 1st Level You can transform one or more parts of your body into a deadly weapon. This adaptive strike can take almost any form, such as curved claws, sharp teeth, a club-like tail, fiery wings, porcupine-like quills you can launch as projectiles, or throat glands that let you spit acid. Whatever its nature, your adaptive strike has a physical form that’s apparent to a casual observer. Your adaptive strike can’t be disarmed, dropped, or sundered. It doesn’t interfere with your ability to wield equipment and doesn’t require hands to wield. Melee adaptive strikes are treated as basic melee weapons and threaten squares within your reach. Ranged adaptive strikes are treated as small arms. Manifesting or dismissing your adaptive strike is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). At 1st level, choose whether your adaptive strike is melee or ranged; a ranged adaptive strike has a range increment of 30 feet. Also choose one of the following damage types for your adaptive strike: acid, bludgeoning, cold, electricity, fire, piercing, or slashing. As normal, an adaptive strike that deals energy damage targets EAC and an adaptive strike that deals kinetic damage targets KAC. Once made, these choices can’t be changed. Your melee adaptive strike deals damage equal to 1d6 + your Strength modifier. Your ranged adaptive strike deals 1d6 damage. This damage increases to 1d10 at 6th level, 2d8 at 9th level, and 2d10 at 11th level. This damage then increases by 1d10 at 13th level, 15th level, 17th level, and every level thereafter. EVOLUTION TRACK (SU) 1st Level Your body houses latent transformative potential that roils to life in stressful situations. This potential takes the form of a pool of Mutation Points (MP). Gaining MP Except where noted otherwise, you can gain Mutation Points only when involved in a combat encounter that includes a significant enemy (Core Rulebook 242). During combat, you gain 1 Mutation Point at the start of your turn. Once per turn, you can spend 1 Resolve Point to gain 1 Mutation Point. At the end of combat, you lose all Mutation Points. Other class features (such as evolution drain on page 13) provide additional ways to gain MP. At 1st level, you can have a maximum of 5 MP. This maximum increases by 1 at 7th level, 14th level, and 20th level. Maintaining MP As you gain Mutation Points your body and mind increasingly take on a supernatural character, such as exaggerated limbs, steely skin, luminescent eyes, or predatory drives. This gives you two beneficial instincts and one drawback; each of these provides an effect based on the number of MP you have, plus the cumulative effects of all lower MP values. Your drawback and one of your instincts are based on your niche (page 12). You also gain the following universal instinct. 1 MP: You gain a +5-foot enhancement bonus to one speed of your choice. 2 MP: Your adaptive strike gains a critical hit effect based on its damage type: arc (electricity), bindAR (cold), bleed (piercing or slashing), burn (fire), corrode (acid), or knockdown (bludgeoning). Critical hit effects that deal damage deal 1d6 damage; this damage increases to 1d10 at 7th level, 2d10 at 13th level, and 3d10 at 19th level. 3 MP: The enhancement bonus to speed increases to +10 feet. 4 MP: If you’re wearing light armor or no armor, you gain a +1 enhancement bonus to your AC. If you’re wearing heavy or powered armor, you gain a +1 enhancement bonus to your EAC, though this can’t increase your EAC above your KAC. TABLE 1–1: EVOLUTIONIST CLASS LEVEL BAB FORT REF WILL CLASS FEATURES ADAPTIVE STRIKE 1 +1 +2 +2 +0 Adaptive strike, evolution track, flexible skill, niche, niche ability 1d6 2 +2 +3 +3 +0 Augmented form, evolutionist adaptation, fulcrum 1d6 3 +3 +3 +3 +1 Skill boost (+1), weapon specialization 1d6 4 +4 +4 +4 +1 Evolutionist adaptation 1d6 5 +5 +4 +4 +1 Evolution drain 1d6 6 +6 +5 +5 +2 Evolutionist adaptation, skill boost (+2) 1d10 7 +7 +5 +5 +2 Evolutionary focus (basic) 1d10 8 +8 +6 +6 +2 Evolutionist adaptation 1d10 9 +9 +6 +6 +3 Flexible skill, skill boost (+3) 2d8 10 +10 +7 +7 +3 Evolutionist adaptation, niche ability 2d8 11 +11 +7 +7 +3 Accelerated evolution 2d10 12 +12 +8 +8 +4 Evolutionist adaptation, skill boost (+4) 2d10 13 +13 +8 +8 +4 Evolutionary focus (advanced) 3d10 14 +14 +9 +9 +4 Evolution drinker, evolutionist adaptation 3d10 15 +15 +9 +9 +5 Skill boost (+5) 4d10 16 +16 +10 +10 +5 Evolutionist adaptation 4d10 17 +17 +10 +10 +5 Flexible skill 5d10 18 +18 +11 +11 +6 Evolutionist adaptation, skill boost (+6) 6d10 19 +19 +11 +11 +6 Evolutionary focus (ultimate) 7d10 20 +20 +12 +12 +6 Evolutionist adaptation, niche ability 8d10 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


12 5 MP: Once per round, when you deal damage with your adaptive strike, you can increase the damage dealt to one target by an amount equal to half your evolutionist level (minimum +1 damage). 6 MP: You gain a +1 enhancement bonus to your saving throws. 7 MP: The enhancement bonus to speed increases to +20 feet. 8 MP: The enhancement bonus to your AC or EAC increases to +2. Spending MP Along with these standard ways you can spend Mutation Points, some evolutionist adaptations (page 13) add more. 1 MP: You can spend 1 MP on your turn to manifest your adaptive strike without taking an action. 2 MP: As a swift action, you can spend 2 MP to gain either a climb speed equal to half your land speed or a swim speed equal to half your land speed. This effect lasts 3 rounds. When you take a full action to charge, run, or withdraw, you can activate this ability without taking an action, rather than as a swift action. Special: Once per round, you can spend Mutation Points with no effect (which you might want to do to lose penalties, for example). If you use this ability as a move action, you can spend up to 2 MP. If you use this ability as a standard action, you can spend up to 4 MP. If you use this ability as a full action, you can spend up to 6 MP. FLEXIBLE SKILL (EX) 1st Level As part of your ongoing personal metamorphosis and adaptation to new circumstances, your skill repertoire is always evolving. Choose one additional skill and add it to your list of class skills. At 9th level, you choose another additional skill to add to your list of class skills, and your skill ranks per evolutionist level increase to 5 + your Intelligence modifier. This retroactively grants you 8 additional skill ranks to assign from your earlier levels and you must spend at least 1 of these skill ranks on your newly added class skill. At 17th level, you choose one more additional skill to add to your list of class skills, and your skill ranks per evolutionist level increases to 6 + your Intelligence modifier. This retroactively grants you 16 additional skill ranks to assign from your earlier levels and you must spend at least 1 of these skill ranks on your newly added class skill. NICHE (SU) 1st Level Each evolutionist selects a specific niche of personal transformation into some new kind of being, be it a living robot, ferocious godbeast, immortal undead, or being of magical energy. You must pick one niche upon taking your first evolutionist level, and once made this choice can’t be changed. Descriptions of the niches you can choose from appear on pages 14–15. Each niche grants you several benefits and affects several of your other class features. If a niche ability allows a target to attempt a saving throw to resist its effects (including spell-like abilities) the DC is equal to 10 + half your evolutionist level + your key ability score modifier unless otherwise stated. 1st Level: Your niche grants you a unique evolutionist adaptation and the listed skill as a bonus class skill. In addition, the niche affects several of your other class features: your niche provides a unique instinct and a unique drawback that affects your evolution track ability, determines which augmentations your augmented form ability affects at 2nd level, and determines one of the skills enhanced by your skill boost ability at 3rd level. 10th Level: Your transformation has reached an important milestone, giving you an ability you can use once per day. 20th Level: You have completed your transformation. Your creature type changes to one of the creature types associated with your niche. In addition, you become immune to one or more effects based on your niche, plus two additional effects of your choice from the following list: bleed, death effects, disease, fatigued (including exhausted), negative levels, nonlethal damage, paralysis, poison, sleep, or stun. AUGMENTED FORM (EX) 2nd Level Your body eagerly accepts new augmentations, even creating some of the components out of your own flesh. You gain one free augmentation of the type associated with your niche, with a level equal to or lower than your level. Each time you gain a level, you can replace this augmentation using the same restrictions. In addition, you reduce the cost of augmentations associated with your niche by 10%. This applies only to augmentations whose item levels are no greater than your evolutionist level. If you receive a discount on an augmentation from another source (not counting the augmentation evolutionary focus below) you instead increase that discount by 5%. Note that regardless of your niche, species grafts (Starfinder Alien Archive 4 140) qualify for the benefits of this ability, as long as they’re of the type associated with your niche. EVOLUTIONIST ADAPTATION 2nd Level As you gain experience you master new ways to adjust your body and abilities on the fly, known as adaptations. At 2nd level and every 2 levels thereafter, you learn an additional adaptation. If an adaptation allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your evolutionist level + your key ability score modifier. Unless otherwise specified, you can’t learn an adaptation more than once. The list of adaptations appears on pages 16–17. FULCRUM (SU) 2nd Level You create a unique talisman, memento, or accessory called a fulcrum, which helps you channel supernatural energies into your strikes. Your fulcrum has an item level equal to your evolutionist level and you can install weapon fusions and fusion seals onto your fulcrum as if it were a weapon of that level. While openly wearing or carrying your fulcrum, your adaptive strike gains the effects of any fusions installed on your fulcrum so long as those fusions could be applied to a weapon of that type (for example, a disruptive weapon fusion functions only if your adaptive strike deals bludgeoning damage). So long as your fulcrum has at least one fusion installed, your adaptive strike also counts as a magic weapon. SKILL BOOST (EX) 3rd Level Your personal transformation gradually enhances your prowess with certain skills. You gain a +1 insight bonus to skill checks with the class skill granted by your niche. In addition, choose


13 INTERSTELLAR SPECIES one of the following skills: Acrobatics, Athletics, Culture, Disguise, or Stealth; you gain a +1 insight bonus to checks with that skill. When you gain an evolutionist class level, you can change which skill is augmented by this ability, choosing a different skill from that list. The insight bonus to both skills increases by 1 at 6th level and every 3 levels thereafter. WEAPON SPECIALIZATION 3rd Level You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. You gain a special form of weapon specialization for your adaptive strike. If your adaptive strike targets EAC, you add a bonus to your damage equal to your evolutionist level plus half of any other class levels you have. If your adaptive strike targets KAC, you add a bonus to your damage equal to 1-1/2 × your evolutionist class level, plus 1 × any other class levels you have. EVOLUTION DRAIN (SU) 5th Level You can leech genetic material and raw evolutionary potential from others. As a standard action, you can make a special melee attack against a significant enemy’s EAC. If you hit, the target must attempt a Fortitude save (DC = 10 + half your evolutionist level + your key ability score modifier). If the target succeeds, you gain 1 Mutation Point. If it fails, you gain 1d3 Mutation Points and the target is sickened for an equal number of rounds. In addition, when you hit a creature with a melee adaptive strike or with a ranged adaptive strike within its first range increment, you can gain 1 MP as a reaction. After you’ve used your adaptive strike to gain a Mutation Point in this way, you can’t do so again until you rest for 10 minutes to regain Stamina Points. EVOLUTIONARY FOCUS 7th Level Having managed extraordinary achievements within your niche of transformation, you can afford to specialize into a secondary focus that further refines your powers. Choose one of the following focuses: augmentation, combat, or packmaster. Your focus grants you a basic power at 7th level, an advanced power at 13th level, and an ultimate power at 19th level. Augmentation (Ex) Your body holds extraordinary potential for augmentation. Basic: You gain one free augmentation of the type associated with your niche, with a level equal to or lower than your level – 2. Each time you gain a level, you can replace this augmentation using the same restrictions. The discount from your augmented form class feature increases to 20%. Advanced (13th Level): The discount from your augmented form class feature increases to 30%. In addition, you can install one additional augmentation into one of your systems that already has an augmentation, so long as at least one of those augmentations is of a type associated with your niche. You can have no more than two augmentations in that system, even if you have another ability that grants you a similar benefit. Ultimate (19th Level): The discount from your augmented form class feature increases to 40%. Your advanced focus ability now lets you install an additional augmentation in two different systems that already have augmentations, though this still doesn’t let you have more than two augmentations in a system. Combat You wield your adaptive strike intuitively, raining blows upon your enemies. Basic: When making a full attack you take a –3 penalty to attacks made with your adaptive strike instead of the normal –4 penalty. Advanced (13th Level): When making a full attack entirely with your adaptive strike, you can make three attacks instead of two attacks. You take a –5 penalty to these attacks instead of a –3 penalty. Ultimate (19th Level): Once per round when you make a full attack and hit the same target at least twice with your adaptive strike, you can exaggerate the target’s wounds (such as by rending them, creating a deadly current, or triggering secondary explosions), dealing 5d10 additional damage (Fortitude half). 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


14 Packmaster Your mastery of adaptations is so strong you can transform nearby allies. Basic: Once per round when you spend one or more MP to use an adaptation, you can apply that adaptation’s effects to a willing adjacent ally in addition to gaining the effect yourself. The ally’s effect has half the normal duration. If the adaptation has a randomized result (such as a number of Stamina Points regained) the ally receives half the normal number. If the adaptation would modify an adaptive strike the ally doesn’t have, they can apply the effect to their unarmed strikes instead. Advanced (13th Level): You can use your basic focus ability to share an adaptation with up to two willing allies instead of one and the affected allies must be within 15 feet of you. Ultimate (19th Level): You can use your basic focus ability to share an adaptation with any number of willing allies within 20 feet. ACCELERATED EVOLUTION 11th Level When you gain MP at the start of your turn, you can gain 2 MP instead. Whenever you spend a Resolve Point to gain a Mutation Point, you can gain 2 MP instead. EVOLUTION DRINKER (SU) 14th Level When you hit a creature with your evolution drain special melee attack and the target fails its Fortitude save, you can choose to gain 1d3+1 Mutation Points instead of 1d3 MP. If you gain 4 Mutation Points in this way, the shock causes the target to be nauseated for 1 round, after which it’s sickened for 3 rounds. When you score a critical hit against a creature with your adaptive strike, you can drain Mutation Points from it as though you had performed the special melee attack. If your adaptive strike has another critical hit effect, you can choose to apply either this effect or the weapon’s critical hit effect. Once you gain MP from a critical hit in this way, you can’t do so again until you rest for 10 minutes to recover Stamina Points. NICHES The following are the most common evolutionist niches. Eldritch You intend to gradually metamorphose into a fantastical or extraplanar being. Magical energy flows through your veins and deflects spells, yet the more you embrace this influence, the more toxic the mundane world becomes to you. Augmentation Type: MagitechAR Class Skill: Mysticism Instinct: When you have 1 or more Mutation Points you gain spell resistance equal to 5 + your MP + your evolutionist level. If you’re hit by or fail a saving throw against an enemy’s spell, you can take a reaction to gain a +2 bonus to saving throws of the same type (Reflex, for example) until the end of your next turn. In addition, you can voluntarily lower your spell resistance until the beginning of your next turn as a standard action or as a reaction. Drawback: Your body increasingly operates on a magical level, leaving you vulnerable to mundane threats. While you have at least 1 MP, the first time you take nonmagical kinetic damage each round, you take additional damage equal to half your evolutionist level plus the number of MP you have. While you have at least 3 MP, you can’t voluntarily lower your spell resistance. Spell Bending (1st Level): When a willing ally within 30 feet of you casts a spell, you can spend a number of MP equal to 1 + half the spell’s level as a reaction to absorb and redirect the spell’s energy. Attempt a Fortitude save, using the spell’s save DC as your saving throw’s DC. If you fail, you choose the spell’s targets, measure the spell’s range from your space, and make any attack rolls for the spell as if you were the caster, though the original spellcaster makes any caster level checks, rolls any damage, and is responsible for controlling and concentrating on any subsequent effects of the spell. If you succeed at the save, you can redirect the spell as if you had failed, but you also apply one of the following three special effects to the spell. • You increase the spell’s saving throw DCs by 2, to a maximum of 10 + half your evolutionist level + your key ability score modifier. • The spellcaster’s caster level is treated as 2 higher for the purpose of overcoming spell resistance, to a maximum of your evolutionist level + 1. • If the spell deals damage, you can replace your adaptive strike’s damage with one damage type dealt by the spell until the end of your next turn. This effect doesn’t change whether your adaptive strike targets KAC or EAC. Arcane Leap (10th Level): As a move action, you instantly teleport to any space within your line of effect within 30 feet. When you activate your spell bending adaptation, you can spend 1 additional MP to activate this ability as part of that reaction, teleporting to any space within 30 feet that is within or adjacent to the spell’s target or area of effect. Niche Metamorphosis (20th Level): Your creature type becomes your choice of dragon, fey, or outsider. You become immune to one of the following damage types: acid, cold, electricity, fire, or sonic. Mechanized Your personal journey will transform you from mortal into machine. When stressed, your body begins replacing parts of you with mechanized armor. Augmentation Type: Cybernetics Class Skill: Engineering Instinct: Choose one type of kinetic damage (bludgeoning, piercing, or slashing) and one type of energy damage (acid, cold, electricity, fire, or sonic). You reduce the damage taken from damage types other than the two you selected by an amount equal to half your current MP. At 10th level the amount of reduction is instead equal to your MP. Drawback: While you have at least 1 MP the first time per round you take either type of damage you chose for your instinct (above), you take additional damage equal to half your evolutionist level + your MP total. If you have 3 or more MP you become increasingly robotic. You’re treated as both a construct and your creature type— whichever type allows an ability to affect you for abilities that only affect one type, and whichever is worse for abilities that affect both types. Such effects continue to affect you even


15 INTERSTELLAR SPECIES if you have fewer than 3 MP later in the effect’s duration. In addition, you can’t gain morale bonuses and you take a penalty equal to half your MP total, rounded up, to Charisma-based skill checks except Intimidate. Avenging Burst (1st level): When a creature within 10 feet of you damages you, you can spend 1 MP as a reaction to vent lethal plasma through the wound to damage your attacker. This deals 1d4 electricity and fire damage for every 2 evolutionist levels you have; the creature takes half damage with a successful Reflex save. You can spend 1 additional MP when using this adaptation to roll d6s instead of d4s or you can spend 2 additional MP when using this adaptation to roll d8s instead of d4s. Once you use this adaptation, you can’t use it again until you rest for 10 minutes to regain Stamina Points. Rapid Reboot (10th level): As a standard action, you can reset and repair your cybernetic loadout, emerging recharged. Until the beginning of your next turn, you’re flat-footed and the value of your niche instinct’s damage reduction doubles. At the beginning of your next turn, you can end one of your ongoing adaptations to gain a number of MP equal to the MP you spent to activate that adaptation (maximum 2 MP). So long as you gain at least 1 MP in this way, you also regain Stamina Points equal to twice your evolutionist level. Niche Metamorphosis (20th Level): Your creature type becomes construct. You gain immunity to fatigue and exhaustion. Sepulchral You strive to attain undead immortality on your own terms. While unliving energies strengthen your body and grant you supernatural power over life and death, you develop unnatural hungers that drive you to violence. If not controlled, your transformation might tear your body apart at the seams. Augmentation Type: NecrograftsAR Class Skill: Mysticism Instinct: Once per round while you have 1 or more MP, when you deal damage with your adaptive strike to a living creature, you can increase the damage dealt to that creature by an amount equal to half your MP total, rounded up. This additional damage you deal increases to your MP total at 7th level, 1-1/2 × your MP total at 13th level, and 2 × your MP total at 19th level. Drawback: Once per round while you have at least 1 MP and reduce a living creature to 0 HP with your adaptive strike, you must attempt a Will save with a DC = 10 + half your character level + your MP total. If you fail, you must take your first action of your next turn to either make another attack with your adaptive strike that includes the defeated creature as a target or take a move action to spend at least 1 MP with no effect. While you have 3 or more MP, the first time you regain Hit Points or Stamina Points from an effect—other than from your grim harvest ability (see below)—you decrease the number of HP or SP you regain by an amount equal to half your MP total, rounded up (minimum 1 HP or SP recovered). The amount by which you reduce the HP or SP you regain increases to your MP total at 7th level, 1-1/2 × your MP total at 10th level, 2 × your MP total at 13th level, and 3 × your MP total at 17th level. Grim Harvest (1st Level): As a reaction when either you reduce a significant enemy to 0 HP with your adaptive strike or a significant enemy within 15 feet of you is reduced to 0 HP, you can spend 1 MP to regain 1d4 Hit Points for every 2 evolutionist levels you have; you can spend 1 additional MP when using this ability to roll d6s instead of d4s, or you can spend 2 additional MP when using this ability to roll d8s instead of d4s. Once you use this adaptation, you can’t use it again until you rest for 10 minutes to regain Stamina Points. Spectral Step (10th Level): You can spend 2 MP as a move action to become incorporeal and gain a fly speed of 30 feet with perfect maneuverability until the beginning of your next turn. As part of this action, you can also fly up to 15 feet. When this effect would end, you can extend the duration by 1 round by spending 2 MP, plus an additional MP for each previous round you have extended this effect. Niche Metamorphosis (20th Level): Your creature type becomes undead. You gain immunity to death effects and negative levels. Vital Your body, a riot of biological potential, longs to become some extraordinary flora, fauna, or chimeric creature. Rampant life energy heals your wounds, yet your thoughts become equally impulsive and direct. Augmentation Type: Biotech Class Skill: Life Science Instinct: Once per round while you have 1 or more MP, the first time you regain Hit Points or Stamina Points from an effect, you increase the number of HP or SP you regain by an amount equal to half your MP total, rounded up. The additional HP or SP you regain increases to your MP total at 7th level, 1-1/2 × your MP total at 10th level, 2 × your MP total at 13th level, and 3 × your MP total at 17th level. Drawback: Your mind and body react with greater impulsiveness and less control. While you have at least 1 MP you take a penalty to Will saves equal to half your MP total, rounded up. While you have at least 3 MP, you can’t use any ability that requires patience or concentration, such as spellcasting or any Charisma- or Intelligence-based skills except Intimidate. Biotic Invigoration (1st Level): As a swift action, you can spend 1 MP to regain a number of Stamina Points equal to your evolutionist level. At the start of each of your next three turns, you and one adjacent ally regain a number of Stamina Points equal to your evolutionist level. Once you use this ability, you can’t use it again until you spend a Resolve Point to regain Stamina Points after a 10-minute rest. Adrenaline Rush (10th Level): You move with an exceptional burst of speed. As a swift action, you take a guarded step and gain a +1 enhancement bonus to your AC and Reflex saves until the beginning of your next turn. If you spend 2 MP when activating this evolution, you can instead move up to half your speed with the guarded step and the enhancement bonus increases to +2. Niche Metamorphosis (20th Level): Your creature type becomes your choice of aberration, monstrous humanoid, ooze, or plant. You gain immunity to critical hit effects and reduce any damage you take from critical hits by an amount equal to 20 + your key ability score modifier. 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


16 EVOLUTIONIST ADAPTATIONS You learn your first adaptation at 2nd level and you gain an additional adaptation every 2 levels thereafter. Some require you meet additional prerequisites. 2nd Level You must be at least 2nd level to choose these evolutionist adaptations. Dazzling Outburst (Su) As a reaction when you spend 2 or more MP, you can perform a flashy display that dazzles adjacent enemies for 1 round (Reflex negates). If you have spent 4 or more MP since the end of your last turn when you activate this adaptation, you can cause one of the dazzled creatures to instead be blinded for 1 round. Once you use this adaptation you can’t do so again until you have rested 10 minutes to regain Stamina Points. Distant Strikes (Ex) Increase the range increments of your ranged adaptive strike by 50%. As a swift action, you can spend 1 MP either to increase your ranged adaptive strike’s range increment by 100% (rather than by 50%) or to grant your melee adaptive strike the reach weapon special property; either effect lasts until the start of your next turn. Invert Form (Ex) As a reaction, when an effect moves you or gives you the flat-footed, off-kilter, off-target, or prone condition, you can spend 2 MP to reorient your body, negating one of those conditions and reducing the distance you’re moved by 5 feet. Ocular Advantage (Ex) You gain one of the following special abilities: darkvision (60 feet), low-light vision, or the unflankable universal creature rule, chosen when you learn this adaptation. If you choose darkvision and already have it, you instead increase the range of your darkvision by 30 feet. As a move action, you can spend 1 MP to gain the abilities you didn’t select for 1 minute. Resistant Form (Ex) You can temporarily change your body’s composition, helping you shrug off harmful energies. When you learn this adaptation choose three of the following energy types: acid, cold, electricity, fire, or sonic. You can spend 1 MP as a move action to gain energy resistance to one of the energy types you chose. The value of this energy resistance equals 1 + half your evolutionist level, stacks with one other source of energy resistance you might have, and lasts for 3 rounds. You can learn this adaptation a second time; this allows you to spend MP to gain resistance to any of the five energy types. Versatile Strike (Ex) As a swift action (or part of the full action used to make a full attack), you can spend 1 MP to transform your adaptive strike’s damage type until the beginning of your next turn. If your adaptive strike deals kinetic damage, you can have it deal any kinetic damage type instead. If your adaptive strike deals energy damage, you can have it deal any energy damage type instead. 6th Level You must be at least 6th level to choose these evolutionist adaptations. Area Strike (Ex) You can briefly empower your adaptive strike to strike large areas, such as launching hails of projectiles, breathing a gout of fire, battering foes with a flurry of tentacles, or skewering multiple foes with an elongated claw. You can spend 2 MP as a standard action to make one attack with your adaptive strike as though it had the blast weapon special property (affecting a 20-foot cone) or the line weapon special property (affecting a 40-foot line). For each additional MP you spend to activate this adaptation, you increase the cone’s length by 5 feet or increase the line’s length by 10 feet. Enhanced Mobility You gain one of the following: a climb speed equal to your land speed, a swim speed equal to your land speed, or a fly speed (average maneuverability) equal to your land speed, chosen when you learn this adaptation. In addition, when you spend 2 MP to gain a climb or swim speed, the effect lasts for 1 minute. You can select this adaptation up to three times, selecting a different speed each time. Extraordinary Sense (Ex) You can manifest physiology for sensing your surroundings in exceptional ways. Choose two of the following senses: life, scent, sound, thought, or vibration. You gain blindsense with a range of 20 feet using those senses. As a move action, you can spend 2 MP to increase the range of the blindsense granted by this ability to 60 feet for 1 minute. Fearsome Outburst (Su) As a reaction when you spend 2 or more MP to use an adaptation, you can use Intimidate to demoralize a creature within 30 feet. If you have spent 4 or more MP since the end of your last turn when you activate this adaptation, you can either attempt to demoralize up to two additional creatures or you can cause a creature you successfully demoralized to also become frightened for 1 round (Will negates the frightened effect). Once you use this adaptation, you can’t do so again until you have rested 10 minutes to regain Stamina Points. 10th Level You must be at least 10th level to choose these evolutionist adaptations. Augmented Potential (Ex) Your augmentations act as batteries for your own transformative powers. Once per day as a move action, you can draw energy and inspiration from your augmentations to gain Mutation Points. The maximum number of MP you gain in this way equals either one-fourth your evolutionist level or the sum of your augmentations’ item levels divided by 10, whichever is lower.


17 INTERSTELLAR SPECIES Only augmentations of the types associated with your niche contribute to this augmentation item level sum. Enhanced Resistance (Ex) When you activate your resistant form adaptation as a move action, you increase its duration by a number of rounds equal to your key ability score modifier and you increase the value of its resistance by 2. You can activate resistant form as a reaction, but its MP cost increases to 2. You must have the resistant form adaptation to select this adaptation. Extreme Mobility When you spend 2 MP to gain a climb or swim speed, you can instead gain a burrow speed equal to half your land speed for the effect’s duration. If you have the enhanced mobility adaptation, you can increase the swim speed it grants to 1-1/2 × your land speed, and you can improve the maneuverability of its fly speed to perfect. Forceful Outburst (Su) Your more powerful transformations can knock back bystanders. As a reaction when you spend 2 or more MP to use an adaptation, you can push away one or more creatures adjacent to you, moving them 5 feet away as if you had succeeded at a bull rush attempt against them (Fortitude negates). This movement doesn’t provoke attacks of opportunity. When you activate this adaptation, if you’ve spent 4 or more MP since the end of your last turn, you also make any pushed creature flat-footed until the end of your next turn. Once you use this adaptation, you can’t do so again until you have rested 10 minutes to regain Stamina Points. 14th Level You must be at least 14th level to choose these evolutionist adaptations. Controlled Transformation (Ex) You expertly control your body’s adaptive quirks to mitigate your transformation’s drawbacks. If you have at least 1 MP, you treat your MP total as though it were 1 higher (to a maximum of your normal MP maximum) for the purpose of determining your instinct effects and you treat your MP total as though it were 1 lower (minimum 1 MP) for the purpose of determining your drawback effects. Explosive Strike (Ex) You can spend 2 MP as a standard action to make an attack with your ranged adaptive strike as though it had the explode (10 feet) weapon special property. For each additional MP you spend to activate this adaptation, you can increase the explosion’s radius by 5 feet. Reduce this attack’s damage by an amount equal to half your evolutionist level. Pinpoint Sense (Ex) When you activate your extraordinary sense adaptation, you instead gain blindsight to a range of 20 feet with the chosen sense and blindsense with the chosen sense to a range of 60 feet. You must have the extraordinary sense adaptation to select this adaptation. Violent Outburst (Ex) As a reaction when you spend 2 or more MP to use an adaptation, you can make an attack with your adaptive strike with a –2 penalty to the attack roll. If you use your ranged adaptive strike for this attack, the target must be within your weapon’s first range increment. If you have spent 5 or more MP since the end of your last turn when you activate this adaptation, you can either make the attack without the –2 penalty, or you can attack up to two targets with a –4 penalty applied to each attack roll. Once you use this adaptation, you can’t do so again until you have rested 10 minutes to regain Stamina Points. 18th Level You must be at least 18th level to choose these evolutionist adaptations. Fission Form (Su) Once per day as a move action, you can create a copy of yourself that instantaneously severs itself from your body and appears in an adjacent space. Your copy shares your statistics, lasts for 5 minutes, and has a number of Hit Points and Stamina Points both equal to 3 × your evolutionist level. Your copy appears with your adaptive strike manifested but beyond simple replicas of your apparel, it lacks equipment and can take only move actions. In combat, both you and your copy share the same initiative count, with one acting immediately after the other. Each turn, either you or your copy can use a full round’s worth of actions and the other can take only a move action, though you can spend 1 MP to allow both to use a full round of actions for 1 round. Your copy acts and thinks independently, though it follows your instructions. You and your copy can both use your adaptations, evolution track, and adaptive strike, but your copy doesn’t have or gain MP; it uses your MP total and you must spend your MP to use its adaptations. Maintaining your copy in combat is taxing. At the start of your turn after gaining MP, you must spend 1 MP to sustain your copy that round. Each full minute you sustain your copy, the MP cost per round to sustain it increases by 1. If you don’t sustain your copy, or if your copy is reduced to 0 HP, it dissolves into nothingness. Regenerative Form (Su) Choose two of the following damage types: acid, cold, electricity, fire, or sonic. By spending 2 MP at the beginning of your turn, you gain regeneration 10 (Alien Archive 4 154) for 1 round and immediately regain 10 Hit Points. Your regeneration stops functioning for 1 round whenever you take energy damage of either of the two types you selected. At the start of each turn, you can sustain your regeneration for an additional round by spending a number of MP equal to 2 + half the number of rounds your regeneration has been active since the last time you rested 10 minutes to regain Stamina Points. You can activate this adaptation even if you’re dying and otherwise unable to take actions. 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


18 EVOLUTIONIST CLASS BUILDS ELDRITCH CHAMPION THEME: PRIEST SCRAPPER THEME: ROBOTICISTPW You’re blessed by a deity to become much more than what you started out as, transforming into a practical scion of that greater power. EVOLUTIONARY FOCUS Augmentation NICHE Eldritch EVOLUTIONIST ADAPTATIONS Distant strikes (2nd) Augmented potential (10th) Extraordinary sense (6th) Pinpoint sense (14th) FEATS Far Shot Improved Initiative Mobility Shot on the Run SKILLS Acrobatics Mysticism Culture Stealth At each opportunity you become more and more mechanical, upgrading your biological components into technological ones. EVOLUTIONARY FOCUS Augmentation NICHE Mechanized EVOLUTIONIST ADAPTATIONS Versatile strike (2nd) Extreme mobility (10th) Enhanced mobility (6th) Explosive strike (14th) FEATS Deadly Aim Suppressive Fire Fleet Toughness SKILLS Computers Perception Intimidate Survival


19 INTERSTELLAR SPECIES CRYPT CUSTODIAN THEME: DEATH TOUCHEDPW BROADLEAF BATTLER THEME: WILD WARDENPW Your intimacy with death grows with each passing day. You know how to invoke its power in yourself and others—for good or ill. EVOLUTIONARY FOCUS Combat NICHE Sepulchral EVOLUTIONIST ADAPTATIONS Resistant form (2nd) Enhanced resistance (10th) Fearsome outburst (6th) Violent outburst (14th) FEATS Deadly Aim Great Fortitude Diehard Minor Psychic Power SKILLS Culture Perception Intimidate Stealth You tap into the potential of the green wilds to protect allies and overwhelm enemies with outbursts of overgrowth. EVOLUTIONARY FOCUS Packmaster NICHE Vital EVOLUTIONIST ADAPTATIONS Dazzling outburst (2nd) Forceful outburst (10th) Area strike (6th) Controlled transformation (14th) FEATS Barricade Iron Will Bodyguard Medical Expert SKILLS Acrobatics Perception Culture Stealth 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


20 ALTERNATE CLASS FEATURE Biohackers have access to the following alternate class feature. Resonating Biohack Whereas most biohackers affect anatomy with injections, urogs’ crystalline physiology responds better to precise sonic resonances. An urog-trained biohacker can transform a living being’s composition with a word. Choose one of the following: advanced melee weapons, longarms, or sniper weapons. You’re proficient with weapons of the chosen type in the sonic category, and rather than the normal Weapon Specialization benefit for these weapons, you instead add half your character level to their damage. You can deliver injectable substances like poisons, serums, drugs, medicinals, and biohacks using sonic weapons as though they have the injection weapon special property and deal slashing damage. For any biohacker ability that functions with injection weapons, you can also apply that ability to a sonic weapon. At 2nd level, you gain a +1 bonus to attack rolls with these weapons. At 9th level the bonus increases to +2, and at 18th level it increases to +3. When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting them with the biohack, drug, poison, serum, or other substance that was loaded into the injection weapon. Rather than using a syringe from your custom microlab to deliver biohacks, you instead use a handheld sonic pad that targets the EAC of an unwilling target but otherwise functions as a syringe. At 2nd level, you can use your custom microlab to direct a sonic burst at a creature within half your custom microlab’s range, affecting it with a biohack as if you had applied it with the sonic pad; this requires no attack roll, but an unwilling target can negate a biohack delivered this way with a successful Fortitude save (DC = 10 + half your biohacker level + your key ability score modifier). This is a sonic effect. This replaces the injection expert class ability and the theorem gained at 2nd level. FIELDS OF STUDY The following fields of study use the rules on page 44 of the Character Operations Manual. Efficiency Efficiency is the study of maximizing useful work for a given amount of available energy. Booster: You enable the target to accomplish greater deeds with less effort. Once per round when the creature expends a Resolve Point, there’s a 25% chance it gains the Resolve Point’s effects but doesn’t expend the Resolve Point. This effect doesn’t last long enough to affect abilities that take longer than 1 minute, including resting to recover Stamina Points. Inhibitor: You deliver an agent that slows reaction time and causes the target to move inefficiently, imparting a –2 penalty to Reflex saving throws. Breakthrough You can use the following ability when you achieve the breakthrough for this field of study. True Efficiency (Ex): You create and apply a special compound to a biohack that doubles that biohack’s duration. You can use this breakthrough as part of the same action you use to administer the biohack. Thermoregulation By manipulating thermoregulation, a biohacker can protect creatures from extreme temperatures or cause them to overheat. Booster: You protect a creature against extreme heat and cold. The target gains cold resistance 1 and fire resistance 1, and these resistances increase by 1 for every 4 biohacker levels you have. If the creature is burning, it can immediately attempt a Reflex save with a +2 bonus to end the burning effect. If the creature has the staggered condition from failing a saving throw against a cold effect, it can immediately attempt a new saving throw against the effect, ending it on a success. Inhibitor: You impair a creature’s ability to regulate body temperature. If the target takes fire damage, it must succeed at a Fortitude save or gain the burning condition, taking 1d6 fire damage per turn. If the target takes cold damage, it must succeed at a Fortitude save or gain a special version of the burning condition that deals 1d6 cold damage per turn, which can be ended automatically by taking fire damage; the target can’t roll on the ground to gain a new saving throw, but instead it can wrap itself in insulating material and shiver as a full action to attempt a new saving throw with a +4 bonus. The damage per turn increases by 1d6 for every 6 biohacker levels you have. Breakthrough You can use the following ability when you achieve the breakthrough for this field of study. Efficiency-minded urogs dedicate their lives to making incremental progress in countless endeavors, and their bodies are no exception to this tinkering. Urog biohackers are experts in transforming their crystalline forms, reinforcing their structures, and unlocking new electrochemical abilities. Fortunately, urogs are quite open about their research and see adapting these techniques for carbon-based lifeforms as an engaging exercise. As a result, these methods have spread across the Pact Worlds and beyond. BIOHACKER


21 INTERSTELLAR SPECIES FACTIONS Inescapable Heat (Ex): As a standard action, you can deliver a formula that heightens the target’s sensory response to heat and cold, causing unpredictable fear to these stimuli. For 1 minute, whenever the creature takes cold or fire damage, it becomes shaken for 1 round. The first time during that minute the creature begins its turn with the burning condition, it becomes confused for the duration of the burning effect (Will negates). However, on a d% result of 51–75 to determine the confused creature’s actions (Core Rulebook 274), the creature attempts to end the burning condition rather than dealing damage to itself. At the start of each subsequent turn, the creature can attempt a new Will save, ending the confused condition immediately on a success. This is a fear and pain effect. THEOREMS These theorems follow the same rules as those presented on page 46 of the Character Operations Manual. 2nd Level You must be 2nd level or higher to choose these theorems. Electrostatic Sense (Ex) You’ve attuned your body’s natural electrical field to be sensitive to others’ energy. You gain blindsense (electricity) with a range of 5 feet. You can expend a biohack as a move action to increase the range to 20 feet for a number of rounds equal to your key ability score modifier. If you have blindsense (electricity), blindsight (electricity), electrolocation, or a similar sensory ability that uses electricity, you instead increase that ability’s range by 10 feet. You can expend a biohack as a move action to instead increase the ability’s range by 50% or to a range of 20 feet, whichever is greater, for a number of rounds equal to your key ability score. Energized Assault (Ex) As a move action, you can expend a biohack to amplify your body’s natural electrical field to energize your attacks. For one minute, whenever you make an attack with a weapon, you can replace half that weapon’s damage with electricity damage. If the weapon already deals two types of damage, replace one of them of your choice with electricity. This theorem never causes a weapon that normally targets KAC to target EAC. Instant Recalibration (Ex) When a creature attuned to your microlab would fail a skill check by 2 or less, you can expend a biohack as a reaction to adjust its hormone levels to coax peak performance, allowing the creature to reroll the skill check and take the better result. Once an attuned creature has rerolled a skill check from this ability, it can’t do so again until you rest for 8 hours to regain Resolve Points. You must be aware of and have line of sight to the attuned creature to use this theorem. 8th Level You must be 8th level or higher to choose these theorems. Improved Instant Recalibration (Ex) You’ve learned to spot a disaster before it happens. You can use the instant recalibration theorem when an attuned creature fails a skill check by 3 or less. If you also spend a Resolve Point when activating this ability, you can instead affect an attuned creature who would fail a skill check by 5 or less. You must know the instant recalibration theorem to select this theorem. Thickened Bones (Ex) Through extensive biochemical treatments, you’ve permanently reinforced your bones, making it less taxing to carry heavy loads and helping you resist catastrophic harm. Your bulk carrying limit increases by 2, and you don’t become fatigued from the long-term effects of living in a high-gravity environment. You gain a +2 bonus to saving throws made to resist the wound and severe wound critical hit effects, as well as other effects that would sever or mutilate your limbs. 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


22 IMPROVISATIONS The following improvisations use the rules on page 61 of the Core Rulebook and are available to envoys of any level. A Few More Steps! (Ex) LANGUAGE-DEPENDENT MIND-AFFECTING SENSE-DEPENDENT As a reaction when an ally within 60 feet of you is reduced to 0 HP and would become unconscious, you can compel them to stay up and stagger out of the fray. The ally remains conscious, becomes nauseated, and gains temporary Hit Points equal to your envoy level + your Charisma modifier until the end of their next turn. Afterward, if the ally has 0 Hit Points, they become unconscious and dying as normal, including losing 1 Resolve Point at the end of their turn. Once a creature has been affected by this improvisation, they’re immune to it for 24 hours. At 6th level, the ally becomes staggered and off-target rather than nauseated. If the ally is stable and unconscious and spends 1 Resolve Point to regain 1 HP within 1 minute of falling unconscious, they instead regain HP equal to your envoy level + your Charisma modifier. Got Your Back (Ex) SENSE-DEPENDENT As a move action, you grant the unflankable universal creature rule to yourself and a number of creatures that doesn’t exceed your Charisma modifier. When you use this improvisation, each creature affected must be within the melee reach of at least one other affected creature. The effect ends for an affected creature if it ends its turn without being in the melee reach of an affected ally. This effect lasts until the end of your next turn. If you spend a Resolve Point when activating the improvisation, it instead lasts a number of rounds equal to your Charisma modifier. On My Mark (Ex) LANGUAGE-DEPENDENT MIND-AFFECTING SENSE-DEPENDENT When you ready an action, you can also provide quick encouragement and directions. Any ally who readies a similar action—such as making an attack, even if with a different type of weapon—with the same trigger before you take your readied action gains a +1 morale bonus to their first attack roll or skill check performed as part of the readied action. If the readied action requires a skill check to which you can apply your skill expertise, you can forego rolling the die and instead choose one ally who With sophisticated group dynamics that develop acute awareness of others’ emotional states, vlakas excel as envoys. Even though a fraction of their uncanny senses are physiological, many of their skills are readily taught to patient students, enabling these techniques perfected on their frigid home planet of Lajok to proliferate across the galaxy. ENVOY readied the same action; that ally rolls your expertise die and applies the result as an insight bonus to their check. If the readied action involves an attack roll, you can roll your expertise die and add its result to the damage dealt by one ally who also readied an attack and successfully hit the target. Once a creature benefits from this improvisation, it can’t do so again until you rest for 10 minutes to recover Stamina Points. Take The Hit (Ex) Not only are you ready to risk yourself to protect others—your sacrifice also inspires your companion. You gain Bodyguard as a bonus feat. If you already have Bodyguard, you instead gain In Harm’s Way as a bonus feat. If you use In Harm’s Way to intercept an attack that then reduces you to 0 Hit Points, you grant the attack’s original target a +1 morale bonus to AC, attack rolls, saving throws, and skill checks, as well as a number of temporary Hit Points equal to your envoy level + your Charisma modifier. These benefits last for a number of rounds equal to your Charisma modifier or until you regain consciousness, whichever happens first. EXPERTISE TALENTS The following expertise talents use the rules on page 64 of the Core Rulebook. Bad Idea (Ex; Intimidate) With a few quick words and menacing body language, you can make a foe reconsider starting a fight. When you roll initiative, make an Intimidate check against one creature you’re aware of within 30 feet. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater; if the creature has a special bonus to saving throws against fear effects, it adds this bonus to the DC. If you succeed, roll your expertise die and apply the result as a penalty to that creature’s initiative result. Once you use this expertise talent, you can’t do so again until you rest for 10 minutes to regain Stamina Points. This is a mind-affecting fear effect. Empathic Tracker (Ex; Sense Motive) Your ability to read emotions borders on the supernatural. As a full action, you can study a creature within 60 feet and attempt a Sense Motive check; you can choose not to roll your expertise die for this check. The DC of this check is equal to either 10 + the creature’s total Bluff skill bonus, or 15 + 1-1/2 × the creature’s


23 INTERSTELLAR SPECIES FACTIONS CR, whichever is greater. If you succeed, you can sense that creature as if you had blindsense (emotion) with a range of 30 feet (or a range of 60 feet if you chose to forego your expertise die) for 10 minutes. If you fail the check, you can’t try again for 10 minutes. You can only track one creature in this way at a time, plus an additional creature at 6th, 12th, and 18th levels. If you study another creature beyond this maximum, you cease detecting a creature of your choice with blindsense (emotion). One Of Us (Ex; Culture) You use your knowledge of a culture to make others feel that you belong. When you attempt a Culture check to recall knowledge about a specific place, society, or group, you can forego rolling your expertise die. If you do so and your skill check result lets you learn at least one piece of information, you also gain 2 bonus expertise dice, plus an additional expertise die for every 4 envoy levels you have. Whenever you attempt a Diplomacy check to change another’s attitude, a Disguise check to alter your appearance, or a Stealth check to hide by blending into a crowd, you can expend one of these bonus expertise dice to apply your expertise class feature to the check—though only if the check involves the place, society, or group about which you recalled knowledge. For example, you could better Disguise yourself as a member of a cult, blend in among a corporation’s workers, or make friends with a neighborhood’s inhabitants. When you rest for 8 hours to regain Resolve Points, any remaining bonus expertise dice are lost. You can use this expertise talent once per day without spending Resolve Points, and you must spend 1 Resolve Point each subsequent time you use the ability that day. If you use the expertise talent again, you lose any previously gained bonus expertise dice. Read the Room (Ex; Sense Motive) You’re a master at studying reactions in a conversation, sensing topics that might upset others and adjusting your own arguments on the fly. If you would fail a Bluff check to lie, a Diplomacy check to change attitude, or an Intimidate check to bully, you can roll your expertise die. If the sum of your skill check result plus the expertise die would have succeeded at the check, you realize you’re about to say something inopportune and can change the subject without causing suspicion; your check neither succeeds nor fails, allowing you to retry the action and skill check later by spending the necessary time again. Once you use this expertise talent, you can’t do so again for 1 hour or until you rest for 10 minutes to regain Stamina Points, whichever comes first. Scent of Danger (Ex; Sense Motive) You can smell when there’s trouble brewing. If you’re surprised in combat, you don’t have the flat-footed condition for being surprised against any combatants you can detect with blindsense (scent) or blindsight (scent). When you roll initiative and can detect at least one combatant with your blindsense (scent) or blindsight (scent), you can spend 1 Resolve Point to roll your expertise die and add its result as an insight bonus to your initiative check. You must have blindsense (scent) or blindsight (scent) to select this ability. You Don’t Say (Ex; Diplomacy) Your talent for careful listening often coaxes others into volunteering intriguing information. When you use Diplomacy to gather information, you can forego rolling your expertise die. If you do so and succeed at the check, you learn an additional piece of information about the chosen topic or individual. Using this ability requires at least 10 minutes of interaction, even if you have an ability that would allow you to gather information more quickly. 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


24 DRONE CHASSIS The following drone chassis expands on the options found on page 75 of the Core Rulebook. Mods marked with an asterisk (*) appear in this section. Stormscout Drone Compact and resilient, the stormscout drone was developed on Shimrinsara to survive deadly weather and even direct lightning strikes—defenses that make them popular across the galaxy for entering dangerous areas, collecting samples for scientific examination, and recording their surroundings. STARTING STATISTICS Size Small Speed 30 ft. AC EAC 11, KAC 12 Good Save Reflex Poor Saves Fortitude, Will Ability Scores Str 12, Dex 12, Con—, Int 8, Wis 10, Cha 6 Ability Increases Dexterity, Intelligence Initial Mods camera, conductive plating*, manipulator arms, resistance (electricity) Tunnel Drone Reinforced to shrug off falling debris and rescue cave-in victims, the tunnel drone uses a combination of digging apparatuses, sensors, and heavy limbs to detect, access, and (if necessary) subdue subterranean objectives. STARTING STATISTICS Size Medium Speed 30 ft., burrow 15 ft. AC EAC 10, KAC 13 Good Save Fortitude Poor Saves Reflex, Will Ability Scores Str 16, Dex 10, Con —, Int 6, Wis 10, Cha 6 Ability Increases Strength, Dexterity Initial Mods enhanced senses, excavator, melee weapon arm DRONE MODS The following drone mods expand on the options available on pages 77–79 of the Core Rulebook. Basic Mods You can choose these basic mods at any level. Arc Strike (Ex) As a standard action, you create a devastating energy stream that arcs between your custom rig and your drone, creating a line effect; to use this ability, your custom rig must be in your possession and your drone must be within 30 feet of you. For each advanced drone mod your drone has, the arc deals 1d8 electricity damage to each creature in the line; affected creatures can attempt Reflex saving throws to halve the damage (DC = 10 + half your mechanic level + your Intelligence modifier). The damage increases by 1d8 at 4th level and every three levels thereafter. You can instead activate this ability as a full action to increase the damage dice to d10s. Once you’ve activated this drone mod, you can’t do so again until you’ve rested for 10 minutes to regain Stamina Points. Conductive Plating (Ex) Your drone conducts, stores, and unleashes electricity with a touch. Your drone gains a special unarmed strike that deals 1d3 electricity damage; this attack doesn’t count as archaic and targets EAC. When your drone reaches 3rd level, it gains Weapon Specialization with its natural weapon. Your drone must have the resistance (electricity) mod to select this mod. Advanced Mods You must be 11th level or higher to choose these mods. Grenadier (Ex) By periodically scavenging materials, your drone creates improvised explosives. After a full 8 hour rest, your drone can create up to three grenades by spending 2 Resolve Points per grenade. It can create any grenade with an item level that doesn’t exceed your mechanic level – 3, but only the drone can use them. These grenades remain functional until used or until the drone recovers Resolve Points after a full 8 hour rest. The drone can draw and throw one of these grenades as a standard action, even if it lacks the limbs to do so. As a reaction when your drone is reduced to 0 HP, it can detonate one of its stored grenades, which explodes using one corner of the drone’s space as the explosion’s grid intersection. You can select this mod a second time, which reduces the RP cost per grenade to 1 and enables the drone to make any grenade with an item level less than your mechanic level. Shimreens are natural innovators that use their knowledge of the physical world and engineering to survive in a hostile environment, overcoming the dangers of their world through invention. The following mechanic options were developed by shimreens but have spread throughout the galaxy and are available to characters of any species. MECHANIC


25 INTERSTELLAR SPECIES FACTIONS Retaliatory Shock (Ex) When your drone becomes grappled or is dealt damage by a creature within its reach, your drone can shock the attacker, dealing electricity damage as if the drone had struck the attacker with its conductive plating attack. Once your drone has used this mod, it can’t use it again for 1d4 rounds. Your drone must have the conductive plating mod to select this mod. MECHANIC TRICKS These follow the rules for mechanic tricks (Core Rulebook 70). 2nd Level You must be 2nd level or higher to choose this trick. Projected Shield (Ex) When you activate your energy shield mechanic trick, you can apply its effects to an adjacent ally instead of to yourself. If your energy shield grants additional benefits, such as from the facet deflection trick, you also apply those additional benefits to the ally instead of yourself. Your energy shield ends immediately if the target is ever more than 100 feet away from you. If you activate your energy shield ability a second time (such as with the boost shield trick), any other energy shield you have active ends immediately. You must have the energy shield mechanic trick to select this trick. 8th Level You must be 8th level or higher to choose these tricks. Energy Reflection (Ex) When you or your drone are dealt damage that’s subsequently reduced by your energy resistance, you can reflect some of that damage as a reaction. The source of the damage takes energy damage equal to the amount you or your drone resisted (Reflex half), dealing the same type of damage as was resisted. You or your drone must have a mechanic trick or drone mod that grants energy resistance (such as electromagnetic deflectionAA4, resistance, or resistant energy) to select this trick. Manifold Shield (Ex) You’ve optimized your energy shield to protect multiple targets simultaneously. When you activate your energy shield trick, you can create energy shields targeting a number of creatures within your melee reach equal to your one-fourth your mechanic level. Each target gains a number of temporary Hit Points equal to your Intelligence modifier. In addition, you distribute an additional number of temporary Hit Points equal to your mechanic level between the shielded creatures; if you have the boost shield trick, you instead distribute additional temporary Hit Points equal to twice your mechanic level. You must have the projected shield mechanic trick to select this trick. 14th Level You must be 14th level or higher to choose these tricks. Energy Transference (Ex) Inspired by a shimreen’s ability to amplify damage, you’ve modified your custom rig to do the same. Whenever you take energy damage and have your custom rig in your possession, you can spend 1 Resolve Point as a reaction to channel some of that energy into one, two, or three weapons within 30 feet of you. The affected weapons are each supercharged, as supercharge weapon. 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


26 NANOCYTE KNACKS The following nanocyte knacks were developed by cephalumes to aid them in their explorations of Luminar but are available to characters of any species. These nanocyte knacks use the standard rules for nanocyte knacks (Starfinder Tech Revolution 10). 2nd Level You must be at least 2nd level to choose these nanocyte knacks. Cushioning Form (Ex) You manipulate your nanites to slow your descent and cushion you from falls. While your sheath array is active, you treat falls as 20 feet shorter. You can use a nanite surge as a reaction to instead treat falls as 60 feet shorter for 1 round. Drifting Host (Ex) Whether pulled by waves or other forces, you’re used to drifting far from your nanites and can control them at further distances. The distance you can be from your nanites at the end of your turn before they disperse increases to 15 feet. At 10th level, this distance increases to 20 feet, and at 18th level, to 25 feet. Glimmering Nanites (Ex) Your nanites emit pinpricks of colorful light. Your nanite cloud sheds dim light in its space and each space adjacent to it. You can suppress or activate this light as a move action. This light can be used to communicate in Lumos and other light-based visual languages you know. Insulating Nanites (Ex) Your nanites can absorb or emit heat to regulate your body temperature. Whenever you activate your nanite sheath, select hot or cold weather; your nanites can protect you from cold or heat, but not both simultaneously. Your nanite sheath reduces the severity of the selected dangerous temperature by one step. At 10th level, your nanites instead reduce the severity of dangerous temperatures by two steps. 6th Level You must be at least 6th level to choose these nanocyte knacks. Camouflaging Sheath (Ex) Your nanites can alter their color and appearance, settling on your flesh in a variety of patterns and colors, providing you camouflage in your surroundings. When you attempt a Stealth check while your sheath array is active, you can use a move action to increase the insight bonus to your Stealth check by 2 until the end of your turn. You can additionally use a nanite surge to hide in plain sight. Extensive Reach (Ex) You have precise control over your nanites and can use them to extend your reach. Your sheath array increases your natural reach by 5 feet. Neutralizing Nanites (Ex) Your nanites can release a dense liquid sealant that douses flames and seals open wounds. While your sheath array is active you gain a +2 bonus to Medicine checks made to end the bleeding condition and Reflex saves made to end the burning condition. When you fail a check to end the bleeding or burning condition, you can use a nanite surge as a reaction to reroll the failed check or saving throw. Telepathic Cloud (Ex) Your nanites contain an advanced communications array that transmits your thoughts directly into the minds of those nearby, enabling you to telepathically communicate in environments and situations where a language would be impossible to visually or audibly articulate, such as using Lumos in bright sunlight or audible languages in Luminar’s dense, gaseous seas. You can communicate telepathically with any creatures within the area of your cloud array with whom you share a language. 10th Level You must be at least 10th level to choose these nanocyte knacks. Anchored Cloud (Ex) Your nanites are accustomed to maintaining their position regardless of external pressure and motion. Spaces occupied by your cloud array are difficult terrain. Beguiling Array (Ex) Your nanites can mimic and amplify your natural glow. When you use beguiling glow while your cloud array is active, your beguiling glow emanates from all the spaces your cloud array fills, as well as from you. You can use one nanite surge when you activate beguiling glow to increase the radius of Nanocytes bond with countless technological nanites, developing further control through time and experience. To cephalumes, each of whom forms a symbiotic union with a living biological augmentation known as a krikik, the addition of nanites into one’s body is a small leap, and most cepahlumes consider the relationship both natural and beneficial. Cephalume nanocytes have devised new ways to use their nanites both within their natural environment and while exploring other worlds and societies. NANOCYTE


27 INTERSTELLAR SPECIES FACTIONS DRIFT IN CRISIS your beguiling glow to 30 feet and change its DC to that of your nanocyte knacks. You must have the beguiling glow species trait and the glimmering nanites knack to select this nanocyte knack. Exhausting Nanites (Ex) Your nanites utilize electrical pulses to cause exhausting muscle spasms and electrical interference. Weapons you form with your gear array gain the fatigue critical hit effect (Starfinder Armory 31). Once per day, after you damage a creature with a weapon formed from your gear array, you can use a nanite surge as a reaction to impose the effects of slow on the target (Fortitude negates) for a number of rounds equal to half your Constitution bonus. Creatures immune to electricity are immune to exhausting nanites. Shock Absorption (Ex) Your nanites can disperse electrical currents throughout their volume. While your sheath array is active, or while you’re standing within the area of your cloud array, you have electricity resistance 5. When you would take electricity damage, you can use a nanite surge as a reaction to increase this resistance by an amount equal to your nanocyte level plus your Constitution bonus until the end of your next turn. 14th Level You must be at least 14th level to choose these nanocyte knacks. Luminous Nanites (Ex) Your nanites are luminous beacons that can flash brightly. The light shed by your nanite cloud increases in intensity, shedding bright light instead of dim light. You can use a nanite surge as a swift action to overcharge your nanites, causing them to flare brightly. Each creature within your nanite cloud must succeed at a Fortitude save or be blinded until the end of its next turn. A creature that succeeds at its Fortitude save is instead dazzled for a number of rounds equal to your Constitution bonus. After your nanites flare in this way, they go dark and can’t shed illumination of any kind until you spend 1 Resolve Point to regain Stamina Points after a 10 minute rest. You must have the glimmering nanites knack to select this knack. Violent Dispersal (Ex) You can use your nanites to rout your foes directly. While your sheath array is active, you can use a nanite surge to send your nanites rocketing off your body with powerful force. Attempt a single bull rush combat maneuver that targets each creature within 15 feet of you; you can use your Constitution modifier for this attack roll instead of your Strength modifier. Regardless of the result of the bull rush, each creature targeted in this way takes force damage equal to your Constitution modifier. After using violent dispersal, your nanites disperse, ending your sheath array. You can’t use violent dispersal again until you spend 1 Resolve Point to regain Stamina Points after a 10 minute rest. 18th Level You must be at least 18th level to choose this nanocyte knack. Adaptive Telepathy (Ex) Your nanites can distill your thoughts into emotional images and feelings, enabling you to communicate with those with whom you don’t share a language. You can use a nanite surge to communicate simple ideas telepathically to any creatures within the area of your cloud array, even if you don’t share a common language. This doesn’t enable you to comprehend languages spoken within the area of your cloud array that you don’t understand. 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


28 ALTERNATE CLASS FEATURE Operatives have access to the following alternate class feature. Heavyweight Skirmisher You dance across battlefields with power and precision. Your operative key ability score becomes Strength. Operative abilities and saving throw DCs calculated using your Dexterity ability score modifier are instead calculated using your Strength ability score modifier. You don’t gain proficiency with sniper weapons, but you do gain proficiency with advanced melee weapons. You can perform trick attacks with a wider array of weapons, referred to here as “skirmisher weapons.” A skirmisher weapon is any weapon you’re wielding and proficient with that doesn’t target multiple creatures, have the unwieldy property, or require a full action to make a single attack. If you succeed at the trick attack skill check, you can reroll one of the attack’s damage dice and use the higher result. At 7th, 11th, 15th, 17th, and 19th levels, you can reroll one additional damage die (maximum 6 dice) and use the higher result for each. You don’t deal additional trick attack damage until 5th level, but you can apply that additional damage to attacks with skirmisher weapons. At 5th level, your additional trick attack damage is 1d6. This increases to 2d6 at 9th level, 2d8 at 13th level, and 2d10 at 17th level. For any operative abilities that require you use an operative weapon, you can also use those abilities with melee skirmisher weapons. You can gain the Heavy Armor Proficiency feat in place of learning an operative exploit. At 3rd level, you reduce the speed adjustment of any armor you wear by 5 feet (minimum no speed adjustment) and reduce the armor check penalty of any armor you wear by 1 (to a minimum of 0). At 9th level, your land speed increases by 5 feet, and you increase the maximum Dexterity bonus allowed by your armor by 1. At 15th level, you reduce the speed adjustment of any armor you wear by 10 feet total and gain DR 5/— against attacks of opportunity. At 8th level, if you make a full attack entirely with skirmisher weapons and hit a creature twice, you also apply the effect of your debilitating trick class feature (or any additional option you can use in place of debilitating trick) as though you had hit the creature with your trick attack. At 13th level, when you make a full attack entirely with skirmisher weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty. This modifies the operative’s key ability score, weapon proficiencies, and trick attack, and it replaces evasion, quick movement, triple attack, and quad attack. OPERATIVE SPECIALIZATIONS Operatives have access to the following specializations. Bully You specialize in close combat, leveraging your intimidating presence to crush your foes’ defenses and hinder their attacks. Associated Skills: Athletics and Intimidate. You can attempt an Intimidate check with a +4 bonus to make a trick attack by menacing your opponent, making them hesitate to raise a defense. This is a fear effect, and if your foe has a bonus to saving throws against fear effects, they also apply it to the skill check DC of this Intimidate check. Specialization Exploit: Fearsome presence. Domineering Strike (Ex): Whenever you make a trick attack against a creature that’s frightened, panicked, prone, or shaken, you treat any trick attack damage dice that roll a 1 or 2 as if they had rolled a 3 instead. Diplomat You’re an expert negotiator who can slyly maneuver in social circles as readily as you maneuver across a battlefield. Associated Skills: Culture and Diplomacy. You can attempt a Diplomacy check with a +5 bonus to make a trick attack against a foe by calming or tricking them into thinking you’re not a threat. Each time you use Diplomacy to make a trick attack, this bonus decreases by 1d4 (minimum +0) until the end of the encounter. Specialization Exploit: Infectious charm. Influencer (Ex): At 11th level, when you exceed the DC of a Diplomacy check to improve the attitude of a creature by 5 or more, you can improve their attitude by one additional step. OPERATIVE EXPLOITS The following operative exploits use the standard rules for operative exploits (Core Rulebook 95). 2nd Level You must be at least 2nd level to choose these exploits. Collaborative Specialist (Ex) Whenever you successfully aid an ally’s skill check using one of your specialization’s associated skills, you can give that ally a bonus to their skill check equal to your operative’s edge bonus rather than +2. Despite their diverse skill sets, operatives traditionally embrace subtle strategies like stealth, deception, and speed. As dragonkin of Triaxus aren’t known for their agility, their operatives have instead mastered ways to leverage overbearing size, immense strength, and terrifying personal charisma with remarkable finesse. What’s more, these agents often work with a closely bonded team, using their abilities to enable their partners—a practice that’s helped this style of operative to spread across the galaxy. OPERATIVE


29 INTERSTELLAR SPECIES Coming Through (Ex) You can attempt an Athletics check in place of Acrobatics check when attempting to tumble through an opponent’s space. You can choose to attempt to tumble through an opponent’s space as a full action instead of as a move action, in which case you can move up to half your speed and reduce the check DC by 5. Powerful Flier (Ex) You can perform an Athletics check in place of any Acrobatics check to fly. When ascending, the second square that you move upward doesn’t cost you an additional 5 feet of movement. You must have a fly speed to learn this exploit. 6th Level You must be at least 6th level to choose these exploits. Setup Strike (Ex) Instead of making an attack as part of a trick attack, you can perform either covering fire or harrying fire. After resolving your covering fire or harrying fire, attempt the trick attack’s skill check as normal. If you succeed at the check, you provide an additional benefit. For covering fire, if the selected ally is hit by the target’s next attack before the end of your next turn, roll your trick attack damage and reduce the enemy’s damage dealt to your ally by that amount (minimum 0 damage). For harrying fire, if the next ally to attack the target hits, roll your trick attack damage and add it to the attack’s damage. Once an ally takes less damage from your covering fire benefit or a creature takes additional damage from your harrying fire benefit, they are immune to your setup strike’s additional benefit for 24 hours. Springboard (Ex) Once per turn when you succeed at a skill check to tumble through an opponent’s space, you can push off of that creature to gain additional momentum at the cost of their balance. Until the beginning of your next turn, the creature takes a –2 penalty to attack rolls when making attacks of opportunity, and the skill check DC for other creatures to tumble around or through the creature’s space is reduced by 5 (Reflex negates). In addition, you gain a +10-foot circumstance bonus to all of your movement speeds until the end of your turn. 10th Level You must be at least 10th level to choose these exploits. Fearsome Presence (Ex) After you finish moving as part of a trick attack (and before attempting your attack, if you haven’t done so already), you can perform a quick, intimidating display that makes any foe adjacent to you shaken until the beginning of your next turn (Will negates). This shaken condition is suppressed for a creature whenever it is no longer adjacent to you. Once you use this exploit, you can’t do so again until you rest for 10 minutes to regain Stamina Points. This is a fear effect. Infectious Charm (Ex) When you succeed at a Bluff check to lie, a Diplomacy check to change a creature’s attitude, or an Intimidate check to bully a creature, you can so deeply impact one of the affected creatures that it repeats your action against one of its allies as soon as it reasonably can, using your skill check modifier. If you lied, the creature conveys the lie sincerely. If you changed the creature’s attitude, that creature tries to change its ally’s attitude toward you. If you bullied the creature, it bullies its ally into helping perform the same task. If you spend 1 Resolve Point when using this exploit, the creature instead repeats the action against a number of allies that doesn’t exceed your key ability score modifier. Affected creatures want to repeat your action, but aren’t compelled to do so; if they encounter significant obstacles while seeking out allies, it might detour or even abandon the task. 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


30 ANCHOR This anchor uses the rules on page 9 of Starfinder Galactic Magic. Memory Echoes Reincarnation may be rare, but you’re convinced you were once someone from the distant past, perhaps from a planet that has all but fallen out of existence, brought back to help teach something to those in the future. You have flashes of painful memories, perhaps of punishments doled out while living under harsh rule or of having those you love taken away from you by force. Whatever shape these thoughts may take, the power of it fuels your passion to bring that knowledge forth to those around you, working to ensure the past is neither repeated nor forgotten. Focal Paradox: Diplomacy and Intimidate. You gain Intimidate as a class skill. Improved Anchor: To better understand what has happened in the past, sometimes you need to use unconventional methods. Once per a day, you can use a paradox as part of a full action to cast speak with dead or tongues without expending a spell slot, even if these aren’t among your known spells. Greater Anchor: Even though your perceptions are based on your knowledge of the past, sometimes the best laid plans aren’t enough. However, due to your past-life experiences, you can come up with a better idea. Once per a week as a full action, you can cast any spell from the precog list with a spell level at least one lower than the maximum level you can cast. TEMPORAL ANOMALIES These temporal anomalies follow the rules on page 12 of Galactic Magic. 2nd Level You must be at least 2nd level to choose the following temporal anomalies. Forensic Acumen (Su) You’ve developed a keen sense of awareness about your surroundings. By focusing on trace evidence such as footprints, scuffs on walls, and subtle scents lingering in the air, you can reach out with your temporal senses to reconstruct how and where things were moved in spaces you enter and examine. You gain a +1 insight bonus to Perception checks. When making a Perception check to search, you can spend a Resolve Point to roll twice and take the better result. The insight bonus increases by 1 at 6th level and every 4 levels thereafter. See Weaknesses (Su) You’ve learned to harness the ability for seeing gaps, allowing you to prepare for a foe’s weakness. As a move action, you can use a paradox to add extra acid, cold, electricity, fire, or sonic damage to your next attack before the end of your turn. Before choosing, you can attempt an identify creature check of the appropriate type; this doesn’t require an additional action. The extra damage is equal to the paradox result (maximum 4), but if the creature you hit isn’t vulnerable to the damage type you chose, this ability deals no extra damage. The maximum amount of extra damage increases to 10 at 5th level and to 20 at 10th level. Something’s Not Right Here… (Su) Knowing that others can try to surprise them by lying in wait, trox have developed a way to ensure that part of their subconscious mind remains vigilant to scan their surroundings. You automatically receive a Perception check to notice a trap when you pass within 10 feet of it; the GM rolls this in secret. 5th Level You must be at least 5th level to choose the following temporal anomalies. Impeccable Timing (Su) You can see a split second into the future, giving you an advantage in avoiding the fallout from sudden explosions of energy or matter. If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you’re helpless or otherwise unable to move. However, if you gain proficiency in heavy armor from the future training temporal anomaly, you gain this benefit in heavy armor. Recycled Preparation (Su) By keeping a close eye on the past as well as the future, you know how to reach backward to recover the benefits of things that have recently been discarded. Once per day, you can use a paradox to reuse a single consumable item (such as a grenade, serum, or spell gem) that you used within the last 24 hours. The While some precogs may have come to understand the ebb and flow of time through experiencing a great cosmic event, others, such as many trox, have gained their knowledge through an uncanny understanding of the past. Be it through reincarnation, encounters with ghostly apparitions, or careful study of historical precedent, precogs have the ability to control the strings of time and bend them to their needs. PRECOG


31 INTERSTELLAR SPECIES FACTIONS item must have light bulk or less and an item level no greater than your level. You must know the advanced preparation temporal anomaly to learn this temporal anomaly. 8th Level You must be at least 8th level to choose the following temporal anomalies. Desperate Measures (Su) Once per day as a full action, you can call upon all your past experiences to push out a blast of energy centered on yourself. You deal 1d4 bludgeoning damage plus 1d4 additional bludgeoning damage per precog level to all creatures within 5 feet of you, including yourself. This damage has the force descriptor. A creature that succeeds at a Reflex save takes half damage; you can’t attempt a save against this effect. Help Another (Su) Using your abilities to see through the threads of time, you intuit the exact way to steer an ally toward a foreseen outcome. When you successfully aid another on a skill check, you can use a paradox in place of the ally’s d20 roll for that check. 11th Level You must be at least 11th level to choose the following temporal anomalies. Improved Impeccable Timing (Su) You’ve learned to also be aware of more subtle forms of attack. When you fail a Reflex save against any effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must know the impeccable timing temporal anomaly to learn this temporal anomaly. Paradoxical Studies (Su) Occasionally, you can manifest the echoes of past memories into a boon for a present situation. Recalling now-overcome terrors of the past, you regain power. Once per day, you can use a paradox to regain a spent spell slot; the spell slot must be of a level equal to or lower than one third of the paradox used. You must know the spell rewind temporal anomaly to learn this temporal anomaly. 14th Level You must be at least 14th level to choose the following temporal anomalies. Final Convergence (Su) Pulling energy from within, you emit a concussive blast, demolishing all—seen and unseen—within its radius. As a full action, you can use a paradox to deal 1d6 bludgeoning damage plus 1d6 additional bludgeoning damage per precog level to all creatures within 10 feet of you, including yourself. This damage has the force descriptor. You can use one or more additional paradoxes to add their total value to the damage dealt. A creature that succeeds at a Reflex save takes half damage; you can’t attempt a save against this effect. Improved Paradoxical Studies (Su) Once per day, you can use a paradox to regain any spell slot that you have already spent. You must know the paradoxical studies temporal anomaly to learn this temporal anomaly. 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


32 FIGHTING STYLES Soldiers can learn the following fighting styles, using the rules on page 111 of the Core Rulebook. Farshot For some, the best combat strategies eliminate the opposition before they’re even halfway close enough to pose a credible threat. You’re adept at keeping a low profile while launching consistent, patient, and deadly attacks from afar. This style is especially well suited to sniper weapons; activating a weapon’s sniper special property to increase a weapon’s range (typically as a move action) is referred to below as “aiming a sniper weapon,” and attacks made with that increased range are referred to as “aimed shots.” Steady Shot (Ex) 1st Level You gain Stealth as a class skill. When you make an aimed shot, you can reroll any damage dice with a result of 1 and use the second result instead. Patient Precision (Ex) 5th Level You can aim a sniper weapon as a full action instead of as a move action, designating a target when you do so. The next ranged attack you make against the target with that weapon before the end of your next turn is resolved as an aimed shot. If the attack is a critical hit, you roll your damage three times (rather than two times) and add the rolls together to calculate the critical hit’s damage, and the saving throw DCs of any of the attack’s critical hit effects are increased by 1. Lethal Near and Far (Ex) 9th Level While you’re adept at sniping, you’ve also turned your gun into a deadly improvised weapon. You increase the sniper weapon special property range increment of any weapon you wield by 20%. You can also attack with any sniper weapon of at least 1 bulk as though it were a two-handed basic melee weapon with the block weapon special property and the knockdown critical hit effect that deals bludgeoning damage based on its item level; if the sniper weapon’s item level is 7 or lower, it deals 1d8 damage, and this damage increases by 1d8 at item level 9 and every 2 item levels thereafter (maximum 7d8 at item level 19). Instant Aim (Ex) 13th Level You can aim a sniper weapon as a swift action rather than as a move action, or you can aim your sniper weapon using your patient precision ability as a standard action. Once you use this ability, you can’t do so again until you rest for 10 minutes to regain Stamina Points. You can use this ability additional times without resting, but you must spend 1 Resolve Point for each additional use. One Shot, One Kill (Ex) 17th Level You gain the increased critical hit damage and increased critical effect save DC of your patient precision ability whenever you perform an aimed shot. If you use patient precision to aim as a full action (or as a standard action with instant aim), the next aimed shot you attempt before the end of your next turn scores a critical hit dealing double damage on a natural die result of 18 or 19, and it scores a critical hit dealing the full triple damage on a natural die result of 20. Mine Menace A fair fight might earn a soldier bragging rights, but it’s just as likely to earn them a shallow grave. To compensate for their smaller stature, kobolds often employ traps to hinder their foes and level the playing field. Most notably, this fighting style relies on deploying inexpensive proximity mines and making cunning strikes while an opponent is rattled by the explosions. Set Charge (Ex) 1st Level You gain Stealth as a class skill. You can create an explosive mine with light bulk without paying for it; this process takes 10 minutes and can be performed when you spend a Resolve Point to rest and regain Stamina Points. You can have only one mine created by this ability at a time. As a full action that requires a free hand, you can draw, arm, and deploy the mine in a 5-foot square within 30 feet, after which the mine conceals itself with an active camouflage field. Only you can use your mines effectively. Any creatures observing you when you deploy the mine automatically notices the mine’s location; other creatures must attempt a Perception check (DC 10 + your soldier level + your key ability score modifier) the first time they’re within 30 feet of the mine to spot it; this doesn’t require an action. A creature can disable a mine it spotted with a successful Engineering check (DC 10 + your soldier level + your key ability score modifier) as though it were a trap, and the mine deactivates harmlessly if destroyed (hardness 10, with Hit Points equal to 3 × your soldier level). A mine remains armed for 1 hour or until you create a new mine. The next time a creature enters the square, the mine explodes, dealing 1d4 fire and piercing damage to any creature Kobold warfare relies largely on cunning and engaging with enemies only when the conditions are ideal. Many kobolds opt to strike first, leveraging their species’ innovations in sniper weapon design to fight at ranges where retaliation is impossible. Others delight in laying ambushes and setting traps, only charging in once their explosions have thrown their adversaries off balance. SOLDIER


33 INTERSTELLAR SPECIES FACTIONS in that square and imposing a –5-foot penalty to its speed for 1d4 rounds. A mine doesn’t explode if a creature begins its turn in the same square, but it does explode if the creature leaves and reenters the square. The damage increases to 1d8 at your 3rd soldier level, 2d8 at 7th level, 3d8 at 11th level, 5d8 at 15th level, and 8d8 at 19th level. The speed penalty increases to –10 feet at 11th level, but it can’t reduce a creature’s speeds below half their normal values. Explosive Maneuver (Ex) 5th Level You gain a +2 circumstance bonus to attack rolls made to perform bull rush or reposition combat maneuvers to move a creature into a square that contains your deployed mine. This bonus increases to +3 at 9th level, +4 at 13th level, and +5 at 17th level. Cunning Strike (Ex) 9th Level Choose Intelligence, Wisdom, or Charisma when you gain this ability. You gain a bonus to weapon damage equal to the chosen ability score’s modifier against creatures that are entangled, helpless, stunned, or have a penalty to their movement speed. This damage bonus increases by 1 at 11th level and every 2 levels thereafter. Minefield (Ex) 13th Level You can now create 1d3 mines with 10 minutes of work, and have and deploy up to three armed mines at a time. You can’t deploy a mine within 10 feet of another mine. Masterful Mayhem (Ex) 17th Level Once per round when a mine you deployed is triggered you can increase its area of effect to also affect all squares within 10 feet of the mine. All creatures in that area take damage (Reflex half), but only the triggering creature gains the speed penalty. As a reaction when one of your mines explodes, you can choose a number of squares equal to your key ability score that aren’t affected. GEAR BOOSTS Kobold soldiers favor techniques that dismantle stronger enemies’ defenses, defy physics, or emulate the explosive firepower of dragons’ breath weapons. These new gear boosts follow the rules on page 111 of the Core Rulebook. Armor-Piercing Stab (Ex) Your strikes open brief gaps in your targets’ armor. When you hit with a weapon that deals piercing damage as part of a full attack, any additional attacks you make against that target before the beginning of your next turn target the creature’s EAC rather than its KAC. Devastating Throw (Ex) You hurl thrown weapons with frightful strength. You treat the range increments of thrown weapons as 10 feet greater than normal. If your Strength modifier is higher than your Dexterity modifier, whenever you throw a weapon and add your Dexterity modifier to the attack roll, you gain a +1 bonus to the attack roll. If your Strength modifier is at least 3 higher than your Dexterity modifier, you instead gain a +2 bonus to the attack roll. Draining Finisher (Ex) With a practiced swing, you expend all your weapon’s power into one strike. When you successfully use a melee weapon with the powered weapon special property to strike a target, you can expend all the weapon’s remaining charges to deal additional damage, after which the weapon deactivates. The amount of additional damage is equal to 1d4 for every 3 item levels the weapon has. If the weapon has at least one-fourth, one half, or three quarters of its charges remaining, the additional damage die size increases to d6s, d8s, or d10s respectively. Rebounding Bludgeon (Ex) Your strikes effortlessly bounce off one target to impact another. When you hit with a melee weapon that deals bludgeoning damage as part of a full attack, additional attacks made as part of that full attack against a different creature gain a +2 circumstance bonus. 1 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 1


2 SPECIES


36 Let’s warm up by looking at Starfinder’s seven core species and considering why they look, behave, and function the way they do, and how that might inspire your own design. Android—Building a Theme: Your playable species should support your setting’s themes. In populating Starfinder’s Pact Worlds, the team had to ask, “What kinds of creatures will people expect to play?” Technological creatures like robots and androids feature in countless sci-fi media, not only highlighting how advanced technology has become, but also allowing the actors, writers, and audience to explore questions of artificial life and the nature of the soul. Frankly, not including some technological being as a starting option would feel like a major oversight in developing the setting. What are your campaign’s themes? Might one or more playable species help your players engage with those stories and communicate the kind conflicts you want to highlight? Shirren—Something Unfamiliar: Many fantasy RPGs’ species involve mostly human-like creatures, yet in science fiction, playing as radically different life-forms has long been the norm, not the exception. For Starfinder, the team needed something that felt excitingly alien yet just quirky enough to be relatable. As bipedal bugs, shirrens present a dramatic visual departure from humans, and their unique reproductive cycle further piques a reader’s interest. However, insect-inspired creatures are often depicted as having limited emotions and empathy, so making shirrens socially curious subverts that trope in a fun way—all while helping introduce the Swarm as a galactic threat! What are some species you might create that provide a biological or cultural counterpoint to other societies in your setting? How might you acknowledge yet subvert tropes when designing content? Kasatha—A Setting Change: Starfinder’s team knew that they were building upon a rich foundation of Pathfinder lore that many first-time players might recognize. Yet the team also wanted to show how the Pact Worlds had evolved in the intervening ages. Adding the Idari, a giant colony ship orbiting the sun both excited players and promoted the game’s starship themes. What’s more, Pathfinder had introduced several alien species in earlier publications, and the kasathas presented an exciting visual due to their hidden mouths and four arms—arms that gave them an overwhelming advantage in Pathfinder yet provided a very balanced benefit when using Starfinder’s rules. If your campaign takes place in a familiar setting, how might the arrival of a new species create new opportunities, and provide a fresh perspective on familiar content? Vesk—An Adversary: Starfinder relies on teamwork yet thrives on conflict. Drift travel introduced the Veskarium, a generations-old enemy that has since become an uneasy ally. As with shirrens, including vesk as a core species tells more of the setting’s story while also facilitating narratives where PCs might reckon with old grudges. Likewise, the Veskarium is an unapologetically authoritarian military empire, yet an individual vesk can hold a range of beliefs and serve as a hero doing good in moral defiance of their homeland’s track record. Has your species always been at peace with their neighbors, or is their coexistence a more recent development? How does the typical individual feel about past grievances? Has one side forgiven and forgotten while the other harbors a grudge? Ysoki—Size Matters: In reviewing the playable species so far, something seems off: they’re all Medium-sized! Pathfinder has halflings and gnomes as Small options, but both have strong fantasy roots that don’t necessarily add to Starfinder’s sci-fi themes. Fortunately, the rat-like ysoki featured in Akiton’s early published lore. Not only would they address this size niche, but they also help introduce and represent Akiton to new players. Is at least one of your playable species a size other than Medium? How does their size factor into their culture, behavior, and abilities? Do you adhere to the correlation of size and physical strength in your species design, or does your creation have unexpected physical ability modifiers for their stature? Lashunta—Internal Diversity: Yet ysoki aren’t the only species drawn from Pathfinder lore. Castrovel’s lashuntas are physically dimorphic, and their natural charisma and psychic abilities help round out the array of character archetypes available. In addition, including lashuntas provided an ideal opportunity to revisit how their dimorphism functions, reframing it less as sexually deterministic and more as a personal choice. How diverse is your species? Is it an unlikely monolith? Or are there different cultures, subcultures, philosophies, and even subspecies that give the species depth? Human—A Baseline: Science-fiction media often centers on human narratives because human characters provide a familiar perspective for an audience to view the setting’s strangeness. Also, including humans provides an intuitive point of comparison for understanding how strong, impulsive, or quick other species are. Some players might want to play someone like themselves, and a human or human-like species provides that outlet. Does your setting have one or more familiar, humanoid species? How do they fit into your setting, and what emotions does that convey to your players? This chapter delves into 25 of Starfinder’s most popular species—chosen in part by our fans in a public survey in 2021. Each article explores the physiology, home world, society, and innovations in unprecedented detail. This chapter also presents the long-awaited system for creating your own playable species in Starfinder, including guidelines for design, sample abilities, and questions to ask yourself throughout the creative process to inspire a fun, engaging, and believable new species. INTRODUCTION


37 INTERSTELLAR SPECIES AMRANTAH SOURCE: AP21 47 Amrantahs are whimsical living machines imbued with the soul of a dead citizen of Amran, who are naive and fun-loving. AASIMAR SOURCE: AA2 98 Aasimars are charismatic planar scions descended from celestials who have numerous resistances; they’re eloquent and perceptive, and they can shed light. BARATHU SOURCE: AA 20 Barathus are floating blimp-like telepathic aberrations, reminiscent of jellyfish, who can alter their genetic code at will. BANTRID SOURCE: PW 210 Bantrids are small, anosmatic aberrations with a column-like body mounted on an organic rolling foot-orb who can’t abide remaining stationary. BOLIDA SOURCE: AA2 20 Bolidas are plated, burrowing arthropods adapted to extreme heat who can curl into a ball and roll around. ASTRAZOAN SOURCE: PAGE 48 Astrozoans are seven-limbed, starfish-like aberrations adept at controlling their body shape and coloration, which enables them to impersonate similarly-sized creatures. ANDROID SOURCE: CR 42 Androids are ageless biomechanical constructs with an integrated soul; although logical and resilient, they have difficulty understanding and expressing emotion. ASTRIAPI SOURCE: PAGE 52 Astriapis are honey-producing bipedal arthropods with a natural inclination to regimentation and cooperative obedience. BRAKIM SOURCE: AP8 48 Brakims are adaptable, industrious humanoids acclimated to radiation who have malleable limbs that can stretch, shrink, and regrow. BORAI SOURCE: PW 211 Borais are not-quite dead corpses who retain a sliver of their soul, leaving them both living and undead simultaneously. BRENNERI SOURCE: AA3 8 Brenneris are friendly otter-like diplomats who can swim and hold their breath for long periods; they usually keep a comforting object. CONTEMPLATIVE SOURCE: PAGE 60 Contemplatives are brilliant intellectuals with tiny vestigial bodies and massive brains who interact with the world through telekinesis and telepathy. CEPHALUME SOURCE: PAGE 56 Cephalumes are curious bioluminescent aquatic cephalopods who have adapted to form symbiotic unions with krikiks (bioelectric arthropods). COPAXI SOURCE: AA4 22 Copaxis are a colony of genetically identical polyps with an anthropomorphic form and coral-like exoskeleton who can slightly manipulate gravity. The Starfinder Roleplaying Game has a staggering number of alien species for you to pick from when creating a character. This section provides a snippet of physical and cultural information for those that exist at the time of printing, to help you choose! DAMAI SOURCE: AA2 32 Damais are scrappy, gray-skinned humanoids unified in their fight to survive the reawakened colossi that inhabit their planet. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER SPECIES PROFILES CLASSES OVERVIEW 2 PLAYABLE SPECIES ANASSANOI SOURCE: AP17 55 Anassanois are threeeyed telepaths with two mouths known for their emotional honesty. PLAYABLE SPECIES OF STARFINDER


DESSAMAR SOURCE: AA3 14 Dessamars begin life as larval instars, later transforming into butterfly-like imagos; they’re good-natured, whimsical, dreamers with minor magical powers. DIRINDI SOURCE: AA3 20 Dirindis are stout, three-eyed humanoids with an affinity for languages and electricity; they’re comical and prone to exaggeration. DRAELIK SOURCE: AA 36 Draeliks are gaunt, yellow nihilists who embrace entropy and have close ties to the Negative Energy Plane. DRAGONKIN SOURCE: PAGE 64 Dragonkin are large humanoid dragons who fly, breathe fire, and form a nearmagical bond with a non-dragonkin partner, traditionally a ryphorian. DROMADA SOURCE: AA3 28 Dromadas are swift, long-necked mammalian bipeds with stubby eyestalks and keen vision; they are skittish and live in herds. DROW SOURCE: AA 42 Drow are (often merciless) elves who are acclimated to darkness, may worship demons, and have minor magical powers. DWARF SOURCE: CR 506 Dwarves are stocky, slow, and skilled with stone; they’re stubbornly fixated on preserving their ancient crafts, culture, laws, and enmities. ELEBRIAN SOURCE: AP3 53 Elebrians are power-hungry, humanoid intellectuals with oversized craniums who can quickly collate information and assess their foes’ weaknesses. ELF SOURCE: CR 507 Elves are long-lived isolationists with keen senses; they have an innate understanding of magic and deep bond with nature. EMBRI SOURCE: AA2 48 Embri are masked mollusks with a rigid social hierarchy; they hide their emotions and are often unknowing thralls of Hell. ENDIFFIAN SOURCE: AP7 56 Endiffians are humanoids who can rearrange their elastic flesh, enabling them to impersonate other creatures and improve their grip. ENTU COLONY SOURCE: AA4 34 Entu colonies are telepathic mobile fungal colonies that feed on emotion and can temporarily bond in symbiosis with another willing creature. ENTU SYMBIOTE SOURCE: AA4 34 Entu Symbiotes are entu colonies that have permanently bonded with another living animal, such as the bat-like nelentu of Agillae-2. ESPRASKA SOURCE: AA3 32 Espraskas are friendly avians adapted to cold environments who can fly; they adore exploration, self-discovery, and experiencing other cultures. FERRAN SOURCE: AP2 55 Ferrans are small, sturdy, yellow-skinned scientists who are resistant to radiation and adapted to high gravity. FORMIAN SOURCE: PAGE 68 Formians are ant-like telepaths with sharp mandibles, chitinous plates, exceptional senses, and a hive-based communal society. GHIBRANI SOURCE: AP5 55 Ghibranis are affable beetle-like humanoids split by lifestyle into either pampered, flying urbanists (membranes) or hardy, climbing desert survivalists (husks). GHORAN SOURCE: AA2 56 Ghorans are photosynthetic humanoidshaped plants who taste delicious and inherit skills from the ghoran whose seed they sprouted from. GNOLL SOURCE: ALIEN CHARACTER DECK Gnolls are opportunistic hyena-like survivalists with predatory senses and bone-crunching jaws; they value power, strength, and cunning. GNOME SOURCE: CR 508 Small and spindly fey exiles, gnomes are curious and crave new experiences; drastic coloration and personality differences exist between subspecies. GOBLIN SOURCE: AA 54 Goblins are fast-paced, manic little tinkers with beady red eyes and bulbous heads; they’re adept at working with scrounged junk. GOSCLAW SOURCE: AP8 49 Gosclaws are opportunistic, flexible, catlike burrowers with short tails, long necks, night vision, and mechanical skill. GRAY SOURCE: AA 56 Grays are enigmatic, secretive telepaths with glassy eyes and emotionless expressions who probe minds and can partially phase from reality. GRIPPLI SOURCE: ALIEN CHARACTER DECK Gripplis are small frog-like humanoids adapted to swamplands; they are exceptional leapers and climbers who were recently exposed to advanced technology. HALF-ELF SOURCE: CR 509 Possessed of elven and human heritage, half-elves are adaptable social chameleons with slightly pointed ears. HAAN SOURCE: AA 58 Haans are large arthropod isolationists who float on gas-filled web balloons, spit flammable gas, value tradition, and forbid technology. HADROGAAN SOURCE: PAGE 72 Hadrogaans are dimorphic humanoids who live in symbiosis with kallestrine, a crystalline nervous system that resides within their bodies. PLAYABLE SPECIES OF STARFINDER


OVERVIEW HALFLING SOURCE: CR 511 Halflings are lucky, small-statured optimists who possess quick reflexes, exceptional body control, boundless confidence, and a love of community. HALF-ORC SOURCE: CR 510 Descended from humans and orcs, half-orcs are intimidating, green-skinned survivors who remain tenacious despite generations of adversity, prejudice, and oppression. HANAKAN SOURCE: PAGE 76 Hanakans are small, bipedal oviraptors adapted to numerous atmospheres; they embrace magic, eschew electricity, and have a feathered crest and tail. HOBGOBLIN SOURCE: AA2 76 Hobgoblins are battle-hardened, warmongering goblinoids with a rigid militaristic society; they’re cunning, fearsome, and merciless. HORTUS SOURCE: AA3 50 Hortuses are slightly poisonous spongy fungi with a laid-back attitude; they can release spores to alter their surrounding atmosphere. HUITZ’PLINA SOURCE: AA4 46 Huitz’plinas are arboreal bipeds with prehensile tails and spined flesh who glimpse the future through hazy visions and gut feelings. HUMAN SOURCE: CR 44 Humans are driven by ambition and curiosity to create, discover, excel, explore, and possess. Adaptable and determined, they’re ubiquitous. IFRIT SOURCE: AP13 60 Descended from efreet and other fire creatures, ifrits are fiercely independent planar scions who possess affinity for and resistance to fire. IJTIKRI SOURCE: AA3 54 Ijtikris are air-breathing, squid-like aberrations with an oblong hardened head and numerous tentacular arms; they spend their infancy underwater. IKESHTI SOURCE: AA 64 Ikeshtis are small, desert-dwelling lizardfolk with a violent life cycle; they shed their scales and can squirt blood from their eyes. ILTHISARIAN SOURCE: AP5 56 Ilthisarians are large, multiheaded serpentlike humanoids with snapping jaws and forked tails who can swim and are inured to poison. IXTANGI SOURCE: AA4 54 Ixtangis are slender, reptilian bipeds with wide-set eyes, retractable tongues, and barbed stingers who can climb and change their coloration. IZALGUUN SOURCE: AA3 58 Izalguuns are large, six-limbed isolationists capable of adopting a bipedal or quadrupedal stance; they eschew technology for a hunter-gatherer lifestyle. JUBUBNAN SOURCE: AA4 56 Jububnans are solitary wanderers resembling one-legged toads who have extraordinary balance; they can swim, leap, and inhale to increase in size. KAA-LEKI SOURCE: AP38 59 Kaa-lekis are nonbreathing, tripodal humanoids speckled with emotionattuned luminescent moss; they hunt constructs and can see through crystal. KALO SOURCE: PAGE 80 Kalos are aquatic bat-like humanoids who swim through icy water on winglike fins; they utilize sonar and value art, education, and history. KANABO SOURCE: AA2 88 Kanabo are fearsome, strong, and independent otherworldly warriors with both hobgoblin and ja noi oni ancestry. KASATHA SOURCE: CR 46 Kasathas are four-armed traditionalists with elongated craniums; they value history, stability, and follow complex societal customs, including covering their mouths. KAYAL SOURCE: AP12 57 Kayals are practical survivalists descended from humans; they’ve adapted to live on the Shadow Plane and can blend into shadows. KHIZAR SOURCE: PW 212 Khizars are plantlike, nature-loving telepaths who sense light, taste through touch, and display emotion through the glow of their seedpod. KIIRINTA SOURCE: AA4 62 Kiirintas are colorful, mothlike fey with feathery antennae whose fluttering wings emit sparkles; they prize storytelling and individualism. KISH SOURCE: AP4 58 Kish are adaptable three-eyed survivalists with powerful frames and sharp-toothed mandibles; they live in the ruins of their ancestors’ civilization. KITSUNE SOURCE: ALIEN CHARACTER DECK Kitsunes are good-natured tricksters with minor magical powers and two forms: an anthropomorphic fox (their true form) and a humanoid. KOBOLD SOURCE: PAGE 84 Kobolds are small, scaled draconic humanoids who are as proud as their draconic brethren; they’re scrappy, tenacious, and ingenious engineers. LASHUNTA SOURCE: CR 48 Lashuntas are dimorphic antennaed telepaths with minor psychic powers and undeniable charisma; they have a love of learning and strive for excellence. MARAQUOI SOURCE: PAGE 88 Maraquois are tailed simians with seven reproductive sexes; they cherish family, deeply mourn the dead, and detect sound through their skin. MEGALONYXA SOURCE: AP27 57 Megalonyxas are stocky, animalistic humanoids with tough hides and a plodding gait due to living in a world with crushing gravity.


MORLAMAW SOURCE: AA3 72 Morlamaws are colorful, large-tusked walrus-folk who are adapted to cold water; they’re usually friendly, orderly, and gullible. MOYISHUU SOURCE: AP37 59 Moyishuus are insightful fey with colorful skin and crystalline hair who can sense, emulate, and harness emotions. SHIRREN SOURCE: CR 50 Shirrens are insectile telepaths whose species diverged from a predatory hive mind; they’re addicted to individualism and dedicated to spreading freedom, peace, and community. NESKINTI SOURCE: AP8 50 Neskintis are gorilla-like brachiators with short legs; they can glide through the air and are knowledgeable about the natural world. NUAR SOURCE: PAGE 92 Nuars are pale, minotaur-like innovators with sharp horns and a natural gift for engineering, navigation, puzzles, and complex patterns. ORC SOURCE: AA2 90 Orcs are gruff, muscular survivalists with protruding tusks and a tendency toward developing extensive scarring. OREAD SOURCE: AA17 60 Descended from shaitans and other earth creatures, oreads are calm, stoic planar scions who are resistant to acid. OSHARU SOURCE: AA2 92 Osharus are sluglike scholar-priests that can swim and excrete sticky slime; they spend their lives amassing knowledge. PAHTRA SOURCE: PAGE 96 Pahtras are nimble and cautious catfolk who are typically asexual and fiercely individualistic; they value battle, dance, music, and community. PHENTOMITE SOURCE: AA2 96 Phentomites are survivalists with both dark and thermographic vision; they’re powerful leapers acclimated to high altitudes and thin atmospheres. PSACYNOID SOURCE: PAGE 100 Psacynoids are four-armed skittering quadrupeds with over-large heads; they cultivate mystical crystals and eschew personal wealth to reinvest in their communities. QUORLU SOURCE: PAGE 104 Quorlus are three-armed, silicon-based quadrupedal tunnellers adapted to heat and susceptible to cold; they are peaceful and ponderous and love music. RAMIYEL SOURCE: AP21 51 Ramiyels are a single-sex species with a feminine humanoid torso and a serpentine lower body who revere life and nature. RAXILITE SOURCE: PAGE 108 Raxilites are tiny, plantlike bipeds who are gentle and gregarious; they can switch between flowering or seeding and utilize LFAN augmentations. REPTOID SOURCE: AA 92 Reptoids are cunning, reptilian shapeshifters, skilled at disguise and deception, with a reputation for espionage. REPTOID HYBRID SOURCE: AP27 59 Reptoid hybrids have the face and scales of a reptoid and the form and traits of a non-reptoid. RYPHORIAN SOURCE: PAGE 112 Ryphorians are trimorphic elf-like humanoids with exceptional hearing whose appearance changes with Triaxus’s seasons: either furry winterborn, hairless summerborn, or transitional. SAMSARAN SOURCE: ALIEN CHARACTER DECK Samsarans seek enlightenment and draw wisdom from their dimly remembered past lives to continue their cycle of reincarnation. SARCESIAN SOURCE: AA 98 Sarcesians are tall, gaunt humanoids who can temporarily survive in a vacuum by suspending their respiration and growing energy wings. SAZARON SOURCE: AA3 90 Sazarons are large, club-tailed quadrupeds with a humanoid torso and saurian lower body; they’re scholarly and resistant to electricity. SCREEDREEP SOURCE: AP8 51 Screedreeps are small, furred sycophants with big eyes, drooping ears, and stooped stances; they are cosmopolitan, perceptive and value predictability. SCYPHOZOAN SOURCE: PAGE 116 Scyphozoans are amphibious jellyfish with a squishy, translucent body, acidic tentacles, and a heightened ability to sense vibrations. SELAMID SOURCE: AP5 60 Selamids are sapient protoplasmic oozes with malleable forms; they can sense vibrations and move even in zero gravity. SEPREVOI SOURCE: AP5 61 Seprevois are four-legged simians accustomed to living in zero-gravity environments; they’re susceptible to disease and resistant to radiation. SHAKALTA SOURCE: AA3 92 Shakaltas are colorful psychic souls who merge with another shakalta upon adulthood, forming a new body shared between two souls. SHATORI SOURCE: AA3 94 Shatoris are tranquil immortals transformed by proximity to the Boneyard; they have translucent flesh and luminescent bones. SHIMREEN SOURCE: PAGE 120 Shimreens are radiant, crystalline humanoids who are resistant to electricity and who can shift their limbs into weapons. PLAYABLE SPECIES OF STARFINDER


SHOBHAD SOURCE: AA 104 Shobhads are tenacious four-armed giants from nomadic clans; they’re ferocious combatants whose lives revolve around honor, hunting, and survival. SKITTERMANDER SOURCE: AA 106 Skittermanders are small, excitable, sixarmed humanoids with colorful fur; they’re incredibly friendly and cooperative, and adore helping others. SPATHINAE SOURCE: AA3 100 Spathinae are tiny insects who organize into a humanoid-shaped biological and neural network, becoming a distributed sapience with unified purpose. SRO SOURCE: PAGE 124 SROs are sentient robotic organisms so complex they attract a soul, develop true artificial intelligence, and gain free will. STELLIFERA SOURCE: AP8 52 Stelliferas are diminutive cuttlefish-like creatures who psychokinetically maintain a watery body around themselves; they communicate through color and telepathy. STRIX SOURCE: PW 214 Strix are generous technophiles adapted to darkness and wary of outsiders; they fly on black-feathered wings and live communally. SULI SOURCE: AP14 58 Descended from janni, sulis are planar scions who are resistant to elemental energy and who can harness that energy in battle. SVARTALFAR SOURCE: AP11 60 Svartalfars are fey exiles who settled on the Shadow Plane; they’re calculating, graceful, and patient. SYLPH SOURCE: AP14 59 Descended from djinn and other air creatures, sylphs are planar scions who are resistant to electricity and who can occasionally fly. TELIA SOURCE: AA3 112 Telias are genial, tortoise-like storytellers who can swim and erase their own memories; their shells record their life experiences. TIEFLING SOURCE: AA2 98 Descended from fiends, tieflings are planar scions who possess numerous resistances; they’re nimble and stealthy, and they can dim surrounding light. TRINIR SOURCE: AP22 61 Trinirs are small, biotechnological, beaked humanoids who recently awakened from hibernation on an ice world with no memory of their origins. TROX SOURCE: PAGE 128 Trox are large, sturdy, arthropodal burrowers with a fearsome appearance and multiple vestigial arms; they tend toward peace and spirituality. TRYZIARKA SOURCE: AA4 126 Tryziarkas are flexible, double-jointed, hairless bipeds who bond with karakande, tattoo-like symbiotic oozes that bestow magical powers. UNDINE SOURCE: AA18 58 Descended from marids and other water creatures, undines are planar scions who are resistant to cold and excellent swimmers. UPLIFTED BEAR SOURCE: PAGE 132 Uplifted bears are sapient, bipedal bears created through genetic modification; they’re strong, swift, excellent climbers, and they can speak telepathically. UROG SOURCE: PAGE 136 Urogs are exacting, semiconductive, siliconbased telepaths who are logical and patient; they enjoy mathematics, scientific inquiry, and precision problem solving. VARCULAK SOURCE: AA3 126 Varculaks are undead who remember little of their previous life and are susceptible to silver; they often unnerve their living counterparts. VERTHANI SOURCE: AA 118 Verthani are tall humanoids with bulging black eyes; they can alter their skin’s pigmentation, and they embrace cuttingedge technology and cybernetics. VESK SOURCE: CR 52 Vesk are muscular reptilians from a militaristic empire; they are fearless, honorable, and proud and value might and combat prowess. VILDERARO SOURCE: AP8 53 Vilderaros are amphibious, three-legged creatures with a column-like body and a crown of tactile tentacles; they have excellent spatial awareness. VLAKA SOURCE: PAGE 140 Vlakas are wolflike bipeds adapted to the cold who are empathic, supportive, and community-oriented; they’re often born deaf or blind. WITCHWYRD SOURCE: AA 122 Witchwyrds are secretive, four-armed, intergalactic traders who absorb and shoot magic missiles; they’re the progenitors of kasathas and shobhads. WOIOKO SOURCE: AP2 60 Woiokos are charismatic humanoids with eel-like flesh who can swim; they’re either air-breathing floatborn or amphibious, underwater deepborn. WORLANISI SOURCE: PAGE 144 Worlanisis are small, incredibly lucky, four-armed telepaths with bright blue skin; they can climb well, and their horncones amplify mental signals. WRIKREECHEE SOURCE: AA 124 Wrikreechees are amphibious, mollusklike filter feeders with grasping forelimbs; they live in tight-knit colonies and value history, mathematics, and philosophy. YSOKI SOURCE: CR 54 Ysoki are scrappy ratlike survivors with expandable cheek pouches who are techsavvy, street-smart, and fiercely loyal to friends and family.


42 Ability Score Adjustments Most playable species have one of two adjustments. First, they might grant a +2 bonus to a single ability score of the character’s choice (like humans). Second, they might grant a +2 bonus to two specific ability scores and a –2 penalty to a third (like vesk). The first option is simplest and recommended. Hit Points Typically, a species grants 4 Hit Points at 1st level. In some cases, you might instead have the species grant 2 (for smaller or frailer creatures) or 6 Hit Points (for especially tough species). Size, Speed, and Senses Most creatures are Medium size, though your species can also be Small or Large. Making a species smaller than Small requires further considerations about how they might interact with a galaxy built for larger creatures, and mechanically Tiny characters usually have 0-foot reach that makes combat difficult. On the other hand, Huge and larger playable species become difficult to incorporate with most parties and adventures; many areas just aren’t big enough to accommodate them! If you create a Large species, their default reach is 5 feet (like that of most Medium creatures), but you might give them a 10-foot reach. The default land speed is 30 feet. A species can have a single additional movement speed, but consider the physiological source of that speed and the environmental pressures that would’ve shaped its evolution. Choose from the following list: burrow 20 feet, climb 20 feet, fly 20 feet (average or clumsy maneuverability), or swim 30 feet. You might also reduce the species’ land speed by 10 feet to increase the additional movement speed by 10 feet. Default vision is explained on page 260 of the Core Rulebook. A species can also have low-light vision as well as either blindsense (emotion, life, scent, sound, thought, or vibration) with a range of 30 feet or darkvision with a range of 60 feet. Again, consider its physiological source and evolutionary reason for existing. You can instead give your species both the sightless universal creature rule and blindsight (emotion, life, scent, sound, thought, or vibration) with a range of 60 feet. Finally, consider how many abilities above you granted your species. If your species has powerful extra senses, an additional movement type, and other perks so far, it might be best to pick one less regular combat or noncombat ability (pages 44–45) to keep the power level roughly in line with other playable species. CUSTOM SPECIES BUILDER The Starfinder Roleplaying Game provides more than 100 playable species to choose from, but it’s missing a particularly fascinating species: the one you’ve yet to create! This article gives you tools and tips for making your own contribution to the galaxy’s panoply of species (while ensuring it’s of an appropriate power level for most games). Of course, you’ll still want to collaborate with your GM and other players to make sure it’s a good fit for your game. A NONLINEAR APPROACH You’ll see there are numbered steps in the species creation process because there’s no correct order. Sometimes you’ll be first inspired by an idea for an alien culture (page 45) and home world (page 46), then follow with its physiology (page 44), both of which then inform its mechanical traits (page 42). Or you might come at it from the other direction, finding a fun combination of mechanics that you then justify with an interesting culture and bizarre physiology. Feel free to skip around the process and adjust as you learn more about your species, using what inspires you and ignoring what doesn’t. Inspiration: You might want to recreate a species you’ve seen in a movie, novel, or elsewhere—go for it! By the end of the process, your choices will make your re-creation unique. Questions: Several sections include questions meant to inspire you; consider as many or few as you find helpful. MECHANICS When you’re creating a new species, the game mechanics might be at the forefront of your mind, yet many of the most compelling species have mechanics deeply intertwined with their physiology and culture, evoking rich visuals and narratives. If you have specific mechanics you want to use, it’s okay to start there! Don’t be afraid to look at other sections first, such as physiology (page 44) or home world (page 46), and let the decisions you make there inform those mechanics.


43 INTERSTELLAR SPECIES SPECIES VERSUS INDIVIDUAL It’s important to keep in mind that you’re creating a species, not an individual character (though, of course, the hope is that you and others will create characters of your new species). As such, paint in broad strokes; among individual members of a culture, there will be plenty of exceptions to the overarching trends. Also keep in mind that individual members of the species whose life experience is of an entirely different culture (or cultures) won’t necessarily have strong links to that of their species’ home world. The most interesting part comes when creating a character of your species; you can decide how exposed they were to their home world’s culture and what pieces they strongly identify with and which they might resist. OTHER ABILITIES It’s often appropriate for a species to have a very specific ability tied to its culture or physiology. While such abilities are beyond the scope of this species builder, which is meant to provide an easy and balanced way to create new species, you can work with your GM to create them, using the abilities presented here as rough guidelines for what’s appropriate.  EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 2 SPECIES BUILDER Creature Type Choosing a creature type is largely thematic, rather than mechanical. Many creature types include additional abilities like darkvision, specific immunities, or other abilities appropriate for NPCs designed using Alien Archive, yet you shouldn’t apply these abilities to your species automatically. Instead, consider them as inspiration. The creature type might inform your species’ abilities, physiology, and culture, or you might choose a creature type that best fits traits you’ve already chosen. You can also roll on Table 2-5: Creature Type on page 46 if you want to select randomly. If your creature is aquatic, you can give it the water breathing universal creature rule. If you do, you can also give it the amphibious universal creature rule. Special Abilities and Weaknesses Your species should gain several special abilities, which are broadly divided into combat and noncombat abilities. Your species should receive some of each to remain balanced in play against other species. Both categories have stronger abilities (the first 8 options listed on the corresponding table) and numerous regular abilities. Choose either one stronger combat ability or two regular ones, then do the same for noncombat abilities. Don’t choose the same ability more than once. As with all steps, consider the physiological or cultural sources of the ability and feel free to adjust the flavor of it to match your species concept. You can also determine your abilities randomly. If you want to roll on a table for one stronger ability, roll a d8. If you want to roll for two abilities, reroll any results of 8 or less, as well as any duplicate results.


44 Weaknesses are optional, and they don’t grant additional abilities. Example weaknesses appear in Table 2–6: Weaknesses, and you can invent your own, though you should avoid sweeping penalties to AC or d20 rolls. Some weaknesses allow a saving throw (DC equals 13 + 1/2 the level, item level, or CR of the source that triggered the weakness ) to negate their effect. PHYSIOLOGY In determining the species’s appearance, you can use the tables above, inspirations from other media, or a mashup of both. Regardless, consider how a home world and evolutionary (or other) pressures might have shaped, or continue to shape, its physiology. Consider how members of your species differ in appearance and physiology. What does your species eat? What eats your species? Are there other creatures on their home world, sapient or otherwise, that share similar physiological traits? Do these other creatures have traits that counter or complement your species’ traits? What advantages or challenges might your species face in an environment built for humans?  You might have already chosen a creature type in a different step. If not, you can roll a random one on Table 2–5: Creature Type. You might want your creature type to inform your species’ general body shape and exterior, but you can roll on Table 2–3: Body Shape and Exterior for random choices to get some interesting combinations! Likewise, you might know what limbs your species has, but you can also randomly determine those limbs and how many there are by rolling 4d6 and using Table 2–4. The first d6 roll determines the number of upper limbs your species has. The second roll tells you what type of limbs those are. Similarly, the third roll tells you the number of limbs your species uses for locomotion, and the fourth TABLE 2–1: COMBAT OPTIONS D100 NAME DESCRIPTION 1 Breath weapon As a standard action, this species can breathe a 30-foot cone that deals 1d6 energy damage, of an energy type chosen when you choose this ability. At 3rd level, add 1-1/2 × character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + half the species’ character level + their Constitution modifier). This species can’t use this ability again until they’ve spent a Resolve Point to recover Stamina Points after a 10-minute rest. 2 Evasive This species gains a +1 bonus to AC. 3 Exceptional fortitude This species gains a +1 bonus to Fortitude saving throws. 4 Exceptional will This species gains a +1 bonus to Will saving throws. 5 Exceptional reflexes This species gains a +1 bonus to Reflex saving throws. 6 Extendable limbs This species’ reach increases by 5 feet. 7 Extra feat This species gains an extra combat feat at first level. 8 Projectile This species can generate and launch a projectile from its body as a ranged attack that targets KAC and deals 1d6 damage; choose whether this is bludgeoning, piercing, or slashing damage when you choose the ability. At 3rd level, add the character level to the damage. Increase the damage by 1d6 at 6th level and every 3 levels thereafter. This species can’t use this ability again until they’ve spent a Resolve Point to recover Stamina Points after a 10-minute rest. 9–16 Alerting presence Once per day at the beginning of a combat in which it isn’t surprised, this species can grant allies within 50 feet who can hear it a +4 morale bonus to their initiative checks for that combat. 17–20 Amorphous This species has the amorphous universal creature rule. 21–24 Climbing Master This species isn’t flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger. 25–28 Damage reduction This species gains damage reduction equal to their base attack bonus. Choose two of the following: bludgeoning, piercing, or slashing. The DR can be overcome by the two chosen damage types. 29–32 Defensive aspect When this species takes the total defense action, they gain a +6 bonus to their Armor Class instead of the normal +4 bonus, and they also gain the unflankable universal creature rule until the start of their next turn. 33–36 Dexterous movement Each time they move their speed, this species can ignore the first square of difficult terrain. 37–40 Distracting noise As a standard action, this species can use its physiology to create a noise. All creatures within 15 feet that can hear must attempt a Will saving throw (DC = 10 + half the species’ character level + their Wisdom modifier) or gain the off-target condition for 1 round. This is a mind-affecting, sense-dependent ability. 41–44 Elemental affinity When this species makes a melee attack, it can change half the damage of that attack to an energy type (acid, cold, electricity, fire, or sonic) chosen when you choose this ability. 45–56 Energy resistance Choose acid, cold, electricity, fire, or sonic. This species has resistance 5 to that energy type, and this can stack with one other form of energy resistance. You can gain this ability multiple times, choosing a different energy type each time. 57–60 Exceptional resilience This species gains a +2 bonus to saving throws against either mind-affecting effects or up to three of the following types of effects, chosen when you choose this ability: bleed, charm, death, enchantment, fear, illusion, paralysis, poison, polymorph, sleep, and stunning. 61–64 Ferocious charge This species has the ferocious charge universal creature rule. 65–68 Ferocity This species has the ferocity universal creature rule. 69–72 Flexible This species can move through an area as small as one-half their space without squeezing or one quarter their space when squeezing. 73–76 Mighty grip This species gains a +2 species bonus to grapple combat maneuvers and Athletics checks to climb. 77–80 Multiarmed This species gains the multiarmed (4) universal creature rule. 81–84 Natural weapons This species has the natural weapons universal creature rule, with a kinetic damage type chosen when you choose this option. 85–88 Sheltering This species increases the bonuses to AC and Reflex saves granted by partial cover, cover, and improved cover by 1. 89–92 Speedy One of this species’ speeds increases by 10 feet, chosen when you choose this option. 93–96 Sturdy This species gains a +4 bonus to AC against bull rush, disarm, reposition, and trip combat maneuvers. 97–100 Warding spines This species bristles with thorns, quills, or spikes. A creature attacking the species with a natural weapon or unarmed strike takes 1d4 piercing damage; as a reaction, the species can thrash and add its character level to the damage dealt.


45 INTERSTELLAR SPECIES DRIFT IN CRISIS EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 2 TABLE 2–2: NONCOMBAT OPTIONS D100 NAME DESCRIPTION 1 Change shape As a standard action, a member of this species can assume the appearance of a specific creature of their size. They gain a +10 bonus to Disguise checks to appear as that creature. This ability otherwise functions as disguise self, except the creature can remain in this form indefinitely. The individual chooses their shape change identity at character creation, and a species might be limited to only specific creature categories (such as a Medium humanoid). 2 Easily Augmented This species can install an additional augmentation into one system that already has an augmentation. 3 Second chance Choose a saving throw or two skills. Once per day when this species fails a save or skill check of the chosen type, they can reroll it and use the second result. 4 Sense through This species has the sense through (vision) universal creature rule; this can sense through only one of the following materials, chosen when you choose this ability: smoke, stone, metal, or wood. 5 Skill specialization This species gains a +2 bonus to checks with one or two skills, chosen when you choose this ability. 6 Skilled This species gains an addition skill rank at 1st level and each level thereafter. 7 Spellcasting Choose one 1st-level spell and two 0-level spells from a class’s spell list. This species can cast the 1st-level spell once per day as a spell-like ability and can cast the 0-level spells as at will spell-like abilities. These spells’ caster level is equal to character level. 8 Telepathy This species has telepathy with a range of 30 feet. 9–15 Aerobatic This species gains a +2 bonus to Acrobatics checks and, if able to fly, improves its maneuverability by one step. 16–23 Camouflaged This species gains a +3 bonus to Stealth checks when in a specific biome, chosen when you choose this ability: aquatic, arctic, desert, forest, marsh, mountain, plains, subterranean, urban. 24–31 Carrier This species increases its carrying capacity by 50%. 32–39 Collective This species gains a +2 bonus to skill checks for the aid another action. A creature using the aid another action to assist this species’ skill check gains a +2 bonus to their check. 40–47 Communicator Choose one of the following: comprehend languages, mindlink, or share language. This species can cast the chosen spell as a spelllike ability once per day, using character level as the caster level. 48–55 Eclectic Knowledge This species chooses two skills at character creation and adds those to their list of class skills. 56–63 Jumper This species halves the DC of Athletics checks to jump. 64–71 Limited telepathy This species has limited telepathy with a range of 60 feet. 72–79 Multicultural This species learns an additional language for every even-numbered rank gained in the Culture skill. 80–86 No breath This species has the no breath universal creature rule. 87–93 Photosynthesis This species can undergo photosynthesis to gain nutrition instead of eating. The species can go without light for 3 days, after which they must attempt Constitution checks to avoid starvation. 94–100 Rapid recovery Once per day, when this species takes a 10-minute rest to regain Stamina Points, they can additionally recover Hit Points as though they’d taken a full night’s rest. roll tells you what kind they are (though you can just reuse your second result if you want your species’ limbs to be consistent). TABLE 2–3: BODY SHAPE AND EXTERIOR D4 SHAPE EXTERIOR 1 Tall Skin 2 Wide Scales 3 Round Feathers 4 Asymmetrical Slime TABLE 2–4: LIMBS D6 NUMBER TYPE 1 1 Arm/Leg 2 2 Wing 3 3 Fin 4 4 Tentacle 5 5+ Insectile 6 6 Unusual Note that even a species with 0 or 1 manipulation limbs is still considered to be able to wield two hands’ worth of equipment. If your species has 3 or more limbs, consider giving it the multiarmed universal creature rule as one of its special abilities, though you might decide that one or more limbs are extraneous, vestigial, or otherwise unable to hold and wield objects. Either way, limit the multiarmed ability to 6 or fewer limbs. CULTURE A species’ culture provides social context in which individuals exist. Any given character of your species might fully embrace each cultural value of that overall species, might reject all of them, or—most likely—fall somewhere in between. Of course, any given character might also have grown up disconnected from the traditional culture of their species, adopting another (which you can also create using this system, or you can choose from the many featured in other Starfinder products). Asking yourself questions can prompt exciting ideas that make the culture more engaging and believable. How widespread is your species’ culture? How does your species’ culture look upon those who set off to adventure throughout the galaxy? What traditions are important for those who leave the home world behind to carry on? What holidays does your species’ culture celebrate? How are extraplanar outsiders treated? Are there any idioms or customs that those unfamiliar with the culture would nevertheless immediately understand? Cultural Attributes One way to think about your species’ culture is through the presence and interaction of certain cultural attributes— accord, alignment, magic, religion, and technology—as defined (and explored in depth) in other Starfinder products, such as the Starfinder Deck of Many Worlds and Starfinder Galaxy Exploration Manual. Each should be considered the average or SPECIES BUILDER


46 tendency of the culture, rather than a set of hard and fast rules that every member of that culture observes. Accord in this context is a measure of a culture’s cooperation, both among individuals and with the galaxy at large. The culture’s predominant alignment shapes many approaches to justice, altruism, and rules. You can use the relative presence or absence of magic, technology, or both to think about how these features have shaped your species’ culture and their interactions with the galaxy. Finally, religion can shape a culture, whether monotheistic, diverse, or purposefully defiant despite a setting where the gods are very real. For an overview of deities and other faiths, see pages 482–493 of the Core Rulebook, and you can find even greater depth and more options on pages 100–123 of Starfinder Galactic Magic. Which faiths are especially prevalent, adored, or detested by your species? Values Beyond the attributes above, you can explore culture through various spectrums, like the examples below. Each presents two ends of that spectrum and a middle ground. Yet these dichotomies can become more engaging if you include major exceptions. For example, a society could believe in unhindered progress… except regarding some sacred, ancient institution. Tradition/Progress: Is the culture steeped in history and tradition, constantly looking ahead to the next development or using one to inform the other? Community/Individual: Does the culture promote the needs of the many over those of the few, encourage and empower individuals to enrich themselves regardless of the impact on others, or fall somewhere in between? Liberty/Law: How tightly does society regulate individual or group behavior, and where does one’s rights end and another’s begin? Exceptionalism/Universalism: Does the culture embrace and learn from the galaxy’s diversity, hold itself up as the shining example to the rest of the galaxy, or do a little bit of both? HOME WORLD Most—but not all—species evolve on a single world, shaped by its environmental pressures and events both mundane and magical. As with any other step, you can start here or simply use this framing to consider your species’ past, present, or future. Starfinder offers several ways to create your species’ home world. You can use the Deck of Many Worlds to get a randomly generated world (one of millions of possibilities) with just a few of that accessory’s 100 world cards. You can also use Galaxy Exploration Manual to create a world (or expand on one conceived with the Deck of Many Worlds). Or you can repurpose TABLE 2–6: WEAKNESSES D10 NAME DESCRIPTION 1 Dual nature Choose a creature type. For effects targeting creatures by type, this species counts as its creature type and as the chosen creature type (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). 2 Light blindness This species has the light blindness universal creature rule. 3 Limited augmentation One of this species’ normal systems for augmentations, chosen when you choose this weakness, can’t hold an augmentation. 4 Psychic sensitivity This species takes a –1 penalty to saving throws against mind-affecting effects and takes +1 damage per damage die from mind-affecting spells, weapons, and other effects. 5 Susceptible to acid When this species takes acid damage, it takes ongoing acid damage equal to its level as if affected by a weapon with the corrode critical hit effect (Fortitude negates). 6 Susceptible to cold When this species takes cold damage, it becomes fatigued for 1 round (Fortitude negates); this doesn’t cause an already fatigued character to become exhausted. 7 Susceptible to electricity When this species takes electricity damage, it becomes staggered for 1 round (Fortitude negates). 8 Susceptible to fire When this species takes fire damage, it gains the burning condition that deals damage equal to its level (Fortitude negates). 9 Susceptible to sonic When this species takes sonic damage, it is deafened for 1d4 rounds and has a 10% chance of also being stunned for 1 round (Fortitude negates both effects). 10 Uncommon allergy Choose a material like silver or saltwater. Contact with at least a handful of the material deals 1d6 damage per round to this species. This effect is negated by the environmental protections built into most armor. TABLE 2–5: CREATURE TYPE D12 TYPE DESCRIPTION 1 Aberration A creature with biology that defies reason. 2 Animal or vermin A creature with relatively straightforward (Earth-like) biology. 3 Construct A magically animated object or artificially constructed creature that attracts a soul. 4 Dragon A reptilian creature, usually winged, often with magical or otherwise unusual abilities. 5 Fey A creature with supernatural abilities and connections to nature or to some other force or place. 6 Humanoid A creature that generally has a humanlike torso, two (or sometimes more) arms, two legs, and one head. 7 Magical beast An animallike creature with supernatural or magical abilities. 8 Monstrous humanoid A creature similar to a humanoid but with monstrous or animalistic features.  9 Ooze An amorphous or otherwise mutable creature. 10 Outsider A creature at least partially composed of the essence (but not necessarily the material) of a plane other than the Material Plane. 11 Plant A creature that’s a plant with a magical, supernatural, or technological source of sentience. 12 Undead A once-living creature (likely formerly one of the above creature types) animated by magic or advanced technological forces.


47 INTERSTELLAR SPECIES DRIFT IN CRISIS EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 2 an existing Starfinder world (or even mash up several), pulling from any number of sources, including Starfinder Pact Worlds, Starfinder Near Space, or the backmatter of Adventure Path volumes. Regardless of the method, it’s helpful to explore the interplay between a species and its home world’s physical and cultural characteristics, as the influence is often bidirectional. While your species’ home world likely has numerous biomes, your species likely evolved in and adapted to primarily one or two, which you can pick or roll for on Table 2–7: Biomes. TABLE 2–7: BIOMES D10 BIOME 1 Airborne 2 Aquatic 3 Arctic 4 Desert 5 Forest 6 Marsh 7 Mountain 8 Plains 9 Subterranean 10 Urban Ask some thought-provoking questions as you go. How did the environment of your species’ home world shape its physiology and culture? How does your species treat the environment: with stewardship and care, fear, or disregard for finite resources? Is there a resource harvested or skill cultivated here that’s of particular value to the greater galaxy? FINAL DETAILS Here are a few final touches to consider for your species. Name: Names can be difficult! Mashing up roots of words related to features of your species can lead to interesting, evocative names. To help weed out any unintended correlations for your species’ name, be sure to say the name out loud, have a friend do the same, and search for it on the internet. Language: It can be fun to think about the unique features of your species’ language based on their physiology and culture; most species have a language with the same name as the species’ (or a similar name), but yours might speak only Common, or widely speak several languages, especially if from a home world with several other common sapient species. See page 40 of the Core Rulebook for example languages. Relative Commonness: Consider how populous and welltraveled your species is. How recently did your species contact other worlds? How likely are people in the galaxy to know about your species and its home world? How does that inform their interactions? AN EXAMPLE SPECIES As an example, let’s build a species together. We’ll let the randomness of the dice determine many attributes, but even so, we’ll have plenty of interesting choices to make. Let’s start with a home world (page 46). While we could repurpose a world from the Starfinder setting, for now let’s just look at Table 2–7: Biomes and say we want a forest world dotted with magical volcanoes. We don’t need much more than that to get started! Looking at the questions in the home world section, we decide our species treats the environment with care and harvests a unique magical obsidian formed by the volcanoes, available only on this world. Now let’s get a sense of what our species looks like using the physiology step (page 44). Time to let the dice decide! First, we roll on the creature type table and get a 5, so our creature type is fey. Fey can look like almost anything, but it tells us we have a strong connection to some aspect of nature—let’s say those magical volcanoes! Perhaps our species was born of the volcanoes themselves. Now let’s roll on Table 2–3 for our body shape and exterior. We get a 1 and a 3, so our species has a tall body shape and is covered in feathers—perhaps they’re birdlike and glide on the hot air generated by the volcanoes. We’ll roll for our number of locomotion limbs (getting a 2, for 2 limbs), but let’s just pick wings as the limb type to match our concept. For our manipulation limbs, we’ll choose two limbs for symmetry and then roll a 5, giving us insectile limbs. Let’s move on to our species’ culture (page 45). We might envision them as relatively solitary, at least in adulthood, each charged with the cultivation, protection, and harvesting of a single volcano. Their culture might value tradition, individualism, and liberty. It seems like we have a focus on magic and possibly religion, though there’s probably the presence of at least some technology, in that we want them to harvest magical obsidian. Alright, let’s explore mechanics (page 42)! First, let’s select fire resistance for our volcano-centric species. That’s one combat ability, so let’s roll for the other one. We get a 13 for alerting presence. Let’s say this ability comes from our species’ innate sense of when a volcanic eruption is imminent, upon which they issue a warning call to creatures in the area. For our noncombat ability, let’s pick spellcasting and give our species the ability to cast life bubble once per day and detect magic and psychokinetic hand at will—all handy for a species adapted to a dangerous magical environment. Let’s finish with some details. We’ll call our species olca (who speak the Olca language, but not Common) and decide they’re relatively uncommon in the galaxy, mostly content to remain on their home world and trade with visitors. SPECIES BUILDER


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