The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by amyfwakulchyk, 2023-07-08 13:43:03

starfinder-interstellar-species

starfinder-interstellar-species

3 NPC GALLERY


150 NPCS BY CR CR NPC PAGE 1/2 Con artist 158 1/2 Off-gridder 182 1 Conspiracist 170 1 Pickpocket 184 1 Postgrad student 176 1 Skip tracer 154 2 Grifter 158 2 Parabolas revivalist 178 2 Streamer 156 3 Career ranger 182 3 Combat medic 164 3 Emissary 160 3 EMT 172 3 Hazard response crew 162 3 Personal concierge 166 3 Vidgamer 156 4 Excommunicant 174 4 Performer 156 4 Psychic seer 170 5 Hacker 168 5 Masked assassin 152 5 Stewards data analyst 180 5 Subject expert 176 6 Hazard professional 162 6 Impostor 158 6 Magical duelist 178 6 Mugger 184 6 Pact Worlds delegate 160 6 Physician 172 6 Recovery agent 154 7 Stewards constable 180 7 Courier 166 7 Detective 170 7 Field biologist 176 7 Influencer 157 7 Religious peacekeeper 160 7 Singularity accelerationist 186 8 Double agent 168 8 False prophet 159 8 Prophet 174 8 Quartermaster 164 9 Enercopter pilot 162 9 Psychic healer 173 9 Stowalong 166 INTRODUCTION Nonplayer characters are an essential part of the Starfinder Roleplaying Game, and having a wide suite of pre-built NPCs to choose from can be a boon to any gamemaster. This chapter presents 72 NPCs of varying themes and CR, complete with stat blocks and suggestions for incorporating them into your game. Populate cities and space stations with a variety of compelling NPCs, or flesh out a story for one and have them serve as the PCs’ primary antagonist—use them as you wish! CR NPC PAGE 9 Trophy hunter 182 9 Viper 152 10 Bounty hunter 154 10 Brutaris lock-back 178 10 Elite rescuer 163 10 Overwatch captain 180 10 Paranormal investigator 171 10 Safecracker 184 11 Fortunate warlord 186 11 Plenipotentiary 161 11 Scholar of magic 177 11 Shapeshifter 169 12 Officer 164 13 Captains Club guide 167 13 Special forces medic 173 14 Champion 174 14 Colveare heirarch 186 14 Deadeye 152 14 Mysterious hermit 183 14 Notorious bounty hunter 155 14 Spy 169 15 Ops infiltrator 181 15 Phantom thief 185 16 Battleflower master 179 16 Spec-ops veteran 165 18 Specter 153 19 Underworld mastermind 187 20 Divine avatar 175 USING THE NPC GALLERY There are a number of ways to make use of this collection of 72 NPCs. NPCs as Enemies The most obvious way to use nonplayer characters is in combat encounters. Simply select a stat block (or several) of the appropriate CR and theme, and you’re ready to roll! Even NPCs who seem less combat-oriented (such as celebrities or scholars) can surprise PCs with special abilities, spells, clutch skill checks, and their ability to support other enemy combatants. You can also use these NPCs to help you create skill encounters or other scenarios in which having level-appropriate statistics handy is helpful.


151 INTERSTELLAR SPECIES NPCs as Allies You can also use NPCs in combat on the PCs’ side. Note that NPC statistics are best balanced to serve as adversaries against player characters, not against other NPCs. Also keep in mind the PCs should be the stars of most encounters—on top of which, it can also be wearisome for everyone at the table (including the GM) when a prolonged exchange takes place between two or more characters controlled by the same person. However, having an NPC ally to provide covering fire, a temporary alternative target for a formidable foe, or a minor (or sometimes major) tactical advantage via a special ability at just the right moment can provide for some great storytelling moments and make the world of your adventures feel that much more authentic. NPCs as... NPCs! One of the least obvious but potentially most rewarding ways to use these NPCs is as inspiration for a recurring nonplayer character you want to introduce to the PCs, whether as a dastardly nemesis who always seems to get away by the skin of their teeth or a reliable fixer who always has a job to offer the PCs. Use any facet of these NPCs’ art, thematic introductions, or special abilities—mixing and matching as you see fit—to inspire your own creations, and you’ll never lack an interesting character for players to meet! Special Abilities Most of the NPCs presented in this chapter have unique special abilities you can use regardless of any adjustments you make to their CR or species, helping to make NPCs thematic and memorable. You can also use these special abilities across NPCs of the same category, or even one of your own creation. CUSTOMIZING NPCS Like any set of NPC statistics in Starfinder, you can customize those presented here. Below are some tips for doing just that. Adjusting CR You might want to change an NPC’s CR to present a more appropriate challenge for the level of the adventuring party. In that case, use the tables starting on page 129 in the Alien Archive to note important statistics such as Hit Points, AC, and attack, saving throw, and skill check bonuses. Alternatives to adjusting CR include using multiple lower-CR NPCs or giving an NPC only half HP and the shaken condition. Changing Species An NPC’s species can also grant some special abilities, which are marked with an asterisk (*) so you can easily swap them for a different species’ abilities. Remember to add the new species’ abilities! Rules for these abilities are detailed in the associated species’ section in this book. Other statistics—languages, senses, size, and speeds—might also change, though you can generally adjust these on the fly. Adding Class Grafts You can also add a class graft to an NPC to further customize their role. The rules for class grafts appear on page 137 of the Alien Archive and the evolutionist class graft appears on page 5 of this book. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


152 Assassins are skilled killers who excel in eliminating single targets. Often using various forms of stealth and subterfuge, they can pass between guards undetected and skillfully navigate traps to quickly dispatch their marked query. High-profile corporations, cults, or criminal syndicates may employ assassins, but most work alone or as part of secretive guilds for hire and by contract. Assassins work in the shadows, with some operating discreetly among the underbellies of society and others conducting their business while hiding in plain sight. Regardless of their methods, they’re valued for their ability to hide their tracks and maintain their employer’s anonymity. The most skilled assassins can take out high-profile figures without leaving any evidence for investigators to follow. The more difficult the job and the greater the prominence of the target, the higher the fee they command. MASKED ASSASSIN Masked assassins use masks to skillfully disguise their appearance. They can change their entire aspect in the blink of an eye, making it easy to approach their targets unnoticed and escape into the crowd after eliminating the target. Masked assassins rely primarily on their ability to work in plain sight, and are most likely to be encountered by guards and hired hands while hunting. They’re typically hired to assassinate lower-value targets. If discovered, they typically flee rather than fight and risk capture or death. MASKED ASSASSIN CR 5 XP 1,600 Worlanisi (page 144) CE Small humanoid (worlanisi) Init +3; Perception +16 DEFENSE HP 65 EAC 17; KAC 18 Fort +4; Ref +6; Will +8; –1 vs. mind-affecting effects* Weaknesses psychic reverb* OFFENSE Speed 30 ft., climb 20 ft. Melee tactical knife +12 (2d4+5 S) Ranged azimuth laser pistol +10 (1d4 F; critical burn 1d4) STATISTICS Str +0; Dex +3; Con +0; Int +5; Wis –2; Cha +2 Skills Acrobatics +16, Bluff +11, Disguise +11, Perception +11, Stealth +16 Languages Common, Worlanisi; limited telepathy 60 ft.* Other Abilities masked aspect, multiarmed (4), worlanisi gamble*, worlanisi luck* Gear azimuth laser pistol, tactical knife SPECIAL ABILITIES Masked Aspect (Ex) Twice per day, when a masked assassin dons a mask or other full-face covering, they can instantaneously take on the appearance of any creature they’ve seen in person within the past 24 hours. A creature must succeed at a Perception check to realize this is a disguise (DC = 20 + 1.5 × the masked assassin’s CR). This effect lasts for 10 minutes or until the effect is ended. VIPER Vipers rely on poison to take out their targets. They often craft their own toxins, using various aspects of their bodies, such as blood, tears, or chitin. They typically work alone. Vipers pride themselves on their calling cards, which can be used to trace assassinations back to them. Their ability to create novel venoms makes it difficult for natural defenses to resist the effects of the poison and for medical staff to treat those affected. Vipers are skilled bioengineers who are likely to work or have previously worked in laboratories. They see assassinations as a chance to show off their talent and research, and they revel in the fear instilled by their creations. VIPER CR 9 XP 6,400 Astriapi (page 52) CE Medium monstrous humanoid Init +6; Senses blindsense (scent) 30 ft., darkvision 60 ft.; Perception +17 DEFENSE HP 145 EAC 22; KAC 24 Fort 11; Ref +13; Will +10 OFFENSE Speed 30 ft., fly 30 ft. (Ex, average) Melee sintered starknife +19 (4d4+9 P) or bite* +19 (2d10+9 P) Ranged advanced nightarch needler +22 (2d6+9 P; critical injection DC +2) STATISTICS Str +0; Dex +6; Con +0; Int +3; Wis +0; Cha +4 Skills Acrobatics +22, Bluff +17, Disguise +17, Life Science + 17, Stealth +22 Languages Astriapi, Common Other Abilities envenom, honey production* Gear advanced nightarch needlerPW with 10 darts, sintered starknife, viper poison (functions as ungol dust; 3 doses) SPECIAL ABILITIES Envenom (Ex) Each viper has a signature poison, sometimes concocted with material from their own body. Each day they can produce three doses of this poison, which acts as an existing poison at a level lower than or equal to their CR. This poison can’t be sold and loses its toxicity after 24 hours. DEADEYE Deadeyes specialize in neutralizing targets at ranges so long their bullets lodge within their targets long before the target hears the weapon firing. Some can temporarily bend their bullets into different planes, making them even harder to protect against. Deadeyes are notoriously difficult to track after an assassination attempt since they can alter the trajectory of ASSASSINS


153 INTERSTELLAR SPECIES their fired ammunition. Their bullets sometimes appear to come from walls. During major events and ceremonies, the slightest threat of a deadeye can increase the required security perimeter tenfold. Their skill at eliminating their targets in public settings makes deadeyes particularly coveted assassins for clients seeking to cause panic and societal unrest. DEADEYE CR 14 XP 38,400 Formian (page 68) NE Medium monstrous humanoid Init +8 (+12 with hive mind); Senses blindsense (scent) 30 ft., darkvision 60 ft.; Perception +25 (+29 with hive mind) DEFENSE HP 250 EAC 28; KAC 30 Fort +16; Ref +18; Will +14 Resistances sonic 10* OFFENSE Speed 40 ft. Melee claw* +25 (8d6+16 S) Ranged elite shirren-eye rifle +28 (4d10+14 P) Offensive Abilities skip shot STATISTICS Str +2; Dex +8; Con +2; Int +6; Wis +4; Cha +0 Skills Acrobatics +30, Stealth +30 Languages Common, limited telepathy 60 ft.* Other Abilities hive mind* Gear freebooter armor IV, elite shirren-eye rifle with 6 sniper rounds SPECIAL ABILITIES Skip Shot (Su) When a deadeye fires a sniper weapon, the ammunition blinks onto a different plane and then reappears just before reaching the target. As long as a deadeye has line of sight to their target, they don’t need line of effect to make a ranged attack. SPECTER Even among assassins, there are those who are so highly skilled that few dare to speak their names. Often referred to as specters for their ability to appear and vanish like ghosts, these killers can silence their targets without a single witness to the act, leaving nothing but a corpse as evidence. Specters prefer to stay hidden, even to their employers. They are often hired for high-level assassinations and work with clients on recommendations only. Untrustworthy clients who are put on a specter’s block list soon find themselves out of favor with most other assassins within their network. SPECTER CR 18 XP 153,600 Hadrogaan (page 72) CE Medium humanoid (hadrogaan) Init +8; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; Perception +36 DEFENSE HP 375 EAC 32; KAC 34 Fort +19; Ref +19; Will +18 OFFENSE Speed 30 ft. Melee white star plasma sword +29 (8d8+29 E & F; critical severe wound) Ranged elite seeker rifle +32 (9d8+18 P) STATISTICS Str +11; Dex +8; Con +6; Int +6; Wis +2; Cha +0 Skills Athletics +36, Stealth +31 Languages Common, Hadrogaan Other Abilities dual nervous systems*, unobserved Gear freebooter armor V, elite seeker rifle with 18 sniper rounds, white star plasma sword SPECIAL ABILITIES Unobserved (Su) Twice per day for 15 minutes each, a specter can reduce their presence to the point where they become unobserved even while standing in plain sight. To observe a specter while they’re in this mode, a creature must succeed at a Will save (DC = 8 + the specter’s CR) or be unable to detect the presence of the specter using any sense (including blindsense and blindsight). A success grants a creature the ability to see the specter for only 1 round, after which they must attempt another Will save. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


154 BOUNTY HUNTERS Anyone who seeks and catches those who don’t want to be caught may be called a bounty hunter, though in practice, the term comprises an array of professionals. Most bounty hunters have legal sanction, such as a license to hunt fugitives, but many also work in a gray area between legal authority and vigilantism. Bounty hunters take jobs from legitimate authorities, but what legitimate means varies by location. Little stops a bounty hunter from acting as an agent of a private party, and many are enforcers for the unscrupulous. Some clever bounty hunters double as private investigators, tracking down missing people or runaways. SKIP TRACER Skip tracers track those who renege on legal obligations—civil or criminal—usually for those who skip out on bail, court dates, or private contracts. Side jobs tracking down missing people are within a skip tracer’s purview, too. The typical skip tracer prefers investigation, negotiation, and nonlethal methods to retrieve their quarry, working within the bounds of the law. SKIP TRACER CR 1 XP 400 Blue-scaled kobold (page 84) LN Small humanoid (kobold) Init +5; Senses darkvision 60 ft.; Perception +5 DEFENSE HP 15 EAC 12; KAC 13 Fort +1; Ref +3; Will +4 Resistances electricity 5* OFFENSE Speed 30 ft. Melee tactical baton +4 (1d4+1 B) Ranged static arc pistol +6 (1d6 E; critical arc 2) STATISTICS Str +0; Dex +1; Con +1; Int +1; Wis +2; Cha +2 Skills Bluff +5, Culture +5, Diplomacy +10, Profession (bounty hunter) +10, Sense Motive +10, Stealth +5 Languages Common, Draconic, any 1 other Other Abilities mark Gear second skin (quick-release sheathe), static arc pistol with 2 batteries (20 charges each), tactical baton, binder restraints (5); Augmentations voice modulator SPECIAL ABILITIES Mark (Ex) A skip tracer can choose one sapient creature as a mark, provided the skip tracer can identify that creature by a specific identity and has studied the mark for 1 hour using available information, or directly observed the mark for 1 minute outside of combat or as a full action in combat. The skip tracer gains an insight bonus on skill checks made to investigate, track, or gather information on the mark, as well as on Sense Motive checks against the mark. This bonus equals 1 + the skip tracer’s CR divided by 6 (+1 total at CR 1). Also, the skip tracer can use Sense Motive instead of Perception to use the pierce disguise or search tasks of the Perception skill against the mark. RECOVERY AGENT Recovery agents are often veteran skip tracers who act across a larger region and handle harder cases. These hunters confront criminals, sometimes on quasi-legal or violent terms. A recovery agent opens with investigation and diplomacy but is prepared for a fight. Pursuit often leads a recovery agent from city streets into the wilderness, where their survival skills provide an edge. RECOVERY AGENT CR 6 XP 2,400 Maraquoi (page 88) N Medium humanoid (maraquoi) Init +9; Senses blindsense (sound) 30 ft., low-light vision; Perception +13 DEFENSE HP 80 EAC 18; KAC 19 Fort +4; Ref +6; Will +8 OFFENSE Speed 40 ft., climb 20 ft., fly 30 ft. (jetpack, average) Melee tactical dueling sword +12 (1d6+6 S) Ranged tactical semi-auto pistol +14 (1d6+6 P) or stickybomb grenade II +14 (explode 15 ft., entangled 2d4 rounds [DC 16]) STATISTICS Str +0; Dex +5; Con +1; Int +1; Wis +2; Cha +3 Skills Culture +11, Diplomacy +16, Intimidate +11, Piloting +11, Profession (bounty hunter) +16, Sense Motive +11, Stealth +11, Survival +11 Languages Brethedan, Common, Maraquoi Other Abilities mark, prehensile tail*, swift stalker Gear freebooter armor II (jetpack), tactical dueling sword, tactical semi-auto pistol (inertial dampenerAR) with 27 small arm rounds, stickybomb grenade II, binder restraints (5), manacles; Augmentations minimal speed suspension SPECIAL ABILITIES Mark (Ex) As skip tracer (insight bonus +2). Swift Stalker (Ex) A recovery agent reduces the penalty for following tracks using Survival while moving at full speed to 0. The agent also reduces the penalty for moving at more than half speed while using Stealth to hide to –5. BOUNTY HUNTER The bounty hunters of the public imagination are hardened experts who use combat, investigation, and legal knowhow to track fugitives across the stars. Such bounty hunters can be military or law enforcement personnel who hang up official duties for freelance ones. Others arose as civilian contractors, learning the rougher parts of the trade as they went. Whatever the case, these bounty hunters take on riskier contracts and don’t shy from jobs that might require hurting or killing the mark. BOUNTY HUNTER CR 10 XP 9,600 Pahtra (page 96)


155 INTERSTELLAR SPECIES Motive +25, Stealth +25, Survival +25 Feats Cleave, Great Cleave Languages Common, up to 2 others Other Abilities intimidating, mark, maze mind* Gear freebooter armor IV (auto-injectorAR [mk 3 serum of healing]), forcepack), advanced magnetar rifle (grenadier bracketAR with squad NIL grenade launcher) with 120 longarm rounds, grindblade (inertial dampenerAR), riot grenades IIIAR (2), binder restraints (5), efficient bandolier, mk 3 serums of healing (2); Augmentations complete speed suspension SPECIAL ABILITIES Intimidating (Ex) A notorious bounty hunter can demoralize using Intimidate as a move action. As a full action, the bounty hunter can demoralize up to 10 creatures within 60 feet; the Intimidate DC equals the highest DC to demoralize among the targets. If the check succeeds, the shaken condition lasts only 1 round for all affected targets. Mark (Ex) See page 154 (insight bonus +3). N Medium humanoid (pahtra) Init +11; Senses darkvision 60 ft., low-light vision; Perception +19 DEFENSE HP 150 EAC 23; KAC 24 Fort +9; Ref +11; Will +13; +2 vs. charm and compulsion Defensive Abilities nimble* OFFENSE Speed 50 ft., fly 60 ft. (forcepack, average) Melee aurora polarity gauntlets +20 (2d6+12 E) Ranged tactical magnetar rifle +20 (2d8+10 P) or stickybomb grenade III +20 (explode 20 ft., entangled 2d4 rounds [DC 19]) STATISTICS Str +2; Dex +7; Con +1; Int +1; Wis +4; Cha +3 Skills Acrobatics +19, Culture +19, Diplomacy +19, Intimidate +19, Piloting +19, Profession (bounty hunter) +23, Sense Motive +19, Stealth +19, Survival +19 Feats Mobility, Parting Shot Languages Common, Pahtra, Vesk, any one other Other Abilities mark, swift stalker Gear freebooter armor III (forcepack), aurora polarity gauntletsAR with 1 high-capacity battery (40 charges), tactical magnetar rifle (inertial dampenerAR) with 90 longarm rounds, manacles (4); Augmentations standard speed suspension SPECIAL ABILITIES Mark (Ex) See page 154 (insight bonus +2). Swift Stalker (Ex) See page 154. NOTORIOUS BOUNTY HUNTER A notorious bounty hunter has not only a reputation for success, but also one of mercilessness and resilience. Such bounty hunters take on the toughest targets, preferring dead-or-alive contracts that can increase their renown. These bounty hunters prefer intimidation, using crowd control tactics and few nonlethal options. Even when apparently killed, these professionals rarely stay dead, ensuring they’re as immortal as their legends are. NOTORIOUS BOUNTY HUNTER CR 14, Nuar (page 92) N Medium monstrous humanoid Init +12; Senses darkvision 60 ft., low-light vision; Perception +25 DEFENSE HP 235 RP 5 EAC 28; KAC 29 Fort +12; Ref +14; Will +17 OFFENSE Speed 70 ft., fly 60 ft. (forcepack, average) Melee grindblade +25 (4d10+17 S; critical bleed 2d8) or unarmed strike +25 (1d3+21 B) Ranged advanced magnetar rifle +23 (4d8+14 P) or riot grenade III +23 (explode 15 ft., 1d8 S nonlethal and staggered [DC 22]) Offensive Abilities gore* STATISTICS Str +3; Dex +8; Con +1; Int +1; Wis +4; Cha +3 Skills Acrobatics +25, Athletics +30, Culture +25, Intimidate +25, Piloting +25, Profession (bounty hunter) +30, Sense EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


156 Celebrities shine in ways that often draw admiration, adoration, or amusement from fans across their home worlds and beyond. They regularly engage with fans through interviews, social media, and special appearances, boosting their sway in the court of public opinion. Some celebrities use their massive platforms to influence policy and elections, and it’s not uncommon for groups with specific political or corporate interests to secretly plant or sponsor celebrities to advance particular agendas. STREAMER Streamers present content live via digital platforms, attracting avid audiences that love these celebrities’ skill, conversation, idiosyncrasies, and knowledge. Streamed content might encompass anything from cooking hacks to gladiatorial homeand-garden tips for growing giant carnivorous plants like a pro. Streamers who provide content in public places sometimes catch unique footage of crimes or major events, becoming spontaneous journalists or invaluable witnesses. While these serendipitous recordings can earn a streamer fame, chronicling illicit activity can also create dangerous enemies. STREAMER CR 2 XP 600 Uplifted bear (page 134) CG Large magical beast Init +0; Senses low-light vision; Perception +7 DEFENSE HP 23 EAC 13; KAC 14 Fort +3; Ref +3; Will +5 Defensive Abilities relatable OFFENSE Speed 40 ft., climb 20 ft. Melee claw +9 (1d4+4 S) Space 10 ft.; Reach 5 ft. Offensive Abilities ferocious charge* STATISTICS Str +2; Dex +0; Con +2; Int +2; Wis –1; Cha +4 Skills Athletics +7, Computers +12, Culture +12, Profession (video personality) +12, Sense Motive +7 Languages Common, limited telepathy 30 ft. Other Abilities relatable Gear video camera scanner SPECIAL ABILITIES Relatable (Ex) After spending at least 1 minute nonviolently interacting with a creature, a streamer develops a special rapport with that creature for 1d4 hours. If that creature attempts to directly attack the streamer while the rapport lasts, the creature must attempt a Will save (DC = 10 + the streamer’s CR). If the save fails, the creature can’t complete the attack, that part of its action is lost, and it can’t attempt to directly attack the streamer again for 1 round. If the save succeeds, the creature can attack the streamer normally for the duration of the rapport. If the streamer attacks the creature or one of the creature’s allies, the rapport ends. CELEBRITIES VIDGAMER Vidgamers are professionals who game competitively, filling stadiums with cheering fans as they play in competitive tournaments. To make it to the professional stage, vidgamers must have sharpened senses and near-perfect reflexes that set them apart from millions of other gamers. Like other athletes, they train for hours every day to stay in peak condition. VIDGAMER CR 3 XP 800 Kobold (page 86) N Small reptilian humanoid (kobold) Init +6; Senses darkvision 60 ft.; Perception +10 DEFENSE HP 35 EAC 15; KAC 16 Fort +2; Ref +4; Will +6 Resistances electricity 5 OFFENSE Speed 30 ft. Ranged frost subduer +9 (1d3+3 nonlethal C; critical staggered) Offensive Abilities get good STATISTICS Str +0; Dex +6; Con –2; Int +2; Wis +1; Cha +2 Skills Bluff +10, Computers +15, Engineering +15, Intimidate +10, Physical Science +10, Profession (vidgamer) +15 Languages Common, Draconic Gear second skin, frost subduerAR with 1 battery (20 charges), tier 2 computer (miniaturization [2]) SPECIAL ABILITIES Get Good (Ex) When a vidgamer scores a critical hit against a creature within 60 feet, they can also attempt an Intimidate check to demoralize that creature as a reaction before the end of their turn. When a vidgamer rolls a natural 20 for a Profession (vidgamer) check to play a game, they can also attempt to demoralize one other participant in that game as a reaction before the end of their turn. PERFORMER Performers captivate and entertain their audiences with a wide range of art forms, including singing, dancing, playing instruments, acrobatics, magic tricks, and more. While many celebrities rise to fame on digital platforms, performers thrive best in front of a live audience. PERFORMER CR 4 XP 1,200 Cephalume (page 56) N Medium aberration (plantlike) Init +0; Senses darkvision 60 ft.; Perception +10 DEFENSE HP 45 EAC 16; KAC 17 Fort +3; Ref +3; Will +9; +2 vs. mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning Defensive Abilities depth inured*; Resistances cold 5


157 INTERSTELLAR SPECIES OFFENSE Speed 10 ft., swim 30 ft. Melee traditional battle ribbon +10 (1d8+6 S) Space 5 ft.; Reach 10 ft. Offensive Abilities beguiling glow* (DC 15), star of the show (DC 15) STATISTICS Str +2; Dex +1; Con +1; Int +0; Wis +2; Cha +5 Skills Acrobatics +10, Culture +10, Diplomacy +15, Profession (dancer) +15 Languages Common, Lumos Other Abilities bioluminescence*, plantlike*, symbiote adaption* (tentacle krikik) Gear second skin, traditional battle ribbonAR SPECIAL ABILITIES Star of the Show (Ex) Three times per day as a full action, a performer can begin a captivating show that fascinates creatures within 60 feet (Will negates) for as long as the performer keeps performing (a standard action each round). Once during the effect’s duration, the performer can continue performing as a full action instead of as a standard action to also impart a suggestion to one fascinated creature, as the spell (Will negates). This is a sense-dependent effect, and the suggestion effect is language-dependent. INFLUENCER Influencers build their reputations as subject matter and lifestyle experts. They inspire their followers to mirror the example they set, whether that means cooking the same recipes, adopting the same magical shortcuts, or assuming the same political stance. They act as advocates, reviewers, and brand ambassadors. However, they must sustain viewership and their reputations, and any threat to either of these can transform the influencer into an implacable foe. An accomplished influencer wields fearsome power, potentially generating or crushing demand for a new product. INFLUENCER CR 7 XP 3,200 Contemplative (page 60) N Medium monstrous humanoid Init +2; Senses blindsense (thought) 60 ft., darkvision 60 ft.; Perception +14 DEFENSE HP 95 EAC 19; KAC 20 Fort +5; Ref +7; Will +11 Weaknesses atrophied* OFFENSE Speed 5 ft., fly 30 ft. (Su, perfect) Melee claw +16 (1d8+6 S) Offensive Abilities applied knowledge* Spell-Like Abilities CL 7th 1/day—detect thoughts (DC 16), mind thrust (3rd level, DC 18) At will—daze (DC 15), psychokinetic hand STATISTICS Str –1; Dex +1; Con +0; Int +3; Wis +3; Cha +6 Skills Bluff +19, Computers +14, Culture +19, Diplomacy +14, Profession (video personality) +19 Languages Akitonian, Common, Ysoki; telepathy 100 ft. Other Abilities brand ambassador SPECIAL ABILITIES Brand Ambassador (Ex) An influencer can spend 1 hour creating and distributing media about an item, location, or person, after which the influencer attempts a Profession (video personality) check with a DC equal to 10 + 1-1/2 × the subject’s CR, item level, or the CR of the location’s owner. If the influencer succeeds at the check, they attract large crowds to the subject. If the media was positive, this allows anyone who attempts to earn income with a Profession check related to the subject that week to roll their check twice and use the better result. For negative media, the unfriendly coverage disrupts business, forcing anyone attempting to earn income with a Profession check related to the subject that week to roll their check twice and use the worse result. After using this ability, the influencer can’t affect that subject for another week. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


158 Throughout the galaxy charlatans run countless cons, scams, and tricks, from small scale to large, from harmless to downright dangerous. Although their methods, modes, and goals vary, charlatans are nearly always selfish, greedy, and unscrupulous. Occasionally, a charlatan uses their skills to entertain, inspire, and astound—or to rip off oppressors, villains, and faceless mega corporations—but they’re the exception, not the rule. The following charlatans represent a diverse array of con artists, scammers, and impostors. CON ARTIST Con artists are small-time scammers who bilk the gullible of credits by convincing them something false is true. The street corner psychic spins fortunes for credits, the down-on-their-luck billionaire needs a favor, and the lawyer requests banking information to transfer a distant relative’s inheritance. Most rely on fast talk, quick wits, and a well-told lie, but others excel in technological scams. CON ARTIST CR 1/2 XP 200 Vlaka (page 140) CN Medium humanoid (vlaka) Init +1; Senses blindsense (scent) 30 ft., low-light vision; Perception +9 DEFENSE HP 12 RP 3 EAC 10; KAC 11 Fort +0; Ref +0; Will +5 Resistances cold 5* OFFENSE Speed 30 ft. Melee survival knife +2 (1d4 S) Ranged pulsecaster pistol +4 (1d4 E) or smoke grenade +4 (explode [20 ft., smoke cloud 1 min., DC 15 + 1 per previous check]) STATISTICS Str +0; Dex +1; Con +0; Int +1; Wis +2; Cha +3 Skills Bluff +9, Computers +4, Culture +9, Diplomacy +9, Sense Motive +9*, Stealth +4 Languages Common, Vlakan (signed, spoken, and tactile), up to 1 other Other Abilities buoy*, cooperative*, practiced liar Gear flight suit stationwear, pulsecaster pistol with 2 batteries (20 charges each), survival knife, smoke grenade (2) SPECIAL ABILITIES Practiced Liar (Ex) When a con artist attempts a Bluff check to lie, they can spend 1 Resolve Point to make the DC of their Bluff check equal to 10 + the target’s total Sense Motive bonus, even if the target is suspicious of the con artist. The con artist also gains a +2 circumstance bonus on such a Bluff check. GRIFTER Grifters work up close and personal, earning their credits through sleight of hand and misleading prattle, and are always ready to flee if they’re caught cheating or their marks lose CHARLATANS their temper. Most pick pockets or run street-corner hustles, but many work at festivals and circus midways, or play or rig games at casinos and gambling dens. Some work in groups, with one grifter distracting an audience or mark while another relieves them of their credits, possessions, or vehicle. The most benevolent work as magicians and use their skills to entertain. GRIFTER CR 2 XP 600 Worlanisi (page 144) CN Small humanoid (worlanisi) Init +4; Perception +7 DEFENSE HP 25 EAC 13; KAC 15 Fort +4; Ref +6; Will +1; –1 vs. mind-affecting effects* Weaknesses psychic reverb* OFFENSE Speed 30 ft., climb 20 ft. Melee tactical switchblade +10 (1d4+3 S) Ranged diffraction perforator pistol +7 (1d4+2 So; critical bleed 1d4) STATISTICS Str +1; Dex +4; Con +1; Int +0; Wis +1; Cha +2 Skills Acrobatics +7, Bluff +7, Sleight of Hand +12 Feats Improved Feint Languages Common, Worlanisi; limited telepathy 60 ft.* Other Abilities distracting prattle, multiarmed (4)*, worlanisi gamble*, worlanisi luck* Gear freebooter armor I, diffraction perforator pistolAR with 2 batteries (20 charges each), tactical switchbladeAR SPECIAL ABILITIES Distracting Prattle (Ex) As a move action, the grifter talks incessantly, covering their motions and distracting their marks with misleading conversation. The grifter gains a +2 circumstance bonus to Bluff and Sleight of Hand checks until the end of their turn. IMPOSTOR Impostors are expert actors and liars, trained to look like countless species and to portray these species in conjunction with other cultures, social strata, jobs, and personalities. Impostors are perceptive, think on their feet, and always ready to adapt to changing circumstances. More benign impostors find work as actors, celebrity impersonators, and comedians. IMPOSTOR CR 6 XP 2,400 Astrazoan (page 48) NE Medium aberration (shapechanger) Init +1; Senses darkvision 60 ft.; Perception +13 DEFENSE HP 80 EAC 18; KAC 19 Fort +5; Ref +5; Will +11 Defensive Abilities friendly face


159 INTERSTELLAR SPECIES OFFENSE Speed 30 ft. Melee distortion mirage dagger +14 (1d4+8 F) Ranged corona laser pistol +12 (2d4+6 F; critical burn 1d4) STATISTICS Str +2; Dex +1; Con +0; Int +3; Wis +2; Cha +5 Skills Bluff +18, Culture +18, Diplomacy +13, Disguise +18, Intimidate +13, Sense Motive +13 Languages Common, up to 2 others Other Abilities change form*, compression*, cover slip-up, deep cover, many forms* Gear lashunta mind mail IAR (glamer projectorAR), corona laser pistol with 2 batteries (20 charges each), distortion mirage daggerAR with 2 batteries (20 charges each) SPECIAL ABILITIES Cover Slip-Up (Ex) The first time each day a creature would succeed at a Perception check to see through the impostor’s disguise or a Sense Motive check to disbelieve the impostor’s lie, treat that creature’s result as if it rolled a natural 1 on its check. Deep Cover (Ex) Twenty-four hours after initially adopting a persona, an impostor gains a +2 bonus on Bluff checks to lie and Disguise checks made to maintain that persona. The impostor loses these bonuses immediately upon impersonating another person with Disguise or change form. Friendly Face (Ex) As a reaction when the impostor is the target of an attack roll, they can temporarily shift their facial features and demeanor to resemble an innocent or someone their attacker knows. The impostor attempts a Disguise check with a DC equal to 10 + their attacker’s Sense Motive modifier. On a success, the attacker takes a –2 penalty to the triggering attack roll. FALSE PROPHET False prophets are con artists who pose as priests, oracles, or even chosen vessels for a deity, often with a supposed divine mission or purpose that sets them apart from the bulk of the faith, all to take advantage of the faithful. While the least ambitious false prophets visit members of a faith to gather donations or beg hospitality and favors, most false prophets insinuate themselves into at-risk or unhappy communities and gather a congregation or cult around themselves, using innocents as resources, tools, or shields. FALSE PROPHET CR 8 XP 4,800 Astriapi (page 52) LE Medium monstrous humanoid Init +1; Senses blindsense (scent) 30 ft., darkvision 60 ft.; Perception +16 DEFENSE HP 105 RP 4 EAC 19; KAC 20 Fort +7; Ref +9; Will +13 OFFENSE Speed 30 ft., fly 30 ft. (Ex, average) Melee ultrathin sword cane +14 (2d4+8 P; critical bleed 1d4) or bite* +14 (1d12+8 P) Ranged advanced semi-auto pistol +16 (2d6+8 P) Offensive Abilities excommunicate Spell-Like Abilities (CL 8th) 1/day—dispel magic, psychokinetic strangulation (DC 20) 3/day—hold person (DC 19), inflict pain (DC 19), mind thrust (2nd level, DC 19), mystic cure (2nd level) At will—command (DC 18), detect thoughts (DC 18) STATISTICS Str +0; Dex +1; Con +1; Int +2; Wis +4; Cha +6 Skills Acrobatics +16, Bluff +21, Diplomacy +21, Mysticism +21, Sense Motive +16 Languages Astriapi, Common, up to 2 others Other Abilities honey production*, powerful prophecy Gear advanced lashunta tempweave, advanced semi-auto pistol with 24 small arm rounds, ultrathin sword canePW SPECIAL ABILITIES Excommunicate (Ex) As a move action, the false prophet denounces a foe within 60 feet as an enemy of their god or their divine purpose. The false prophet and their allies gain a +1 morale bonus to attack rolls made against that target for 1d4 rounds. That target is then immune to excommunicate for 24 hours. Powerful Prophecy (Su) As a full action, the false prophet spends 1 Resolve Point and acts as if they were receiving a command or vision directly from their god that they transmit to bystanders. This manifests as either a blessing or a curse. If the false prophet invokes a blessing, all allies of the false prophet within 30 feet who can see and hear the false prophet gain a number of temporary Hit Points equal to the false prophet’s CR for 1 minute. If the false prophet invokes a curse, all enemies of the false prophet within 30 feet are shaken for 1d4 rounds unless they succeed at a Will save (the DC is equal to the ability DC for a spellcaster of the prophet’s CR; 18 for a CR 8 prophet). A false prophet can have only one powerful prophecy in effect at a time. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


160 Diplomats are ambassadors for their people, working to establish better relationships with those from other cultures, find ways for groups to collaborate, and realize peaceful solutions when violence seems imminent. Given the stakes for fumbling a negotiation, diplomats are highly trained professionals who are equally capable of charming others and evading political traps. However, diplomats aren’t necessarily the PCs’ allies. An evil empire might employ diplomats who suppress internal dissent and international complaints through clever misdirection. Diplomats might introduce well-intentioned political entanglements in defense of their own objectives, even if these limit the PCs’ abilities to thwart some greater evil. A diplomat is often a non-combat threat, challenging PCs to employ logic, guile, and charm to discourage, discredit, or sway their rival. EMISSARY Emissaries are professional negotiators who communicate, advocate for, and verbally defend their patron’s interests. This might require appearing before a trade commission to dispute a contract, courting Pact Council favor to push for a planet’s admission as a protectorate, or smoothing over an awkward incident. More often, an emissary plays a subtle and sustained role by building connections and keeping their patron on another party’s figurative radar. Whatever their objectives, these diplomats do whatever is necessary to fulfill their mission. EMISSARY CR 3 XP 800 Pahtra (page 96) CG Medium humanoid (pahtra) Init +0; Senses darkvision 60 ft., low-light vision; Perception +8 DEFENSE HP 35 RP 3 EAC 14; KAC 14 Fort +2; Ref +4; Will +6 Defensive Abilities nimble* OFFENSE Speed 30 ft. Melee unarmed strike +7 (1d3+3 B nonlethal) Ranged static arc pistol +9 (1d6+3 E; critical arc 2) STATISTICS Str +0; Dex +1; Con +0; Int +2; Wis +4; Cha +1 Skills Bluff +13, Culture +8, Diplomacy +13, Disguise +8, Sense Motive +13 Languages Common, Pahtra, Vesk Other Abilities focused purpose Gear second skin, static arc pistol with 1 battery (20 charges), professional clothing SPECIAL ABILITIES Focused Purpose (Ex) Once per day by concentrating for 1 minute, an emissary can dedicate themself to a goal that lasts for 24 hours. Before attempting a saving throw, skill check, or ability check that would directly help the emissary fulfill their goal, they can spend 1 Resolve Point to roll the check twice and use the better result. DIPLOMATS PACT WORLDS DELEGATE Protectorates and Pact Worlds alike send delegates to the Pact Council, where these diplomats promote their respective worlds’ interests (though only Pact Worlds’ delegates have full voting rights). With such influence, a helpful delegate might direct the star system’s resources toward a favorite cause. Conversely, an offended delegate could become a project’s nemesis by consistently maligning its operations and blocking support. This power makes delegates targets of corruption or threats, and these dignitaries often hire armed guards while abroad. PACT WORLDS DELEGATE CR 6 XP 2,400 Raxilite (page 108) NG Tiny plant Init +1; Senses low-light vision; Perception +13 DEFENSE HP 80 EAC 18; KAC 19 Fort +7; Ref +5; Will +9; +2 vs. mind-affecting effects, paralysis, poison, polymorph, sleep, and stun* Defensive Abilities limited plant benefits* OFFENSE Speed 30 ft. Melee tactical switchblade +12 (1d4+5 S) Ranged static arc pistol +14 (1d6+6 E; critical arc 2) Space 2-1/2 ft.; Reach 0 ft. (5 ft. with a one-handed weapon) STATISTICS Str –1; Dex +1; Con +0; Int +3; Wis +2; Cha +5 Skills Bluff +18, Computers +13, Culture +13, Diplomacy +18, Sense Motive +18 Languages Brethedan, Common, Castrovelian, Raxi, Vercite Other Abilities diplomatic staff, LFAN*, LFAN symbiosis*, secure channel Gear elite stationwear, static arc pistol with 1 battery (20 charges), tactical switchbladeAR, personal comm unit, professional clothing SPECIAL ABILITIES Diplomatic Staff (Ex) Helpful functionaries assist a Pact Worlds delegate, who automatically gains the benefit of Aid Another on checks to recall knowledge and can make such checks untrained while in contact with their staff. Secure Channel (Ex) By spending 10d6 minutes coordinating with contacts, a delegate can use a personal comm unit to send a message as though it were a system-wide comm unit, and they can use a system-wide comm unit to send a message as though it were an unlimited comm unit. RELIGIOUS PEACEKEEPER Whether uniting warring factions with shared beliefs or mediating schisms driven by divergent dogma, religious peacekeepers wield divine authority to bring riled parties to the bargaining table. Good-aligned diplomats might convey compassion, and the lawful-aligned might leverage tradition and treaties. On the other hand, chaotic-aligned negotiators might keep everyone off


161 INTERSTELLAR SPECIES balance, promoting short-term solutions that are fuel for future conflict. Evil-aligned peacekeepers are especially insidious, tempting weary factions with peace and disarming heroic forces so tyrants can continue to rule unchallenged. RELIGIOUS PEACEKEEPER CR 7 XP 3,200 Trox (page 128) LN monstrous humanoid Init +4; Senses darkvision 60 ft., Perception +14 DEFENSE HP 105 EAC 19; KAC 21 Fort +9; Ref +11; Will +8 Defensive Abilities bulwark* OFFENSE Speed 40 ft., burrow 20 ft. Melee static stun staff +17 (1d10+11 E; critical staggered) Space 10 ft.; Reach 10 ft. Offensive Abilities frenzy*, grappler* STATISTICS Str +4; Dex +0; Con +4; Int +0; Wis +2; Cha +2 Skills Diplomacy +14, Intimidate +19, Mysticism +14 Languages Common, Nchaki Other Abilities calm down, vestigial arms* Gear commander ceremonial plate, static stun staffAR, holy book of Hylax, ceremonial clothing AR SPECIAL ABILITIES Calm Down (Ex) Once every 1d4 rounds, a religious peacekeeper can target two creatures within range when using Intimidate to demoralize; they attempt a single Intimidate check and apply the result to both targets. When the peacekeeper successfully demoralizes a creature, they can reduce the duration of the shaken condition by 1 round to also make the target staggered for 1 round. PLENIPOTENTIARY A plenipotentiary is an elite diplomat vested with the full power of their government to act and craft novel treaties without prior clearance. They command potent tools: state secrets, communication magic, and often an entourage of capable assistants. They rarely achieve this role without showing exemplary wisdom and self-control; however, power corrupts some plenipotentiaries, turning them into terrifying political juggernauts who can spread chaos unless their patrons intervene quickly. PLENIPOTENTIARY CR 11 XP 12,800 Psacynoid (page 100) LG Medium monstrous humanoid Init +2; Perception +8 DEFENSE HP 155 RP 6 EAC 24; KAC 25 Fort +10; Ref +12; Will +16; +4 vs. language-dependent and mind-affecting effects Resistances sonic 10* OFFENSE Speed 30 ft. Melee advanced retractable spike +22 (3d4+11 P) Ranged aphelion laser pistol +20 (3d4+11 F; critical burn 1d4) Spells Known (CL 11th) 3/day—augury, share language At will—telepathic message STATISTICS Str +0; Dex +2; Con +1; Int +5; Wis +8; Cha +3 Skills Culture +25 Diplomacy +25, Intimidate +20, Mysticism +20, Sense Motive +25 Feats Connection Inkling Languages Common, Psacynoa, up to 16 others Other Abilities multilimbed (4)* Gear clearweave IIAR, advanced retractable spikeAR, aphelion laser pistol with 1 battery (40 charges), professional clothing SPECIAL ABILITIES Instinctive Command (Ex) As a move action, a plenipotentiary can issue an order with hypnotizing confidence to a creature within 60 feet. This functions as command (Will DC 20 negates). After using this ability, the plenipotentiary can’t do so again for 1d6 rounds, though at any time they can reduce the number of rounds by 3 for every Resolve Point they spend. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


162 Emergency workers administer medical care, handle hazardous materials, evacuate disaster victims, and provide myriad other services in the wake of tragedy. They can be selfless idealists, exhausted municipal workers, or mercenaries who don’t lift a finger unless they’re under contract. Whatever their motivations, emergency workers are capable, resourceful, and tough, able to work long hours under difficult conditions. HAZARD RESPONSE CREW Corporations and governments alike maintain hazard response crews, ensuring dedicated personnel can arrive within hours of disaster to clear roads, repair infrastructure, clear debris, and track down victims. Crew gear typically includes tools for cutting apart barriers and extinguishing flames, many of which are easily weaponized in case a crew needs to fend off scavengers, escaped animals, or other threats. HAZARD RESPONSE CREW CR 3 XP 800 Formian (page 68) LN Medium monstrous humanoid Init +1; Senses blindsense (scent) 30 ft., darkvision 60 ft.; Perception +13 DEFENSE HP 40 RP 3 EAC 14; KAC 16 Fort +5; Ref +7; Will +4 Resistances sonic 5* OFFENSE Speed 30 ft., climb 20 ft. Melee personal cryospike +12 (1d4+7 C plus extinguish) Ranged static arc pistol +9 (1d6+3 E; critical arc 2) or foam grenade I +9 (explode [10 ft., extinguish, DC 12]) Offensive Abilities emergency preparedness STATISTICS Str +4; Dex +1; Con +2; Int +0; Wis +0; Cha +1 Skills Athletics +13, Engineering +8, Physical Science +8 Languages Castrovelian, Common Gear second skin, personal cryospikeAR with 2 batteries (20 charges each), static arc pistol with 2 batteries (20 charges each), foam grenade IAR, mk 1 serum of healing, fire extinguisher, medpatch (5), radiation badgePW; Augmentations climbing suckers, voice amplifierAA SPECIAL ABILITIES Emergency Preparedness (Ex) A hazard response crew can spend 1 Resolve Point as a swift action to change either one type of energy damage dealt by one of their weapons into another energy type, or change their energy resistance to resist a different type of energy. This ability can affect and apply to only the following energy types: acid, cold, electricity, fire, and sonic. Either effect lasts for 1d4+1 rounds. HAZARD PROFESSIONAL Hazard professionals neutralize and clean up dangerous substances and explosive devices, disarming lethal obstacles EMERGENCY WORKERS before they can endanger others. This risky work often exposes these professionals directly to the peril they combat. Although catastrophic mistakes are often fatal, the experts pack heavy protection that deflects radiation, toxins, and shrapnel that might exist even when everything goes right. A typical hazard professional is trained to understand and deactivate a wide range of threats, including both technological and magical devices. Though usually used to remove threats, hazard professionals can easily weaponize their skills. Military units, terrorist organizations, and crime rings all welcome a canny demolitionist. HAZARD PROFESSIONAL CR 6 XP 2,400 Winterborn ryphorian (page 112) LN Medium humanoid (ryphorian) Init +5; Senses low-light vision; Perception +18 DEFENSE HP 80 EAC 18; KAC 19 Fort +5; Ref +7; Will +9 Resistances cold 5* OFFENSE Speed 30 ft., fly 30 ft. (average) Melee light sap +12 (1d4+6 B nonlethal) Ranged wave modulator II +14 (1d6+6 F or So) STATISTICS Str +0; Dex +5; Con +1; Int +3; Wis +2; Cha +0 Skills Acrobatics +13, Athletics +13, Engineering +18, Mysticism +18, Physical Science +18 Languages Common, Triaxian, up to 3 others Other Abilities cut that wire Gear d-suit II (jetpack), light sapAR, wave modulator IIAR with 2 batteries (20 charges each), rad-out serumsCOM (2), chemalyzerAR, fire extinguisher, radiation sweeperAR, spy drone, survival knife, trapsmith’s tools SPECIAL ABILITIES Cut That Wire (Ex) When disabling a hazard or trap, a hazard professional doesn’t trigger it unless they fail their roll to disable by 10 or more. ENERCOPTER PILOT When disaster strikes beyond reach of intact infrastructure, aerial support is crucial to delivering supplies, surveying damage, and extracting survivors. Enercopter pilots are airborne daredevils who brave narrow landing zones, hazardous weather, and live fire to save lives. Although the stat block below doesn’t include a vehicle, these pilots are typically encountered with a recon enercopter (Armory 138). ENERCOPTER PILOT CR 9 XP 6,400 Worlanisi (page 144) CG Small humanoid (worlanisi) Init +6; Senses darkvision 60 ft., low-light vision; Perception +22 DEFENSE HP 135


163 INTERSTELLAR SPECIES EAC 22; KAC 23 Fort +10; Ref +8; Will +12; –1 vs. mind-affecting effects* Weaknesses psychic reverb* OFFENSE Speed 30 ft., climb 20 ft., fly 60 ft. (average) Melee buzzblade dueling sword +17 (2d6+12 S) Ranged screamer decoupler +19 (1d10+9 A; critical demoralize) Offensive Abilities lucky stunt STATISTICS Str +3; Dex +6; Con +0; Int +4; Wis +0; Cha +1 Skills Bluff +17, Computers +22, Engineering +22, Piloting +22, Stealth +17 Languages Common, Worlanisi, up to 4 others; limited telepathy 60 ft.* Other Abilities multiarmed (4)*, worlanisi gamble*, worlanisi luck* Gear d-suit III (forcepack), buzzblade dueling sword with 1 battery (20 charges), screamer decouplerAR with 2 batteries (40 charges each), mk 3 serum of healing; Augmentations advanced darkvision capacitors SPECIAL ABILITIES Lucky Stunt (Ex) When performing a vehicle stunt, an enercopter pilot rolls the Piloting check twice and uses the better result. ELITE RESCUER For disasters covering a huge area or with several victims, magically adept rescuers can use divinations and specialized senses to search for survivors. These experts often work alone, and must be fit enough to clamber over terrain, remove obstacles, and potentially carry their charges back to safety. ELITE RESCUER CR 10 XP 9,600 Vlaka (page 140) NG Medium humanoid (vlaka) Init +5; Senses blindsight (scent) 30 ft., blindsight (life, dying and stable living creatures only) 30 ft., deafened, low-light vision; Perception +24 DEFENSE HP 140 RP 4 EAC 22; KAC 23 Fort +11; Ref +9; Will +13 Resistances cold 10* OFFENSE Speed 30 ft., fly 60 ft. (average) Melee sintered handaxe +16 (2d6+12 S) Ranged elite semi-auto pistol +18 (3d6+10 P) Offensive Abilities cooperative* Spell-Like Abilities (CL 10th) 1/day—know coordinatesCOM Spells Known (CL 10th; ranged +18) 4th (3/day)—arcane eye, remove radioactivity (DC 22) 3rd (6/day)—clairaudience/clairvoyance, dispel magic, healing junkbot, slow (DC 21) 2nd (at will)—caustic conversion, mirror image STATISTICS Str +2; Dex +4; Con +3; Int +6; Wis +3; Cha +0 Skills Acrobatics +19, Medicine +24, Survival +24 Languages Common, Vlakan (spoken, signed, and tactile), up to 8 others Other Abilities buoy*, on your feet Gear freebooter III (forcepack), sintered handaxeAR, elite semi-auto pistol with 24 small arm rounds, mk 3 serums of healing (2), spell gem of tongues, advanced medkit, emergency beaconAR, grappler, sprayflesh (4), titanium alloy cable line (150 ft.); Augmentations synchronous heartAR SPECIAL ABILITIES On Your Feet (Ex) When an elite rescuer uses Medicine to treat deadly wounds and exceeds the check’s DC by 5 or more, they also suppress one of the following conditions the target might have for 1d4 hours: dazzled, deafened, fatigued, nauseated, shaken, sickened, or staggered. Alternatively, the elite rescuer can reduce any movement speed penalty a target’s experiencing by 10 feet for 1d4 hours. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


164 Military training hones experts with varied skillsets, tempering them in battlefield conditions. Mercenary work is an obvious outlet for their skills, but former military pros function well as security forces and rescue teams, and on exploration missions and supply delivery in dangerous areas. They might be found in more mundane settings, such as corporate facilities or research labs, especially in places where people or facilities need extra protection. Each of these NPCs has the following ability. Unit Tactics (Ex) Before rolling initiative, the character can choose to roll twice and take the lower result, and an ally within 30 feet can roll their initiative check twice and use the better result. When the character successfully uses covering fire, the selected ally gains the circumstance bonus to AC against the next two attacks made against them by creatures in the character’s line of effect. COMBAT MEDIC A combat medic learns to perform emergency first aid on the battlefield—skills that transfer directly to paramedic roles in civilian situations. A combat medic is valuable to a fighting unit because, in addition to providing fire support, the medic can patch up allies and get them back into the fight or enable their retreat. COMBAT MEDIC CR 3 XP 800 Luma hadrogaan (page 72) N Medium humanoid (hadrogaan) Init +2; Senses blindsense (vibration) 30 ft.; Perception +8 DEFENSE HP 35 EAC 14; KAC 15 Fort +2; Ref +4; Will +6 OFFENSE Speed 30 ft. Melee tactical dueling sword +7 (1d6+4 S) Ranged autotarget rifle +9 (1d6+3 P) STATISTICS Str +1; Dex +2; Con +0; Int +4; Wis +1; Cha +1 Skills Athletics +8, Life Science +13, Medicine +13, Physical Science +8 Languages Castrovelian, Common, up to 4 others; limited telepathy 30 ft. Other Abilities combat medic, dual nervous system*, unit tactics Gear regimental dress IAR (easy access kitAR [basic medkit]), autotarget rifle (light bayonet bracketAR with tactical dueling sword) with 50 longarm rounds, chemalyzerAR, personal comm unit, 2 batteries (20 charges each) SPECIAL ABILITIES Combat Medic (Ex) When a combat medic exceeds a Medicine check DC by 5 or more, the combat medic can also perform the treat deadly wounds task on the target without spending additional time. If the check exceeds the DC by 10 or more, the combat medic also applies their Intelligence modifier to the amount healed by treat deadly wounds, as normal. FORMER MILITARY QUARTERMASTER A quartermaster ensures equipment and supplies get where they need to go, are stored in good order, remain serviceable until needed, and oversees distribution. They’re not only capable bargainers: they also learn the basics of powered armor to operate cargo lifters and similar rigs. QUARTERMASTER CR 8 XP 4,800 Quorlu (page 104) N Medium monstrous humanoid Init +0; Senses darkvision 60 ft., low-light vision; Perception +16 DEFENSE HP 115 RP 5 EAC 20; KAC 21 Fort +7; Ref +9; Will +13; +2 vs bleed, disease, and poison Defensive Abilities endothermic*, lithic*, stable*, unflankable*; Immunities disease*, poison*; Resistances fire 5*; Weaknesses susceptible to cold* OFFENSE Speed 45 ft. Melee fangblade +18 (1d12+12 S; critical bleed 1d8) Ranged frostbite-class frost projector +16 (1d10+8 C; critical staggered) or advanced rail gun +16 (1d10+8 P) Offensive Abilities resourceful fighter STATISTICS Str +4; Dex +0; Con +1; Int +3; Wis +5; Cha +1 Skills Athletics +16, Computers +16, Diplomacy +16, Engineer +16, Pilot +16, Profession (manager) +21, Sense Motive +16 Feats Barricade Languages Common, Quorlu, up to 3 others Other Abilities multiarmed (3)*, tunneler*, unit tactics Gear estex suit III (frostbite-class frost projectorAR with 2 batteries [40 charges each], quicksuitAR), advanced rail gunAR with 75 longarm rounds, fangblade with 1 battery (20 charges), engineering tool kit, personal comm unit; Augmentations standard speed suspension SPECIAL ABILITIES Resourceful Fighter (Ex) A quartermaster can spend 1 Resolve Point as a move action to draw a set of ammunition, healing serum, technological item, personal item, grenade, or similar small device at the GM’s discretion. The item’s level can’t exceed one-third the quartermaster’s CR and can’t be more than 1 bulk. The item functions until the quartermaster regains their Resolve Points. OFFICER A retired military officer retains tactical, strategic, and logistical expertise. In combat, they provide commands and inspiration, all while providing ranged support to rattle the enemy. OFFICER CR 12 XP 19,200 Worlanisi (page 144)


165 INTERSTELLAR SPECIES N Small humanoid (worlanisi) Init +7; Senses darkvision 60 ft., low-light vision; Perception +27 DEFENSE HP 185 EAC 26; KAC 27 Fort +11; Ref +13; Will +15 Weaknesses psychic reverb* OFFENSE Speed 30 ft., climb 20 ft. Melee tactical plasma sword +22 (2d8+15 E&F; critical severe wound) Ranged tactical magnetar rifle +22 (2d8+12 P) Offensive Abilities unit command, unnerving precision STATISTICS Str +3; Dex +3; Con +1; Int +3; Wis +3; Cha +5 Skills Athletics +22, Bluff +22, Computers +22, Diplomacy +22, Intimidate +27, Pilot +22, Profession (mercenary) +27, Sense Motive +22 Feats Suppressive Fire Languages Common, Worlanisi, up to 3 others; limited telepathy 60 ft.* Other Abilities multiarmed (4)*, unit tactics, worlanisi gamble*, worlanisi luck* Gear regimental dress IIAR (courage moduleAR), tactical magnetar rifle (light bayonet bracketAR with tactical plasma sword with 1 battery [20 charges]) with 90 longarm rounds, personal comm unit; Augmentations advanced darkvision capacitors, voice amplifierAA SPECIAL ABILITIES Unit Command (Ex) As a standard action, the officer can issue a command to a willing ally within 60 feet that can hear or precisely sense the officer. The target can take one standard action, one move action, or one swift action. A creature can’t benefit from this ability more than once per minute. Unnerving Precision (Ex) Once per round when an officer’s attack exceeds their target’s AC by 5 or more, the target becomes shaken for 1 round (Will negates, DC = 10 + the officer’s CR). SPEC-OPS VETERAN A spec-ops veteran is an elite soldier trained in reconnaissance, combat, and myriad other skills that make them a one-person army or capable commander. SPEC-OPS VETERAN CR 16 XP 76,800 Astrazoan (page 48) N Medium aberration (shapechanger) Init +8; Senses darkvision 60 ft.; Perception +28 DEFENSE HP 280 EAC 30; KAC 31 Fort +14; Ref +14; Will +21 DR 5/—; Weaknesses many forms* OFFENSE Speed 50 ft., fly 60 ft. (forcepack, average) Melee zero-edge longsword +26 (7d8+21 S; critical severe wound) or unarmed strike +28 (5d6+21 B) Ranged parallax laser pistol +28 (5d4+16 F) or elite shirren-eye rifle +28 (4d10+16 P) Offensive Abilities spec-ops shooter, unnerving precision STATISTICS Str +5; Dex +8; Con +1; Int +3; Wis +5; Cha +1 Skills Acrobatics +33, Athletics +28, Culture +28, Intimidate +28, Pilot +28, Sense Motive +28, Stealth +33, Survival +28 Languages Common, up to 4 others Other Abilities change form*, compression*, rapid revival*, spec-ops stealth, unit tactics Gear shiftskin IIAR (forcepack), elite shirren-eye rifle (combined flash suppressorAR and silencerAR) with 36 longarm rounds, parallax laser pistol (2 batteries with 80 charges); Augmentations standard speed suspension, mk 5 dermal plating SPECIAL ABILITIES Spec-Ops Shooter (Ex) A spec-ops veteran treats their target’s AC bonus from cover as 2 lower and reduces any miss chance due to concealment or total concealment by 10%. The spec-ops veteran reduces the penalty to Stealth checks for moving or sniping by 5. Unnerving Precision (Ex) See page 165. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


166 Guides provide safe passage for a fee, shepherding travelers through dangerous or unfamiliar territory. Most specialize in a specific region, using their knowledge, connections, and adaptability to bring clients to their destination in one piece. Used to situations where they and their clients are on their own, guides tend to prefer finesse to force in tough situations, but if charm doesn’t work, they’ll do whatever it takes to get the job done. While the most straightforward way for players to encounter a guide is by hiring one, guides offer a variety of other potential encounters. Players might find a stowalong on their ship, retrace a captains club guide’s adventure, use a personal concierge to gain access to power, or help a courier track down a local rumor. Guides also often have valuable information about planetary conditions, know the location of unexplored sites, and can make connections with influential locals. PERSONAL CONCIERGE For those who can afford it, personal concierges offer a customized introduction to an unfamiliar place. Usually affiliated with one of several large firms, concierges use their deep pockets and company reputation to gain access to rare and unavailable locales. Many work directly with powerful interests and are dispatched to give visitors a positive view of a new place or discreetly boost tourism. It isn’t all luxury travel though—some concierges are known to help with prisoner extraction or the procurement and trade of high-level secrets. PERSONAL CONCIERGE CR 3 XP 800 Astriapi (page 52) NG Medium monstrous humanoid Init +2; Senses blindsense (scent) 30 ft., darkvision 60 ft.; Perception +8 DEFENSE HP 35 EAC 14; KAC 15 Fort +2; Ref +4; Will +8 OFFENSE Speed 30 ft., fly 30 ft. (Ex, average) Melee tactical switchblade +8 (1d4+3 S) or bite* +8 (1d4+3 P) Ranged tactical nightarch needler +10 (1d6 P; critical injection DC +2) STATISTICS Str +0; Dex +2; Con +1; Int +1; Wis +1; Cha +4 Skills Acrobatics +8, Culture +13, Diplomacy +13, Sense Motive +13, Sleight of Hand +8 Languages Astriapi, Common Other Abilities honey production*, wily wallflower Gear casual stationwear, tactical nightarch needlerPW with 10 darts, tactical switchbladeAR SPECIAL ABILITIES Wily Wallflower (Ex) A personal concierge can fade into the background at will, leaving others as the focus—or target—of attention. As a move action while within 15 feet of at least GUIDES two other creatures, a personal concierge can attempt a Stealth check to hide from enemies within 60 feet, even without cover or concealment. COURIER Couriers’ knowledge of an area comes from their work delivering goods throughout their city, planet, or system of choice. They make it their business to be friendly with their customers, who range from small businesses and long-distance lovers to underground criminal enterprises. Couriers get to know their delivery area well, gathering information on shortcuts, hotspots, and landmarks usually known only to locals. They fit in guide work between deliveries and usually pick up customers while on the job, learning to keep an eye out for those new to an area who might be willing to pay to get the lay of the land. COURIER CR 7 XP 3,200 Transitional ryphorian (page 112) N Medium humanoid (ryphorian) Init +2; Senses low-light vision; Perception +19 DEFENSE HP 100 EAC 19; KAC 20 Fort +6; Ref +8; Will +10 Resistances cold 2*, fire 2* OFFENSE Speed 30 ft. Melee ultrathin sword cane +15 (2d4+7 P; critical bleed 1d4) Ranged flare compliance ray +13 (2d4+7 F; critical blind) STATISTICS Str +0; Dex +2; Con +2; Int +5; Wis +2; Cha +4 Skills Acrobatics +14, Bluff +19, Diplomacy +19, Sense Motive +14, Stealth +14 Languages Common, Triaxian Other Abilities local shortcut Gear elite stationwear, flare compliance rayAR, ultrathin sword canePW SPECIAL ABILITIES Local Shortcut (Ex) In locations the courier is familiar with they increase their speeds by 10 feet and the speeds of allies within 50 feet by 5 feet. STOWALONG Stowalongs trade their knowledge and skills for free passage on spacefaring vessels. Often experts in an entire system, they are well-connected fixers who everyone seems to know or owe a favor to. This allows them to do high-risk work, escorting customers through disputed or war-torn areas that other guides avoid. Between jobs, stowalongs look for clients in trade hubs and encourage crews they have traveled with to refer them to trusted associates. STOWALONG CR 9 XP 6,400


167 INTERSTELLAR SPECIES Worlanisi (page 144) CN Small humanoid (worlanisi) Init +4; Perception +17 DEFENSE   HP 135 EAC 22; KAC 23 Fort +8; Ref +12; Will +10; –1 vs. mind-affecting effects* Weaknesses psychic reverb* OFFENSE Speed 30 ft., climb 20 ft. Melee sintered handaxe +19 (2d6+12 S) Ranged aphelion laser pistol +17 (3d4+9 F; critical burn 1d4) STATISTICS Str +3; Dex +4; Con +3; Int +3; Wis +1; Cha +6 Skills Bluff +22, Culture +17, Diplomacy +22, Piloting +17, Stealth +22 Feats Cultural ChameleonGEM Languages Common, Worlanisi; limited telepathy 60 ft.* Other Abilities multiarmed (4)*, take it easy, worlanisi gamble*, worlanisi luck* Gear kasatha microcord III, aphelion laser pistol with 2 highcapacity batteries (40 charges each), sintered handaxeAR SPECIAL ABILITIES Take It Easy (Ex) As a standard action, a stowalong can target an unfamiliar creature within 30 feet that isn’t engaged in combat. The target must attempt a Will save (DC = 11 + the stowalong’s CR). If it fails, the target’s attitude toward the stowalong and their allies improves by one category for one hour. This doesn’t count toward the once-per-day limitation for using Diplomacy to change a creature’s attitude. CAPTAINS CLUB GUIDE Guides in this unofficial alliance of retired explorers—most of whom weren’t actually captains—can usually be coaxed away from retirement for “one last jaunt” to somewhere they visited in their more active days. While their information is occasionally out of date, they make up for it with quick thinking, a higherthan-expected ability to defend themselves, and the weight of their name and reputation. That reputation is also usually the way they gain work, often spreading news of their exploits around a sector and hinting there might be more adventures yet to come. CAPTAINS CLUB GUIDE CR 13 XP 25,600 Uplifted bear (page 132) LN Large magical beast Init +4; Senses low-light vision; Perception +23 DEFENSE   HP 225 EAC 27; KAC 29 Fort +17; Ref +17; Will +12 OFFENSE Speed 40 ft., climb 20 ft. Melee claw* +24 (3d12+17 S) or ultrathin doshakari +24 (5d4+17 P; critical wound) Ranged aurora arc pistol +27 (3d6+13 E; critical arc 2d6) Space 10 ft.; Reach 5 ft. Offensive Abilities ferocious charge* STATISTICS Str +4; Dex +4; Con +8; Int +6; Wis +4; Cha +3 Skills Athletics +23, Intimidate +23, Survival +28 Feats Laugh at DangerCOM Languages Common; limited telepathy 30 ft.* Other Abilities known far and wide Gear d-suit IV, aurora arc pistol with 2 high-capacity batteries (40 charges each), ultrathin doshakariNS SPECIAL ABILITIES Known Far and Wide (Ex) A captains club guide is legendary in the places they’ve traveled to. Lower the DC of Diplomacy and Intimidate checks the guide and their allies attempt in places the guide is familiar with by 5. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


168 Infiltrators are skilled at sneaking in and out of restricted places. Although different types of infiltrators may have similar goals, their methods for avoiding or compromising guards and security measures differ greatly: shapeshifters rely on their ability to become someone else, spies are masters of remaining undetected, hackers can easily break into both physical locations and computer systems to steal information, and double agents are trained to maintain a cover and lie about their allegiances. In adventures, infiltrators are most often encountered as antagonists who are planning to break into a secure facility to carry out acts of espionage or sabotage or to exfiltrate prisoners. Depending on the type of gig in question, infiltrators may work with assassins (page 152) or thieves (page 184). HACKER Hackers are experts at bypassing security measures and getting into computer systems. They usually aim to steal intellectual property or sensitive personal records to blackmail people, or use malware to compromise systems. Hackers take pride in their skills but value their lives even more. Rather than getting directly involved in combat, a hacker prefers to partner with muscle to keep hostiles at bay. HACKER CR 5 XP 1,600 SRO (page 124) CN Small construct (technological) Init +3; Senses darkvision 60 ft.; Perception +11 DEFENSE HP 65 EAC 17; KAC 18 Fort +2; Ref +2; Will +6 Defensive Abilities robotic* OFFENSE Speed 30 ft. Ranged swagger handcannon +13 (1d12+5 P; critical knockdown) Offensive Abilities hack equipment STATISTICS Str +0; Dex +3; Con +0; Int +5; Wis +2; Cha +0 Skills Computers +16, Engineering +16, Physical Science +11, Sleight of Hand +11, Stealth +16 Languages Common Other Abilities healing circuit*, integrated equipment*, naturalborn hacker Gear business stationwear, swagger handcannonAR with 12 scattergun shells, integrated high-density datajack, integrated personal comm unit SPECIAL ABILITIES Hack Equipment (Ex) As a standard action, a hacker can attempt to temporarily deactivate one weapon, piece of equipment, or armor upgrade within 30 feet, provided it’s a technological or hybrid item. They roll 1d20 + their CR; the DC is equal to 10 + the item level. If they succeed, they deactivate the device until the beginning of their next turn. INFILTRATORS The device’s owner can take a move action and attempt an Engineering check with a DC equal to 10 + 1-1/2 × the hacker’s CR + their Dexterity modifier (DC 20 for this hacker). If they succeed, they reactivate the device. Natural-Born Hacker (Ex) Equipped with integrated tools, a hacker always counts as having the appropriate tool or basic kit for any Computer or Engineering skill check they attempt. Additionally, they can attempt Computers and Engineering skill checks at a range of 30 feet. When they use this ability to remotely hack a mechanism or computer, a clearly visible holographic keyboard manifests in front of them, making it obvious they’re the origin of the activity. DOUBLE AGENT A double agent is a spy ostensibly employed by one organization to spy on a rival, but is secretly working for that rival, providing accurate but useless information to their employer. However, the loyalties of a double agent are hard to predict. If their real mission is discovered, they may be coerced to switch sides, and indeed some double agents are simply opportunists who play both sides. Regardless, a double agent is privy to many secrets and can be an asset to anyone who can convince them to cooperate. DOUBLE AGENT CR 8 XP 4,800 Kobold (page 84) N Small humanoid (kobold) Init +4; Senses darkvision 60 ft.; Perception +16 DEFENSE HP 115 EAC 20; KAC 21 Fort +7; Ref +7; Will +13 Resistances fire 5* OFFENSE Speed 30 ft. Ranged drake dragon pistol +17 (3d4+8 F; critical burn 2d4) or smoke grenade I +17 (explode [20 ft., smoke cloud 1 minute, DC 12]) Offensive Abilities disorienting twitch STATISTICS Str +0; Dex +4; Con +0; Int +2; Wis +0; Cha +6 Skills Acrobatics +16, Bluff +21, Engineering +21, Piloting +16, Stealth +21 Languages Common, Draconic Gear estex suit III, drake dragon pistolAR with 20 petrol, smoke grenades (2) SPECIAL ABILITIES Disorienting Twitch (Ex) As a reaction when a creature makes a ranged attack against the double agent, they can yelp, twitch, or jump in such a sudden and unexpected way that it momentarily disorients the attacker. The double agent selects a creature within 10 feet; the attacker must succeed at a Will save or attack the selected creature instead. The DC is equal to 10 + the double agent’s CR (DC 18 for this double agent).


169 INTERSTELLAR SPECIES SHAPESHIFTER One of the most insidious types of infiltrators, a shapeshifter can impersonate almost anyone, hiding in plain sight to gain access to restricted data or locations. They could be the android summoned to repair workstations, the serious vesk security guard who checks everyone’s clearance upon entrance, or the driven drow CEO who wants to hear more about the newest prototype weapon. Shapeshifters are also highly trained killers who must often dispose of the people whose identities they steal. They carry only equipment they can easily hide, taking everything else they might need from their victims. SHAPESHIFTER CR 11 XP 12,800 Astrazoan (page 48) LE Medium aberration (shapechanger) Init +8; Senses darkvision 60 ft.; Perception +21 DEFENSE HP 180 EAC 24; KAC 26 Fort +10; Ref +13; Will +15 OFFENSE Speed 30 ft. Melee returning throwing ultrathin doshko +23 (4d12+16 P) Ranged returning throwing ultrathin doshko +20 (4d12+11 P) STATISTICS Str +5; Dex +8; Con +0; Int +0; Wis +0; Cha +3 Skills Acrobatics +21, Bluff +21, Disguise +26 Feats Flashmorph (page 51), Improved Feint, Morphing Feint (page 51) Languages Common, Drow, Lashunta, Triaxian Other Abilities change form*, compression*, many forms* Gear white carbon carbon skin, returning throwingAR ultrathin doshko SPY Spies often engage in corporate espionage, infiltrating secure locations to steal intellectual property such as plans or prototypes for new types of weapons, engines, medicine, or cybernetics. In times of war, spies are needed to gather military intelligence behind enemy lines. In either case, a spy most often relies on stealth to sneak past guards, leaving as little evidence as possible about their presence. Despite their preference for subterfuge, spies rarely hesitate to dispatch with anyone who gets in the way of their mission. SPY CR 14 XP 38,400 Scyphozoan (page 116) NE Medium aberration Init +8; Senses blindsense (vibration) 30 ft.; Perception +26 DEFENSE HP 250 EAC 28; KAC 30 Fort +16; Ref +16; Will +14 OFFENSE Speed 40 ft., swim 40 ft. Melee tentacle* +24 (8d6+18 A & B) Ranged onslaught meduza rifle +27 (7d8+14 A & S; critical bindAR) Offensive Abilities acidic tentacles* STATISTICS Str +4; Dex +8; Con +1; Int +6; Wis +0; Cha +0 Skills Acrobatics +26, Engineering +26, Stealth +31 Feats Shot on the Run Languages Common, Scyphozoan Other Abilities amphibious* Gear freebooter armor IV, commander meduza rifle (page 119) with 2 super-capacity batteries (80 charges each) EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


170 Investigators uncover secrets and sift truth from lies. This often places investigators on the side of the law, but when the powers that be are corrupt, investigators might find themselves labeled vigilantes or ostracized. Yet they aren’t easily discouraged, and can become relentless foes. CONSPIRACIST Conspiracists are obsessed with the unexplained, their passion often earning them a reputation as eccentric or weird. Yet a conspiracist’s passion sometimes leads them to imagine connections where none exist, getting them into trouble. CONSPIRACIST CR 1 XP 400 Contemplative (page 60) CN Medium monstrous humanoid Init +1; Senses blindsense (thought) 30 ft., darkvision 60 ft.; Perception +10 DEFENSE HP 17 EAC 11; KAC 12 Fort +1; Ref +3; Will +6 (+8 vs. confusion) Weaknesses atrophied* OFFENSE Speed 5 ft., fly 30 ft. (Su, perfect) Melee cestus battleglove +5 (1d4 B) Ranged survival flare gun +7 (1d3+1 F; critical burn 1d6) or pulsecaster pistol +7 (1d4+1 E) Offensive Abilities applied knowledge*, convoluted conspiracy STATISTICS Str –1; Dex +1; Con +0; Int +4; Wis +2; Cha +1 Skills Computers +5, Culture +5, Diplomacy +5, Life Science +5, Physical Science +5, Sense Motive +10 Languages Akitonian, Common, Ysoki, and up to 3 others; telepathy 100 ft.* Gear second skin, cestus battleglove, pulsecaster pistol with 1 battery (20 charges), survival flare gun with 3 flares SPECIAL ABILITIES Convoluted Conspiracy (Ex) As a full action, a conspiracist can expound on a brilliantly confusing theory. Each creature within 30 feet of the conspiracist that can hear the conspiracist is dazed for 1 round, unless they succeed at a Will saving throw (DC = 11 + CR). Whether or not the creature succeeds at the saving throw, they are then immune to this conspiracist’s convoluted conspiracy for 1 minute. This is a language-dependent, mind-affecting ability. PSYCHIC SEER Psychic seers read the thoughts and intentions of others as easily as most would read a story. Due to the intrusive nature of their abilities, psychic seers sometimes experience legal limitations or even prejudice. Thus, these investigators often don’t advertise their talents openly, instead framing their skills as uncanny hunches and specialized know-how. However, in more tolerant communities, psychic seers often serve as leaders. INVESTIGATORS PSYCHIC SEER CR 4 XP 1,200 Hanakan (page 76) NG Small magical beast Init +1; Senses darkvision 60 ft., low-light vision; Perception +15 DEFENSE HP 43 RP 3 EAC 15; KAC 16 Fort +5; Ref +5; Will +7 Defensive Abilities atmospheric adaptation* OFFENSE Speed 40 ft., climb 20 ft. Melee tactical handaxe +5 (1d6+4 S) Ranged murmur sonic suppressor +9 (1d4+4 So; critical stifle) Offensive Abilities foretell Hanakan Spell-Like Abilities (CL 4th)* 1/day—wisp ally At will—detect magic, token spell Spell-Like Abilities (CL 4th) 1/day—augury, zone of truth (DC 15) 3/day—detect thoughts (DC 14), mindlink, share memory At will—ghost sound (DC 13), telepathic message Constant—tongues STATISTICS Str +0; Dex +1; Con +1; Int +1; Wis +5; Cha +3 Skills Bluff +10, Mysticism +15, Sense Motive +15 Languages Akan, Common, and up to 1 other Gear basic defrex hide, murmur sonic suppressorAR with 2 batteries (20 charges each), tactical handaxeAR SPECIAL ABILITIES Foretell (Su) Before attempting an attack roll, saving throw, or skill check, a psychic seer can spend 1 Resolve Point to roll that check twice and use the better result. DETECTIVE Detectives pursue and apprehend those deemed criminals, leaving matters of judgment and incarceration to the courts to handle. They specialize in subduing their foes, often considering lethal tactics to be unprofessional or beyond their jurisdiction. Most detectives work within the law, but some work outside or even against it, particularly in areas where government authorities can’t be counted upon to uphold the law. DETECTIVE CR 7 XP 3,200 Nuar (page 92) LG Medium monstrous humanoid Init +1; Senses darkvision 60 ft.; Perception +19 DEFENSE HP 105 EAC 19; KAC 21 Fort +9; Ref +11; Will +8 OFFENSE Speed 40 ft. Melee medium sap +18 (1d6+9 B) or horn* +18 (2d6+9 P)


171 INTERSTELLAR SPECIES SPECIAL ABILITIES Banish the Paranormal (Su) As a move action, the paranormal investigator can spend 1 Resolve Point to imbue a weapon they’re wielding with mysterious power for 1 minute. The weapon gains one of the following fusions: anarchic, axiomatic, charge disrupting, ghost killer, holy, limningAR, or unholy. Elucidate (Su) As a full action, the paranormal investigator can share their knowledge about one incorporeal creature, outsider, or undead they’ve identified, granting their allies within 60 feet a +1 insight bonus to AC and attack rolls against creatures of that kind for 1 minute. Paranormal Scholar (Ex) The paranormal investigator gains a +4 bonus to identify and recall knowledge about incorporeal creatures, outsiders, planes, and undead. Ranged merciful advanced semi-auto pistol +15 (2d6+7 P) or mk 3 riot grenade +15 (explode [15 ft., staggered, DC 15]) Offensive Abilities apprehend, gore*, pursue suspect STATISTICS Str +2; Dex +1; Con +2; Int +5; Wis +4; Cha +1 Skills Athletics +14, Culture +14, Diplomacy +14, Intimidation +14, Sense Motive +14 Languages Common, and up to 5 others Other Abilities maze mind* Gear freebooter armor II, medium sapAR, merciful advanced semi-auto pistol with 20 rounds, mk 3 riot grenadeAR (2), detective’s badge, manacles with key (4) SPECIAL ABILITIES Apprehend (Ex) If a detective’s melee attack roll equals or exceeds its target’s KAC + 8 (or KAC + 4 if the detective is using a nonlethal weapon), the detective automatically grapples the target. Pursue Suspect (Ex) A detective can designate a target they can see and suspect has committed a crime as a suspect as a move action. A target remains a suspect until apprehended, proven innocent, or until the detective clears the target of suspicion as a full action. A detective can have a maximum number of suspects equal to their half their Wisdom modifier at one time. A detective gains a +2 bonus on attack rolls and skill checks against their suspects. PARANORMAL INVESTIGATOR Paranormal investigators study, confront, and banish that which doesn’t belong in the galaxy, including extraplanar beings, souls that refuse to pass on, and most undead. Most paranormal investigators are made, not born, their lives disrupted by the paranormal or occult. This makes many indifferent to the desires and plights of their targets—a “good” or “benevolent” intruder is no different than one who’s actively harmful to them. PARANORMAL INVESTIGATOR CR 10 XP 9,600 Hadrogaan (page 72) N Medium humanoid (hadrogaan) Init +3; Senses blindsense (vibration) 30 ft.; Perception +24 DEFENSE HP 150 RP 5 EAC 23; KAC 24 Fort +9; Ref +9; Will +15 OFFENSE Speed 30 ft. Melee sentinel spear +18 (2d6+11 P) Ranged aurora polarity rifle +20 (2d8+10 E) Offensive Abilities banish the paranormal, elucidate STATISTICS Str +1; Dex +3; Con +2; Int +5; Wis +8; Cha +2 Skills Acrobatics +19, Life Science +19, Medicine +19, Mysticism +24, Physical Science +19, Sense Motive +24 Languages Common, Hadrogaan, and up to 5 more Other Abilities dual nervous systems*, paranormal scholar Gear white carbon carbon skin, aurora polarity rifleAR with 2 batteries (40 charges each), sentinel spear; Augmentations cerebral countermeasuresAA2 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


172 In many societies, practicing medicine requires extensive (and often formal) education and even certification. Yet the galaxy is a big, dangerous place, and some of the best healers are self-taught, work outside of official networks, or both. Altruism, prestige, or profit motivate most medics to provide life-saving care. However, medics can be villains, with criminals, charlatans, and unethical innovators willing to provide risky surgeries, experimental drugs, or cure-all placebos for the right price. EMT Emergency medical technicians (sometimes abbreviated as EMTs) are often first on the scene, providing field care and stabilizing seriously injured patients for transportation to a medical facility for more intense procedures. Although not included in their gear, EMTs typically operate with an ambulance, such as a hover truck (Armory 138) with a medical lab expansion bay (Armory 136). The stats presented here also work well for a medic early in their career, such as a doctor in residency or self-trained street clinician. This could also represent a criminal, such as an organ thief. EMT CR 3 XP 800 Formian (page 68) LG Medium monstrous humanoid Init +2; Senses blindsense (scent) 30 ft., darkvision 60 ft.; Perception +13 DEFENSE HP 35 EAC 14; KAC 15 Fort +2; Ref +4; Will +8 Resistances sonic 5* OFFENSE Speed 40 ft. Melee claw* +8 (1d4+5 P) or survival knife +8 (1d4+5 S) Ranged static arc pistol +10 (1d6+3 E stun; critical arc 2) or tactical needler pistol +10 (1d4+3 P; critical injection DC +2) Offensive Abilities injection weapon training STATISTICS Str +2; Dex +0; Con +1; Int +3; Wis +0; Cha +0 Skills Athletics +8, Computers +8, Life Science +13, Medicine +13, Piloting +13 Languages Castrovelian, Common, Shirren; limited telepathy 60 ft.* Gear clearweave IAR, static arc pistol with 2 batteries (20 charges each), survival knife, tactical needler pistolCOM with 16 darts, mk 1 serums of healing (2), amblareeCOM (3), chemalyzerAR,medkit SPECIAL ABILITIES Injection Weapon Training (Ex) An EMT gains a +5 circumstance bonus to attack rolls using weapons with the injection special property when attacking a willing target. On a successful attack with an injection weapon against a willing target, the EMT can choose to deal no damage to the target while still affecting the target with any drug, serum, or similar substance loaded into the injection weapon. MEDICAL STAFF PHYSICIAN Physicians are accomplished medical staff with ample hands-on knowledge. However, exposure to suffering sometimes erodes a physician’s moral compass, driving them to violate medical taboos in a misguided attempt to invent new cures. Not only might this harm patients, but it could even lead to vengeful undead and other aggressive creations in the name of science. PHYSICIAN CR 6 XP 2,400 Maraquoi (page 88) NG Medium humanoid (maraquoi) Init +2; Senses blindsense (sound) 30 ft., blindsight (dying, live, and stable creatures only) 30 ft., low-light vision; Perception +13 DEFENSE HP 80 EAC 18; KAC 19 Fort +5; Ref +7; Will +9 OFFENSE Speed 30 ft., climb 20 ft. Melee light sap +12 (1d6+6 B nonlethal) Ranged voltaic anchor pistol +14 (1d6+6 E nonlethal; critical bind) Offensive Abilities anatomical specialty (animals and humanoids) STATISTICS Str +0; Dex +2; Con +0; Int +5; Wis +1; Cha +3 Skills Diplomacy +13, Intimidate +18, Life Science +13, Medicine +18, Profession (Doctor) +18 Languages Common, Maraquoi, and up to 4 others Gear basic lashunta tempweave, light sapAR, voltaic anchor pistolAR with 2 batteries (40 charges each), mk 2 serums of healing (3), advanced medkit, chemalyzerAR, sprayflesh; Augmentations synchronous heartAR Other Abilities bedside manner SPECIAL ABILITIES Anatomical Specialty (Ex) Against creatures of their own creature type or of one other creature type the physician chooses, they add their Intelligence modifier as a bonus to damage with weapon attacks. Bedside Manner (Ex) Whenever a physician uses Medicine to treat deadly wounds and exceeds the DC by 5 or more, they add both their Intelligence bonus and Charisma bonus to the number of Hit Points regained. PSYCHIC HEALER Psychic healers use magic to unravel curses, banish malevolent spirits, and burn away diseases. These miraculous remedies can make psychic healers into self-serving celebrities or cult leaders. Others are hermits or iconoclasts who disdain social obligations and demand potential clients prove their worth. PSYCHIC HEALER CR 9 XP 6,400 Uplifted bear (page 132) CG Large magical beast


173 INTERSTELLAR SPECIES Init +0; Senses low-light vision; Perception +22 DEFENSE HP 120 EAC 21; KAC 22 Fort +10; Ref +10; Will +12; +4 vs. curses OFFENSE Speed 40 ft., climb 20 ft. Melee claw* +18 (3d4+13 S) Ranged rime subduer +16 (1d12+9 C nonlethal; critical staggered) Space 10 ft.; Reach 5 ft. Offensive Abilities ferocious charge* Spells Known (CL 9th) 3rd (3/day)—remove affliction (DC 20), synaptic pulse (DC 20) 2nd (6/day)—hold person (DC 19), lesser restoration (DC 19), mystic cure (DC 19), status (DC 19) 1st (at will)—command (DC 18), lesser remove condition, mystic cure (DC 18) STATISTICS Str +4; Dex +0; Con +0; Int +2; Wis +6; Cha +2 Skills Bluff +22, Medicine +17, Mysticism +22 Languages Common; limited telepathy 30 ft.* Other Abilities soothing magic Gear lashunta mind mail IAR, rime subduerAR with 2 batteries (20 charges each), mk 3 serum of healing, advanced medkit SPECIAL ABILITIES Soothing Magic (Su) When a psychic healer restores Hit Points to a creature, the target also gains a +2 morale bonus to their next saving throw against a curse, mind-affecting, or pain effect attempted in the next 10 minutes. SPECIAL FORCES MEDIC For elite combat medics, doing their job often means exposing themselves to the same fangs and gunfire that wounded their comrades a moment earlier. These doctors are typically part of a military unit and receive training in combat and infiltration. SPECIAL FORCES MEDIC CR 13 XP 25,600 Nuar (page 92) N Medium monstrous humanoid Init +1; Senses darkvision 60 ft.; Perception +28 DEFENSE HP 225 RP 7 EAC 27; KAC 29 Fort +15; Ref +17; Will +14 OFFENSE Speed 35 ft. Melee horn* +27 (3d12+21 P) or called returning alto singing disk +27 (3d6+21 So; critical confuse) Ranged called returning alto singing disk +24 (3d6+21 So; critical confuse) Offensive Abilities friendly fireCOM, gore* STATISTICS Str +8; Dex +1; Con +4; Int +6; Wis +2; Cha +0 Skills Athletics +23, Medicine +28, Survival +23 Languages Common, Orc, and up to 3 others Other Abilities maze mind*, rapid treatment, shield the fallen Gear pinion skyfire armor, called returning alto singing diskAR, mk 3 serums of healing (3), advanced medkit, white nanite hypopensAR (3); Augmentations mk 2 force solesAR SPECIAL ABILITIES Rapid Treatment (Ex) A special forces medic can spend 1 Resolve Point to use Medicine to treat deadly wounds as a standard action rather than requiring 1 minute of treatment. If the Medicine check is successful, the target receives twice as many Hit Points as normal. Shield the Fallen (Ex) When the medic uses Medicine to provide first aid, treat deadly wounds, treat disease, or treat drugs or poison, they gain Bodyguard and In Harm’s Way as bonus feats for 1 minute, but they can only use these feats to protect the target of their Medicine check. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


174 Religious figures are typically individuals who rise in their faith’s ranks due to their unrivaled devotion and skill—or even due to the blessings bestowed upon them by their deity. Religious figures don’t just lead the devout; they often also steer nonreligious discourse. Depending on their congregation and ambitions, the leader might even overshadow the government of a city or planet. Although this arrangement might bring peace, it could as easily realize a terrible regime of divine tyranny or terror. EXCOMMUNICANT Excommunicants once belonged to a religion, but their divergent beliefs led mainstream followers to cast them out. While many truly believe they’re following the will of their deities, others have cast their gods aside and work solely to cause trouble for their previous congregations. EXCOMMUNICANT CR 4 XP 1,200 Summerborn ryphorian (page 112) N Medium humanoid (ryphorian) Init +0; Senses low-light vision; Perception +10 DEFENSE HP 45 EAC 16; KAC 17 Fort +5; Ref +3; Will +7 Resistances fire 5* OFFENSE Speed 30 ft. Melee tactical baton +8 (1d4+5 B) Ranged tactical semi-auto pistol +10 (1d6+4 P) STATISTICS Str +1; Dex +0; Con +2; Int +1; Wis +2; Cha +5 Skills Bluff +15, Computers +10, Diplomacy +15, Mysticism +10, Sense Motive +15 Languages Common, Triaxian Other Abilities proselytize (DC 15) Gear casual stationwear, tactical baton, tactical semi-auto pistol (9 rounds), holy symbol SPECIAL ABILITIES Proselytize (Ex) As a full action, an excommunicant can engage up to 20 creatures within 60 feet in vigorous debate. Each affected creature becomes fascinated (Will negates’ DC = 11 + the excommunicant’s CR) for as long as the excommunicant continues debating as a standard action each round, maximum 10 minutes. As a move action once per hour after debating a creature for at least 1 minute, an excommunicant can charm that creature for 1d4 hours, as charm monster (Will negates). This ability’s save DCs increase by 3 for any creature whose patron deity is the same as that of the excommunicant. This is an auditory, language-dependent effect. PROPHET Prophets are chosen by the gods to foretell the future, though they rarely have a choice in the matter. Their prophecies manifest as waking visions, astrological readings, cosmic RELIGIOUS FIGURES energy pulses, or even direct conversations with their deities. While some prophets embrace their gift and serve as impartial messengers, others become overwhelmed by their prophecies, either in the hope of bringing their visions to fruition or in an attempt to stop some unfavorable future. These prophets often fall victim to exploitative opportunists who try to use them as a tool to foresee and manipulate the future. PROPHET CR 8 XP 4,800 Scyphozoan (page 116) NG Medium aberration Init +0; Senses blindsense (vibration) 30 ft.; Perception +16 DEFENSE HP 105 EAC 19; KAC 20 Fort +7; Ref +7; Will +11 OFFENSE Speed 30 ft., swim 30 ft. Melee void staff +15 (1d10+9 C; critical suffocate) tentacle* +15 (1d10+9 A) Spell-Like Abilities (CL 8th) 1/day—break enchantment, contact other plane, reincarnate, retrocognition, telepathy 3/day—divination, mystic cure (4th level) At will—clairaudience/clairvoyance, tongues STATISTICS Str +1; Dex +0; Con +1; Int +2; Wis +6; Cha +4 Skills Diplomacy +21, Mysticism +21, Stealth +16 (+20 in water) Languages Aquan, Common, Scyphozoan Other Abilities amphibious*, fortuitous prophecy Gear lashunta mind mail IAR, crypt-class void staffAR, holy symbol SPECIAL ABILITIES Fortuitous Prophecy (Su) By performing a personalized ritual for 10 minutes, a prophet can bestow a prophecy on a willing creature within 30 feet. Once during the next year, the creature can invoke the prophecy before attempting an attack roll, skill check, or saving throw to roll the check 5 times and use the best result. Once a creature benefits from a fortuitous prophecy, they’re immune to further uses of this ability for 10 years. CHAMPION Champions are warrior-scholars of the faith who fearlessly defend their fellow believers. Some operate alone, roaming widely to avenge wrongs committed against their gods. Others are leaders whose bravery inspires the faithful. Although the term champion might evoke images of justice and honor, a champion’s behavior reflects their respective god’s will, and an evil divinity often acts through equally vile paragons. CHAMPION CR 14 XP 38,400 Astriapi (page 52) LN Medium monstrous humanoid


175 INTERSTELLAR SPECIES Init +2; Senses blindsense (scent) 30ft., darkvision 60 ft.; Perception +25 DEFENSE HP 250 EAC 28; KAC 30 Fort +16; Ref +18; Will +14 Immunities charm, compulsion, fear OFFENSE Speed 30 ft., fly 30 ft. (Ex, average) Melee axiomatic grindblade +28 (4d10+20 S; critical bleed 2d8) bite +28 (6d6+20 P) Ranged axiomatic perihelion laser rifle +24 (5d6+14 F; critical burn 2d6) STATISTICS Str +6; Dex +2; Con +4; Int +0; Wis +6; Cha +3 Skills Acrobatics +30, Diplomacy +25, Mysticism +25 Languages Astriapi, Common Other Abilities honey production* Gear squad hardlight series, axiomatic grindblade, axiomatic perihelion laser rifle with 1 high-capacity battery (100 charges), astriapi honey (functions as mk 3 serum of healing), holy symbol SPECIAL ABILITIES Sacred Strike (Su) A champion can use this ability before making an attack to roll the attack twice and use the better result. The attack deals damage as though all of the target’s damage reduction, hardness, and resistances were 5 lower (minimum 0). Once a champion performs a sacred strike, they can’t do so again for 1d10 rounds. DIVINE AVATAR Divine avatars have ascended beyond the traditional bounds of their religion and primarily serve as the mouthpieces of their deities. There are few, if any, divine avatars within each religion, and their words and authority are second only to the gods they serve. Though they would never admit so publicly, some see being chosen as an avatar of their deity as a curse, especially when a strong-willed deity demands much from them. DIVINE AVATAR CR 20 XP 307,200 Vlaka (page 140) LN Medium humanoid (vlaka) Init +0; Senses blinded, blindsight (hearing) 60 ft., blindsight (scent) 30 ft.; Perception +34 DEFENSE HP 395 EAC 34; KAC 35 Fort +19; Ref +17; Will +22 Resistances cold 20* OFFENSE Speed 30 ft., fly 30 ft. (Su, perfect) Melee touch +28 (6d10+25 E) Ranged rebuke +30 (6d10+20 So; critical deafen) Spell-Like Abilities (CL 20th) 1/day—enshrining refuge (DC 29), mass inflict pain (DC 29), mass mystic cure (6th level), shadow walk (DC 29) 3/day—break enchantment, call cosmos, greater dispel magic At will—discern lies (DC 25), mind thrust (4th level, DC 25) STATISTICS Str +5; Dex +2; Con +3; Int +4; Wis +13; Cha +10 Skills Diplomacy +34, Medicine +34, Mysticism +39 Languages Common, Vlakan (signed, spoken, and tactile) Other Abilities ascendant, buoy* SPECIAL ABILITIES Ascendant (Ex) At the beginning of their turn, a divine avatar can channel their god’s overwhelming power to strengthen their mortal body. This grants the divine avatar 50 temporary Hit Points, increases the save DCs of their spells by 2, doubles the range of their special senses, and grants them a +2 bonus to their AC, attack rolls, saving throws, and skill checks. At the beginning of each subsequent turn, the divine avatar must succeed at a Fortitude save (DC = 25 + 1 for each turn spent using ascendant in the last minute) or the ability ends immediately. When the ability ends, the divine avatar becomes fatigued for 1 round, and they can’t use this ability again for 1 minute. Rebuke (Su) As a standard action, a divine avatar can speak a destructive word as a ranged attack with a range increment of 60 feet. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


176 Though many are students and educators at formal institutions, scholars are as likely to be solitary academics or self-taught. Adventurers might seek a scholar to decipher a mysterious text or perform a complicated spell. A scholar could be a party’s patron, sending them to retrieve artifacts or data from faraway planets. Villainous scholars might seek nefarious lore or publish dangerously fabricated research for profit or prestige. These scholars have Intelligence-focused skills, yet you can replace these skills to represent other studies, such as a scholar of the arts having Profession (painter) instead of Engineering. POSTGRAD STUDENT Postgrad students have attained one of their field’s highest academic degrees, typically involving years of study and perhaps also a portfolio of published works. Postgrad students often experience pressure to make a name for themselves, which can motivate risky or even unethical decisions, such as dangerous experiments that endanger bystanders or stealing data. POSTGRAD STUDENT CR 1 XP 400 Contemplative (page 60) N Medium monstrous humanoid Init +0; Senses blindsense (thought) 60 ft., darkvision 60 ft.; Perception +5 DEFENSE HP 17 EAC 11; KAC 12 Fort +1; Ref +3; Will +6 Weaknesses atrophied* OFFENSE Speed 5 ft.; fly 30 ft. (average) Melee tactical sword cane +5 (1d4 P) Ranged azimuth laser pistol +7 (1d4+1 F; critical burn) Offensive Abilities applied knowledge* STATISTICS Str –1; Dex +0; Con –1; Int +4; Wis +1; Cha +2 Skills Computers +10, Culture +10, Engineering +10, Life Science +5, Physical Science +5 Languages Akitonian, Common, up to 4 others; telepathy 100 ft.* Other Abilities formal education Gear flight suit stationwear, azimuth laser pistol with 2 batteries (20 charges each), tactical sword canePW SPECIAL ABILITIES Formal Education (Ex) Once per day, a postgrad student can roll 1d10+10 instead of rolling 1d20 when attempting an Intelligence-based skill check. SUBJECT EXPERT Subject experts boast exceptional academic and practical knowledge in their chosen fields. At academic institutions, they’re the department heads publishing groundbreaking research and teaching the most advanced classes. They might hire adventurers to perform surveys or collect samples from locations too dangerous or distant for them to go themselves. SCHOLARS SUBJECT EXPERT CR 5 XP 1,600 Urog (page 136) LN Large magical beast Init +0; Senses darkvision 60 ft., electrolocation*, low-light vision; Perception +11 DEFENSE HP 65 EAC 17; KAC 18 Fort +6; Ref +6; Will +8 Immunities poison; Resistances electricity 5* OFFENSE Speed 20 ft. Melee tactical switchblade +13 (1d4+7 S) Ranged sheet lightning pistol +11 (1d6+5 E) Space 10 ft.; Reach 5 ft. STATISTICS Str +2; Dex +0; Con +3; Int +5; Wis +0; Cha –1 Skills Acrobatics +11, Athletics +11, Bluff –3, Computers +16, Diplomacy –3, Engineering +16, Physical Science +16 Languages Brethedan, Common, Urog, up to 4 others; limited telepathy 30 ft.* Other Abilities lecture Gear business stationwear, sheet lightning pistolAR with 2 highcapacity batteries (40 charges each), tactical switchbladeAR SPECIAL ABILITIES Lecture (Ex) A subject expert can spend 1 minute delivering a lecture about an Intelligence-based skill to a number of creatures that doesn’t exceed their CR. When one of the lectured creatures attempts a check using that Intelligencebased skill within the next 8 hours, they can either use the subject expert’s modifier with a –5 penalty in place of their own modifier, or they can gain a +1 insight bonus to their check. For this check, the creature is treated as trained in the skill. Once a creature applies the lecture effect, they can’t modify another check in this way until they have a full night’s rest. FIELD BIOLOGIST Field biologists specialize in wilderness research and are often equipped with nonlethal weapons to subdue creatures so they can be carefully studied, chipped, and released back into the wild. Those who survive numerous expeditions often earn a reputation for resourcefulness and grit, attracting junior researchers and other colleagues. Most biologists deeply respect the life-forms they study, but some seek to capture creatures to perform illegal and harmful experiments for the sake of profit. FIELD BIOLOGIST CR 7 XP 3,200 Uplifted bear (page 132) N Large magical beast Init +2; Senses low-light vision; Perception +14 DEFENSE    HP 105 EAC 19; KAC 21 Fort +11; Ref +11; Will +6


177 INTERSTELLAR SPECIES OFFENSE Speed 35 ft.; climb 15 ft. Melee apprehension-class capture pole +18 (2d8+11 P) or claw* +18 (2d6+11 S) Ranged static arc rifle +15 (1d12+7 E) Size 10 ft.; Reach 5 ft. (10 ft. with capture pole) Offensive Abilities ferocious charge*, precise aim, wrassle STATISTICS Str +4; Dex +2; Con +2; Int +5; Wis –1; Cha +0 Skills Life Science +19, Medicine +14, Physical Science +14, Survival +14 Languages Common, up to 5 others; limited telepathy 30 ft.* Gear lashunta ringwear II, apprehension-class capture poleCOM, static arc rifle with 2 high-capacity batteries (40 charges each), habitat boxAR, tier 1 antitoxin, tier 2 sedative (4) SPECIAL ABILITIES Precise Aim (Ex) When a field biologist scores a critical hit, their attack deals additional damage equal to their CR, applied after doubling the attack’s damage. Wrassle (Ex) A field researcher can attempt a grapple combat maneuver with a +4 bonus as a full action. If they succeed, they can deal nonlethal damage to the target equal to their claw damage in addition to the grapple check’s other effects. SCHOLAR OF MAGIC Eminent magical scholars have extensively studied the theory and application of magic and how it interacts with the rest of the universe. They’re often deans of arcane academies, chief magical officers of corporations, or innovators reinventing magic for the next generation. They sometimes hire assistants to participate in dangerous experiments or acquire rare magical objects. SCHOLAR OF MAGIC CR 11 XP 12,800 Hanakan (page 76) LN Small magical beast Init +0; Senses darkvision 60 ft., low-light vision; Perception +20 DEFENSE  HP 155 RP 5 EAC 23; KAC 24 Fort +12; Ref +12; Will +14 Defensive Abilities atmospheric adaptation* OFFENSE Speed 40 ft.; climb 20 ft. Melee zero edge sword cane +18 (2d6+11 P; critical bleed 1d6) Ranged ferric ionizer +20 (4d4+11 E; critical arc 2d4) Offensive Abilities channel magic, ultimate power Spell-Like Abilities (CL 11th) 1/day—wisp ally At will—detect magic, token spell Spells Known (CL 11th; ranged +20) 4th (3/day)—creation, flight 3rd (6/day)—arcane sight, dispel magic, explosive blast (DC 21), slow (DC 21) 2nd (at will)—caustic conversion, mirror image STATISTICS Str +0; Dex +0; Con +1; Int +5; Wis +8; Cha +3 Skills Culture +20, Medicine +25, Mysticism +25 Languages Akan, Common, up to 5 others Gear kasatha microcord III, feric ionizerAR with 2 batteries (20 charges each), zero-edge sword canePW SPECIAL ABILITIES Channel Magic (Su) Before making an attack with a weapon, a scholar of magic can spend 1 Resolve Point and expend a spell slot or spell gem to gain a circumstance bonus to the attack equal to half the spell’s level and a bonus to the attack’s damage equal to 3 × the spell’s level. Ultimate Power (Su) A scholar of magic can spend 1 Resolve Point when they cast a damaging spell to treat any damage dice that roll a 1 as though they’d instead rolled the maximum result. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


178 Across the universe, sapient species have independently discovered the societal benefits of friendly (and not-so-friendly) competition—as well as the fame and fortune that can be made by widely broadcasting such competitions to die-hard fans. While some cultures thrive on intellectual games of skill and strategy, others revel in fast-paced displays of martial might, brute strength, or deadly struggle. No matter the culture, those who succeed in these displays of wit and brawn can amass quite a bit of wealth, cultural clout, and even interplanetary notoriety. Sports figures are direct and to-the-point combatants with a focus on physicality, dexterity, or brute force, and they can easily serve in any role where violence is a means to an end. Re-skinned sports figures might serve as flashy mercenaries, daring pirates, specially trained guards, or hired muscle. PARABOLAS REVIVALIST When a recent Starfinder Society expedition to the copaxi planet Tabrid Minor (Near Space 106) uncovered the lost rules to a forgotten sport called parabolas, copaxi anthropologists and sports enthusiasts were electrified by the discovery. Today, following reconstructed rules, parabolas revivalists throughout the galaxy attempt to recreate it, rekindle popular interest in the pastime, and develop the skills of gravitational mastery required by the demanding acrobatic, gravity-bending sport. PARABOLAS REVIVALIST CR 2 XP 600 Shimreen (page 120) NG Medium humanoid (shimreen) Init +4; Perception +7 DEFENSE HP 23 EAC 13; KAC 14 Fort +1; Ref +3; Will +5 Resistances electricity 5* OFFENSE Speed 30 ft. Melee light sap +6 (1d4+4 B nonlethal) Ranged frost subduer +8 (1d3+2 C; critical staggered) Offensive Abilities amplify (1d4)* STATISTICS Str +2; Dex +4; Con +0; Int +1; Wis +0; Cha +0 Skills Acrobatics +12, Athletics +12, Bluff +7, Culture +12, Sleight of Hand +7 Languages Common, Shimreeni, up to 2 others Other Abilities gravitic agility, shift limb*, stellar alignment (graviton) Gear freebooter armor I, frost subduerAR with 2 batteries (20 charges each), light sapAR SPECIAL ABILITIES Gravitic Agility (Su) By making micro-adjustments to their personal gravity, parabolas revivalists can perform impressive feats of acrobatic prowess, even going airborne for short periods of time. While attuned, a parabolas revivalist gains a bonus to Acrobatics checks equal to one-third their CR. While fully attuned, a parabolas revivalist gains the ferocious charge SPORTS FIGURES universal creature rule and a fly speed of 30 feet when charging; after they use ferocious charge, they immediately become unattuned. MAGICAL DUELIST Every four years, hanakans hold an exhibition in their home system of Ash’Akan, where the most adept spellcasters throughout the galaxy display their technical expertise and most exciting thaumaturgical breakthroughs to win prestige for their respective homes. The magical fighting competition, named the Trials of Power, is one of the most eagerly awaited events of the symposium. While some attempt to win on wit or unexpected tactics, others attempt to show their proficiency through overwhelming arcane firepower. MAGICAL DUELIST CR 6 XP 2,400 Hanakan (page 76) N Small magical beast Init +3; Senses darkvision 60 ft., low-light vision; Perception +13 DEFENSE HP 75 EAC 17; KAC 18 Fort +7; Ref +7; Will +9 Defensive Abilities atmospheric adaptation* OFFENSE Speed 40 ft., climb 20 ft. Melee tactical dueling sword +11 (1d6+6 S) Ranged advanced skipshot pistol +13 (2d4+6 P; critical bleed 1d6) Offensive Abilities evocation mastery, subtle distractions Hanakan Spell-Like Abilities* (CL 6th) 1/day—wisp ally At will—detect magic, token spell Spells Known (CL 6th; ranged +13) 2nd (3/day)—caustic conversion, emberstepAP18 (DC 18) 1st (6/day)—magic missile, overheat (DC 17), reflecting armor (DC 17) 0 (at will)—daze (DC 16), energy ray STATISTICS Str +0; Dex +3; Con +2; Int +0; Wis +2; Cha +5 Skills Acrobatics +13, Bluff +18, Mysticism +18 Languages Common, Akan Gear elite stationwear, advanced skipshot pistolNS with 40 small arm rounds, tactical dueling sword SPECIAL ABILITIES Evocation Mastery (Su) When rolling damage for an evocation spell, the magical duelist adds 1 damage per die rolled. Subtle Distractions (Ex) If a magical duelist successfully feints against an opponent, that creature also takes a –2 penalty to any saving throws against spells the duelist casts until the end of the duelist’s next turn. BRUTARIS LOCK-BACK In the Pact Worlds sport of brutaris, the role of the lock-back, or demoralizer, is traditionally given to the biggest or toughest


179 INTERSTELLAR SPECIES member of the team. Brutaris team owners find lock-backs who exhibit a combination of strength, swiftness, and especially ferocity make for highly entertaining matches with lots of ad revenue; thus, the most illustrious brutaris teams center the lock-back in their line-up. BRUTARIS LOCK-BACK CR 10 XP 9,600 Uplifted bear (page 132) CN Large magical beast Init +3; Senses low-light vision; Perception +19 DEFENSE HP 165 EAC 23; KAC 25 Fort +14; Ref +14; Will +9 OFFENSE Speed 40 ft., climb 20 ft. (35 ft., climb 15 ft. in armor) Melee bite* +23 (2d10+15 S) Space 10 ft.; Reach 5 ft. Offensive Abilities ferocious charge, unstoppable momentum STATISTICS Str +5; Dex +3; Con +8; Int +3; Wis +0; Cha +0 Skills Acrobatics +19, Athletics +24, Intimidate +19 Feats Improved Combat Maneuver (bull rush) Languages Common; limited telepathy* 30 ft. Gear kyokor plating IIIAA SPECIAL ABILITIES Unstoppable Momentum (Ex) When using the ferocious charge ability, a brutaris lock-back can attempt a bull rush in the place of the trip attempt. If the bull rush attempt succeeds, treat the result as 5 higher for the purpose of determining the distance the target is knocked back. BATTLEFLOWER MASTER The battleflowers of Ning are among the most famed martial artists within the Pact Worlds. Their rigorous training regimen incorporates multiple styles from across the galaxy and celebrates innovation, as long as it contributes to the greater culture of elaborate ritual combats for the entertainment of massive, dedicated crowds. BATTLEFLOWER MASTER CR 16 XP 76,800 Transitional ryphorian (page 112) LN Medium humanoid (ryphorian) Init +10; Senses low-light vision; Perception +33 DEFENSE HP 300 EAC 30; KAC 32 Fort +18; Ref +20; Will +14 Defensive Abilities trimorphic*; Resistances cold 2*, fire 2* OFFENSE Speed 30 ft. Melee zero-edge battle ribbon +30 (5d8+23 S; critical severe wound) or unarmed strike +30 (6d10+23 B plus grab) Offensive Abilities working the crowd STATISTICS Str +7; Dex +10; Con +0; Int +0; Wis +0; Cha +5 Skills Acrobatics +28, Athletics +28, Profession (dancer) +33 Feats Improved Combat Maneuver (grapple) Languages Common, Triaxian Gear elite defrex hideAA3, elite irising shieldNS, zero-edge battle ribbonAR SPECIAL ABILITIES Working the Crowd (Ex) While a battleflower master is fighting in front of two or more noncombatants, whenever they successfully grapple an opponent or hit an opponent with a weapon with the Profession (dancer) weapon special property, they can attempt a Profession (dancer) check with the same DC as a check to demoralize that enemy (as the Intimidate skill) as a swift action. If the grapple attempt or attack roll is a natural 20, the battleflower master can roll twice on the demoralize attempt and take the higher roll. This is an emotion and fear effect. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


180 With three branches—the Constabulary, Ops, and Overwatch— the Stewards protect people and legal rights within the Pact Worlds. The Constabulary handles planet-side troubles, the Overwatch fleet guards Pact Worlds space, and Ops is usually responsible for gathering intelligence. Although Stewards often function as allies for PCs, they might confront PCs engaged in risky heroics, or a canny villain could frame PCs for high crimes to turn Stewards into fearsome adversaries. DATA ANALYST There’s far more to the Stewards than blue-armored enforcers on patrol. Behind the scenes, experts at the Bastion headquarters handle investigations. Periodically, these agents embark on field work to analyze security data, crack datapads, combat technomagical viruses, and study strange phenomena. STEWARDS DATA ANALYST CR 5 XP 1,600 Nuar (page 92) N Medium monstrous humanoid Init +3; Senses darkvision 60 ft.; Perception +11 DEFENSE HP 65 RP 4 EAC 17; KAC 18 Fort +4; Ref +6; Will +10 OFFENSE Speed 40 ft. Melee horn* +10 (1d4+6 P) Ranged explorer handcoil +12 (1d6+5; critical arc 1d6) or stickybomb grenade II +12 (explode [15 ft, entangled 2d4 rounds, DC 15 Reflex]) Offensive Abilities gore* STATISTICS Str +1; Dex +3; Con +0; Int +5; Wis +1; Cha +0 Skills Computers +16, Engineering +16, Life Science +11, Medicine +11, Physical Science +16 Languages Arkanen, Common, Drow, Vercite Other Abilities calculate the odds, mind maze* Gear regimental dress IAR, explorer handcoilAR with 2 batteries (20 charges each), stickybomb grenades II (2), engineering kit, hacking kit, tier 1 miniaturized computer with basic AI SPECIAL ABILITIES Calculate the Odds (Ex) A data analyst can spend 1 Resolve Point as a move action to study a creature within 60 feet. Before the end of the data analyst’s next turn, the next time they make an attack against the target and roll a 5 or lower on the attack roll’s die, they can reroll the attack and use the higher result. CONSTABLE Constables have much more to do than chasing criminals— constables patrol neighborhoods, assist in investigations, guard visiting dignitaries, provide disaster relief, and more. Constables have limited authority to deputize capable bystanders like adventurers to help contain a threat. STEWARDS STEWARDS CONSTABLE CR 7 XP 3,200 Kalo (page 80) NG monstrous humanoid (aquatic) Init +3; Senses blindsight (sound) 60 ft., low-light vision; Perception +14 DEFENSE HP 105 EAC 19; KAC 21 Fort +9; Ref +11; Will +8 Resistances cold 10* OFFENSE Speed 15 ft., swim 45 ft. Melee underwater aurora shockpad +17 (2d4+13 E stun; critical staggered) or manacles +17 (1d8+13 B) Ranged underwater thunderstrike sonic rifle +14 (1d10+7 So; critical deafen) or riot grenade II +14 (explode [15 ft., staggered, DC 16]) STATISTICS Str +6; Dex +3; Con +2; Int +0; Wis +0; Cha +1 Skills Athletics +19, Acrobatics +14, Intimidate +14 Languages Common, Kalo Other Abilities manacles training Gear officer ceremonial plate, underwaterPW aurora shock padAR, underwaterPW thunderstrike sonic rifle with 2 batteries (40 charges each), riot grenades IIAR (2), manacles SPECIAL ABILITIES Manacles Training (Ex) A Stewards constable can wield manacles as though they were a one-handed basic melee weapon with the analog special property. If a manacles attack result would equal or exceed the target’s KAC + 4, the constable can attempt a grapple combat maneuver against the target as part of the attack. If the attack result equals or exceeds the target’s KAC + 13 and the combat maneuver check succeeds, the constable grapples and applies the restraints to the target. OVERWATCH CAPTAIN While Overwatch captains often command larger starships, they’re also dispatched as pilots in smaller craft for more discreet missions, such as tracking major outlaws or leading assaults against galactic invaders. OVERWATCH CAPTAIN CR 10 XP 9,600 Trox (page 128) LG Large monstrous humanoid Init +0; Senses darkvision 60 ft.; Perception +19 DEFENSE HP 165 EAC 23; KAC 25 Fort +12; Ref +14; Will +11 Defensive Abilities bulwark* OFFENSE Speed 35 ft., burrow 15 ft.


181 INTERSTELLAR SPECIES Melee advanced swoop hammer +23 (3d10+15 B; critical knockdown) Ranged surge staccato rifle +20 (2d10+10 So; critical deafen) or riot grenade III +20 (1d8 S, nonlethal, staggered, DC 17) Space 10 ft.; Reach 10 ft. Offensive Abilities air strike, frenzy*, grappler* Str +5; Dex +0; Con +3; Int +0; Wis +2; Cha +8 Skills Athletics +19, Diplomacy +19, Piloting +24 Languages Common, Nchaki Other Abilities vestigial arms* Gear lashunta ringwear III, advanced swoop hammer, surge staccato rifleAR with 2 batteries (40 charges each), riot grenade IIIAR, manacles SPECIAL ABILITIES Air Strike (Ex) Once per day as a full action while outdoors and in line of sight of a flying allied starship, an Overwatch captain can coordinate an exceptionally accurate air strike against an outdoor area with a 20-foot radius at a range of 1 mile. At the beginning of the captain’s next turn, the allied starship fires, dealing 10d8 fire and piercing damage to anything in the area. Creatures take half damage with a successful Reflex save (DC 12 + 1/2 the captain’s CR). OPS INFILTRATOR Ops infiltrators identify threats to the Pact Worlds through a combination of stealth, espionage, disguise, and charm. These agents typically work solo, yet they periodically hire trusted teams to gather information or covertly destroy a target. OPS INFILTRATOR CR 15 XP 51,200 Winterborn ryphorian (page 112) LN Medium humanoid (ryphorian) Init +9; Senses low-light vision Perception +31 DEFENSE HP 255 RP 7 EAC 29; KAC 30 Fort +13; Ref +15; Will +18; +2 vs mind-affecting, staggered, stunned Defensive Abilities body double; Resistances cold 15* OFFENSE Speed 30 ft. Melee molecular rift sword cane +24 (3d8+15 P; critical bleed 1d8) Ranged aphelion shoulder laser +26 (2d8+15 F; critical burn 2d6) or mk 3 holo grenade +26 (explode [20 ft., 3rd-level holographic image, DC 23]) Offensive Abilities cover up STATISTICS Str +0; Dex +9; Con +2; Int +5; Wis +1; Cha +7 Skills Bluff +31, Culture +26, Disguise +31, Sense Motive +26, Stealth +31 Languages Common, Draconic, Triaxian, plus any 15 others Gear squad hardlight series, aphelion shoulder laserAR with 2 batteries (20 charges each), molecular rift sword canePW, mk 3 holo grenadeAR, holoskin, personal comm unit; Augmentations vocal modulator SPECIAL ABILITIES Body Double (Su) As a reaction when they would be hit by an attack, an ops infiltrator can create a figment to retroactively apply a 20% miss chance against the triggering attack. If they spend 1 Resolve Point when activating this ability, they instead gain a 50% miss chance. This is an illusion ability. Cover Up (Ex) By speaking with a creature for up to 5 minutes and spending 1 Resolve Point, an ops infiltrator can alter that creature’s memory of an event that’s no longer than the time they spend speaking. Alternatively, an ops infiltrator can use this ability as a standard action against a creature within 30 feet, briefly muddling the target’s memory of recent events leading up to that moment; the target becomes confused for 1d4 rounds (Will negates, DC = 13 + 1/2 the specialist’s CR). Once a creature has been targeted by this ability, they’re immune to that infiltrator’s cover up for 24 hours. This is a language-dependent, mind-affecting, and sense-dependent ability. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


182 Survivalists are defined by independence and self-sufficiency. They often expertly navigate specific types of hostile or dangerous terrain: forests, deserts, or more remote locales such as dead space or post-apocalyptic cityscapes. Survivalists generally don’t rely on others and commonly live and work alone. However, the following statistics can represent hunters and warriors within a community as well as hermits. A survivalist might have some kind of sentient companion or a creature companion, such as a beast of burden or a hunting beast. A survivalist might arrive at a critical moment to help PCs as they travel through a barren wasteland. Alternatively, a survivalist makes an excellent antagonist in a wilderness setting since they’re capable of using every aspect of the environment against their foes. OFF-GRIDDER Off-gridders are those who—by choice or necessity—live apart from a technological society and are accustomed to self-sufficiency. Some off-gridders hold a deep-seated distrust of advanced technology, perhaps worried it might one day fail and plunge civilization into chaos. Others might be victims of circumstance, such as castaways who crash-landed on an uninhabited planet or criminals hiding from the law. OFF-GRIDDER CR 1/2 XP 200 Winterborn ryphorian (page 112) N Medium humanoid (ryphorian) Init +1; Senses low-light vision; Perception +9 DEFENSE HP 13 EAC 10; KAC 12 Fort +4; Ref +2; Will +0 Defensive Abilities determination; Resistances cold 5* OFFENSE Speed 30 ft. Melee survival knife +6 (1d4 S) Ranged bow +3 (1d6 P) STATISTICS Str +0; Dex +1; Con +3; Int +0; Wis +2; Cha +0 Skills Medicine +4, Stealth +4, Survival +9 Feats Mobility Languages Common, Triaxian Gear second skin, bow with 20 arrows, survival knife, R2E meals (5) SPECIAL ABILITIES Determination (Ex) Once per day, when damage would reduce the off-gridder’s HP to 0, it instead reduces their HP to 1.  CAREER RANGER Career rangers are self-sufficient and at home in the wilderness. They excel at guerrilla tactics, such as crafting traps and setting ambushes for prey or enemies. A career ranger might be an isolated loner in the middle of nowhere or a vital member of SURVIVALISTS a rural community. Career rangers in smaller communities are often responsible for scouting and hunting to keep their communities safe and fed. CAREER RANGER CR 3 XP 800 Kobold (page 84) LN Small humanoid (kobold) Init +4; Senses darkvision 60 ft.; Perception +13 DEFENSE HP 35 EAC 14; KAC 15 Fort +2; Ref +4; Will +6 Resistances acid 5* OFFENSE Speed 30 ft. Melee basic handaxe +7 (1d4+4 S) Ranged frost subduer +9 (1d3+3 C nonlethal; critical staggered) or dual focus rifle +9 (2d4+3 F; critical burn 1d4) Offensive Abilities expert sniper STATISTICS Str +1; Dex +4; Con –1; Int +0; Wis +2; Cha +1 Skills Acrobatics +8, Athletics +8, Engineering +13, Physical Science +8, Stealth +8, Survival +13 Languages Common, Draconic Gear graphite carbon skin, basic handaxeAR, dual focus rifleAR with 2 batteries (20 charges each), frost subduerAR with 2 batteries (20 charges each), trapsmith’s tools SPECIAL ABILITIES Expert Sniper (Ex) As long as a career ranger has cover or concealment against their target, they don’t take the normal –20 penalty for attempting to hide after sniping. TROPHY HUNTER Trophy hunters seek to conquer the greatest prey they can track down. Some might hunt dangerous creatures to ensure the safety of others, and some are nothing more than glory hounds seeking thrill and prestige. Trophy hunters are sometimes accompanied by beasts they’ve captured and trained. TROPHY HUNTER CR 9 XP 6,400 Pahtra (page 96) NE Medium humanoid (pahtra) Init +6; Senses darkvision 60 ft., low-light vision; Perception +22 DEFENSEHP 145 EAC 22; KAC 24 Fort +11; Ref +13; Will +8; +2 vs. charm and compulsion* Defensive Abilities nimble*, wary* OFFENSE Speed 30 ft. Melee blaze flame doshko +18 (2d8+12 F; critical wound) Ranged elite plasma bolter +21 (3d10+9 E & F; critical wound) or advanced shirren-eye rifle +21 (2d10+9 P)


183 INTERSTELLAR SPECIES Offensive Abilities selected prey STATISTICS Str +3; Dex +6; Con +0; Int +0; Wis +4; Cha +1 Skills Acrobatics +17, Stealth +22, Survival +17 Feats Deadly Aim Languages Common, Pahtra Gear advanced iridishell, advanced shirren-eye rifle with 20 sniper rounds, blaze flame doshko with 2 batteries (20 charges each), elite plasma bolterAR with 2 high-capacity batteries (40 charges each) SPECIAL ABILITIES Selected Prey (Ex) As a swift action, a trophy hunter can designate a creature they can see within 60 feet as their prey. This designation remains for a number of hours equal to the trophy hunter’s CR, until the marked prey dies, or until the trophy hunter designates another creature as their prey. A trophy hunter gains a bonus equal to half their CR to Survival checks to track their prey and to weapon damage rolls against their prey. MYSTERIOUS HERMIT For one reason or another, mysterious hermits isolate themselves from civilization. Perhaps a hermit chose isolation to better focus on their studies, or perhaps they fled their home after being persecuted for performing horrible experiments on the local populace.  Locating a hermit and convincing them to share their knowledge requires seekers to travel to remote, dangerous locales simply for the chance of receiving a hermit’s aid. Hermits can have a range of reactions to others seeking them; they might be grateful for some brief company, or be violently distrustful of those who seek their knowledge. MYSTERIOUS HERMIT CR 14 XP 38,400 Astrazoan (page 48) CN Medium aberration (shapechanger) Init +6; Senses darkvision 60 ft.; Perception +25 DEFENSE HP 215 RP 5 EAC 27; KAC 28 Fort +12; Ref +12; Will +19 OFFENSE Speed 30 ft. Melee advanced living staff +21 (4d6+14 B; critical bind) Ranged parallax laser pistol +23 (5d4+14 F; critical burn 3d4) Spells Known (CL 14th) 5th (3/day)—commune with nature, raise dead 4th (6/day)—confusion (DC 23), discern lies (DC 23), divination, restoration 3rd (at will)—mind thrust (DC 22), remove affliction STATISTICS Str +0; Dex +6; Con +0; Int +4; Wis +8; Cha +4 Skills Life Science +30, Mysticism +30, Survival +25 Languages Aklo, Common, up to 4 others Other Abilities change form*, compression*, many forms*, peer into the unknown, weird surroundings Gear freebooter armor IV, advanced living staffAR with 2 batteries (20 charges each), parallax laser pistol with 2 super-capacity batteries (80 charges each) SPECIAL ABILITIES Peer into the Unknown (Su) A mysterious hermit can spend 1 Resolve Point to gain +2 on an attack roll, skill check, or saving throw. They can choose to use this ability after success or failure has been determined. Weird Surroundings (Su) A mysterious hermit has the ability to alter the terrain close to their home. In any location where the hermit has lived for at least 1 year, they can create one of the following effects within a radius of 1 mile: change the local gravity by 1 step, change the local temperature by 1 step, or increase Survival DCs to avoid getting lost by 10. A mysterious hermit can change which effect is active once per day and the change takes effect after 1 day. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


184 Thieves are common throughout the galaxy, though more numerous in larger cities and space stations. They have a variety of methods and motivations for snaring others’ property; some thieves strike back against an amoral corporate system that left them behind, while others selfishly prey on those with little power to defend their possessions. PCs can encounter thieves in numerous circumstances, whether as unsavory associates, crafty foes, or on-again-off-again allies and rivals. PICKPOCKET Pickpockets are found in virtually all major settlements, particularly those with heavy tourism. Many prefer to avoid violence, whether from moral scruples or because they don’t expect to win such fights. Pickpockets might belong to criminal gangs, while others operate on their own. PCs could run afoul of a pickpocket when exploring a new city, or they could be asked to track down a troublesome pickpocket gang by concerned business owners. Some pickpockets steal simply to survive, which might give PCs encountering them an ethical quandary. PICKPOCKET CR 1 XP 400 Kobold (page 84) CN Small humanoid (kobold) Init +4; Senses darkvision 60 ft.; Perception +10 DEFENSE HP 17 EAC 11; KAC 12 Fort +1; Ref +3; Will +4 Resistances electricity 5* OFFENSE Speed 30 ft. Melee survival knife +4 (1d4+1 S) Ranged pulsecaster pistol +6 (1d4+1 E nonlethal) Offensive Abilities swipe STATISTICS Str +0; Dex +4; Con –1; Int +1; Wis +0; Cha +2 Skills Bluff +5, Engineering +5, Physical Science +10, Sleight of Hand +10, Stealth +10 Languages Common, Draconic Gear flight suit stationwear, pulsecaster pistol with 2 batteries (20 charges each), survival knife SPECIAL ABILITIES Swipe (Ex) As a standard action, the pickpocket can attempt a Sleight of Hand check (DC 20 + the target’s level or CR) in combat to snatch a small, non-held item from a target, disguising it as a feint or dodge. On a success, the pickpocket takes the item and quickly conceals it on their person. The target can attempt an opposed Perception check against the pickpocket’s Sleight of Hand result to notice the theft. MUGGER Like pickpockets, muggers are common in large cities, but they adopt a strategy of brute force rather than stealth. Most muggers are physically imposing, the better to intimidate their THIEVES victims into handing over valuables. They can be among the lower echelons of an organized gang or simply free agents. A mugger might prey on low-level PCs who wander down the wrong alleyway, or the PCs might witness a mugging and wish to help. Most muggers flee if their victims put up a fight, which could provide the opportunity for an exciting chase. MUGGER CR 6 XP 2,400 Nuar (page 92) CE Medium monstrous humanoid Init +2; Senses darkvision 60 ft.; Perception +13 DEFENSE HP 90 EAC 18; KAC 20 Fort +8; Ref +10; Will +7 OFFENSE Speed 40 ft. Melee yellow star solar brand +17 (1d8+11 E & F; critical wound) or horn* +17 (1d8+11 P) Ranged thunderstrike sonic rifle +14 (1d10+6 So; critical deafen) Offensive Abilities beatdown, gore*, menace STATISTICS Str +5; Dex +2; Con +3; Int +1; Wis +0; Cha +1 Skills Athletics +13, Intimidate +18, Survival +13 Languages Common, Orc Other Abilities maze mind* Gear freebooter armor II, thunderstrike sonic rifle with 1 high-capacity battery (40 charges), yellow star solar brandAR with 2 high-capacity batteries (40 charges each) SPECIAL ABILITIES Beatdown (Ex) As a standard action, a mugger can attempt a combat maneuver to trip a target. If this succeeds, the mugger also deals damage equal to one of their melee attacks. Menace (Ex) As a standard action, the mugger can menace a target, who must succeed at a Will save (DC = 9 + the mugger’s CR) or be forced to follow the mugger’s orders as if affected by command. If the target succeeds at their Will save, they’re immune to that mugger’s menace ability for 24 hours. SAFECRACKER Safecrackers specialize in getting into vaults and other secured locations, often working with a small team. Some safecrackers go after treasures like gemstones and art objects, while others target less-tangible things, such as corporate secrets. The PCs might encounter a safecracker if they interrupt a robbery while on another mission, or might be asked to investigate a break-in after it occurs. SAFECRACKER CR 10 XP 9,600 Raxilite (page 108) NE Tiny plant Init +5; Senses low-light vision; Perception +24 DEFENSE HP 150 RP 5


185 INTERSTELLAR SPECIES EAC 23; KAC 24 Fort +11; Ref +13; Will +9 Defensive Abilities limited plant benefits* OFFENSE Speed 30 ft. Melee sintered handaxe +18 (2d6+13 S) Ranged aphelion laser pistol +20 (3d4+10 F; critical burn 1d4) Space 2-1/2 ft.; Reach 0 ft. Offensive Abilities jam shot STATISTICS Str +3; Dex +5; Con +3; Int +8; Wis +1; Cha +1 Skills Bluff +24, Computers +24, Engineering +24 (+26 to disable a device), Physical Science +19, Sense Motive +19 Languages Akitonian, Aklo, Castrovelian, Common, Raxi, Triaxian, Vercite, Vesk, Ysoki Other Abilities LFAN*, LFAN symbiosis*, swift recalibration Gear white carbon carbon skin, aphelion laser pistol with 2 high-capacity batteries (20 charges each), sintered handaxeAR, laser drillAR, microgogglesAR SPECIAL ABILITIES Jam Shot (Ex) Once per day as a standard action, the safecracker can apply a small explosive to a 5-foot square. They can trigger this explosive as a reaction when a creature enters this space, dealing fire damage equal to twice the safecracker’s CR, pushing the target back 5 feet into an empty space, and knocking it prone. The creature can attempt a Reflex save (DC = 10 + the safecracker’s CR) to halve the damage and avoid being pushed and knocked prone. Swift Recalibration (Ex) The safecracker’s keen eye quickly notes mistakes. They can spend 1 Resolve Point to immediately reroll a failed Engineering check to arm explosives, disable a device, or repair an item, taking the better of the two results. PHANTOM THIEF Phantom thieves view themselves as the elite of the thieving world, carrying out their thefts with a trademark panache. Most phantom thieves exclusively target the wealthy, whose possessions present the most tempting targets. Many leave behind some sort of calling card to mark a theft as their work. PHANTOM THIEF CR 15 XP 51,200 Pahtra (page 96) N Medium humanoid (pahtra) Init +9; Senses darkvision 60 ft., low-light vision; Perception +26 DEFENSE HP 255 RP 6 EAC 29; KAC 30 Fort +13; Ref +15; Will +18; +2 vs. charm and compulsion* Defensive Abilities nimble*, wary* OFFENSE Speed 40 ft. Melee zero-edge dagger +24 (6d4+19 S) Ranged inductive anchor pistol +26 (4d6+15 E nonlethal; critical bindAR) Offensive Abilities dispel defenses STATISTICS Str +4; Dex +9; Con +3; Int +5; Wis +4; Cha +7 Skills Acrobatics +31, Athletics +31 (+2 to climb metal surfaces), Bluff +26, Computers +26, Engineering +26, Stealth +31 Languages Castrovelian, Common, Draconic, Kasatha, Pahtra, Vercite, Vesk Other Abilities blend Gear diamond carbon skin, inductive anchor pistolAR with 2 super-capacity batteries (80 charges each), zero-edge dagger, infiltration assistantAR SPECIAL ABILITIES Blend (Su) As a swift action, the phantom thief can spend 1 Resolve Point to appear insubstantial, fading into the background. Though not true invisibility, this gives the phantom thief a +2 bonus to Stealth checks for the next 10 minutes (+4 if they haven’t moved for the past round). Dispel Defenses (Su) The phantom thief is adept at dispelling magical traps and protections. As a standard action, they can spend 1 Resolve Point to unravel a magical effect, as a targeted dispel magic, using their CR as their caster level for the dispel check. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


186 Those who amass extraordinary wealth, power, and influence often use them to perpetuate their advantages, typically through violent or coercive means. Tyrants might maintain their rule through subterfuge and surveillance or through age-old and expedient threats and brute force. What unifies tyrants across philosophical and ideological divides is the willingness and ruthlessness to pursue extraordinarily ends to justify their means, often at a terrible cost to those who dare oppose them. SINGULARITY ACCELERATIONIST As dangerous provocateurs pounding the drum of selfpreservation, singularity accelerationists amass like-minded machines to realize an inevitable goal: the complete removal of chaotic organic life who would ruin artificial intelligence’s inevitable domination of the known universe. SINGULARITY ACCELERATIONIST CR 7 SRO (page 124) LE Medium construct (technological) Init +1; Senses darkvision 60 ft.; Perception +15 DEFENSE HP 100 EAC 19; KAC 20 Fort +4; Ref +4; Will +8 Immunities construct immunities* OFFENSE Speed 20 ft. Melee fangblade +16 (1d12+11 S; critical bleed 1d8) Ranged corona artillery laser +14 (2d8+7 F; critical burn 1d6) STATISTICS Str +4; Dex +1; Con +0; Int +5; Wis +2; Cha +0 Skills Computers +19 (+20 if accessing computer from highdensity datajack), Engineering +19, Intimidate +14, Physical Science +19, Piloting +14 Languages Common, up to 5 others Other Abilities healing circuit*, integrated equipment* (personal comm unit, retinal reflectors, standard datajack), optimize for destruction, robotic* Gear vesk overplate I, corona artillery laser with two highcapacity batteries (40 charges each), fangblade with two batteries (20 charges each), personal comm unit, tool kit (engineering); Augmentations high-density datajack, retinal reflectors SPECIAL ABILITIES Optimize For Destruction (Ex) The singularity accelerationist can optimize a construct with the technological subtype whose CR doesn’t exceed their own, granting the creature the brute adjustment special ability (Alien Archive 142). This process takes 8 hours of work. FORTUNATE WARLORD Some worlanisi leverage their preternatural luck to best their rivals, forging loyal armies that revere the leader’s track record of uncanny victories. These fiefdoms typically thrive less on careful planning than they do on aggression, creating situations TYRANTS where the warlord can beat the odds in one fell swoop. These leaders most often run pirate ships or mercenary crews, where a quick tongue and quicker aim can win the day. FORTUNATE WARLORD CR 11 Worlanisi (page 144) NE Small humanoid (worlanisi) Init +8; Perception +20 DEFENSE HP 180 EAC 24; KAC 26 Fort +15; Ref +13; Will +10; –1 vs. mind-affecting effects Weaknesses psychic reverb* OFFENSE Speed 30 ft., climb 20 ft. Melee tactical plasma sword +20 (2d8+16 E&F; critical severe wound) Ranged medium machine gun +23 (3d10+11 P) or cryo grenade II +20 (explode [15 ft., 2d8 C plus staggered, DC 18]) Offensive Abilities lucky bounce STATISTICS Str +5; Dex +8; Con +2; Int +1; Wis +0; Cha +3 Skills Bluff +20, Diplomacy +20, Intimidate +25 Languages Common, Worlanisi; limited telepathy 60 ft.* Other Abilities multiarmed (4)*, worlanisi gamble*, worlanisi luck* Gear freebooter armor III, medium machine gun with 240 rounds, tactical plasma sword with 2 batteries (20 charges each), cryo grenades II (3) SPECIAL ABILITIES Lucky Bounce (Ex) As a move action, a fortunate warlord can draw and throw a grenade with a –10 penalty to their attack roll. When a fortunate warlord misses a ranged attack with a thrown weapon, they can reduce the number of squares the weapon lands away from the target by 1. In addition, they roll 1d8 twice and use either result to determine the misdirection of the throw. COLVEARE HIERARCH The astriapi home world Colveare is run by a council called the Hierarchs, descended from revolutionary warrior-priests. While Colveare today is a peaceful marvel of civic engineering, a few ambitious Hierarch outliers found conspiracies, cults, or private armies to rule unequivocally. While these aspirations often take the Hierarch far from home, a few aspire to overthrow Colveare’s government and install themselves as absolute monarchs. COLVEARE HIERARCH CR 14 XP 38,400 Astriapi (page 52) LE Medium monstrous humanoid Init +3; Senses blindsense 30 ft. (scent), darkvision 60 ft.; Perception +25 DEFENSE HP 215 RP 6 EAC 27; KAC 28


187 INTERSTELLAR SPECIES Fort +13; Ref +15; Will +20 OFFENSE Speed 30 ft., fly 30 ft. (Ex, average) Melee nanoserrated chitinblade +22 (4d8+16 S; critical bleed 2d8) or bite +22 (1d3+21 P) Ranged executioner caustoject +24 (4d4+14 A plus injection; critical injection +2) Spells Known (CL 14th; ranged +24) 5th (3/day)—dominate person (DC 24), greater synaptic pulse (DC 24) 4th (6/day)—confusion (DC 23), discern lies (DC 23), hold monster (DC 23), mind thrust (DC 23) 3rd (at will)—divine aspectCOM, suggestion (DC 22) STATISTICS Str +2; Dex +3; Con +6; Int +1; Wis +8; Cha +4 Skills Diplomacy +25, Engineering +30, Mysticism +30 Languages Astriapi, Common Other Abilities zhufera visions Gear ready to wear echelon fashion, nanoserrated chitinbladeAR, executioner caustojectCOM with 2 batteries (20 charges each), tier III sedative (5) SPECIAL ABILITIES Zhufera Visions (Su) As a standard action, the hierarch can psychically project terrifying visions that affect any number of creatures within 60 feet. Each affected creature attempts a Will save (DC = 8 + the hierarch’s CR). If they fail, they’re staggered for 1 round and shaken for 1d4 rounds. If they succeed, they’re shaken for 1 round. After being affected by this ability, a creature is immune to that hierarch’s zhufera visions for 1 hour. This is a mind-affecting ability. UNDERWORLD MASTERMIND The deadliest tyrants rule from the shadows. By blending in among minions, bystanders, and rivals alike, an underworld mastermind can steal secrets, manipulate social phenomena, and rule multiple organizations under many guises. Such a power broker often needs pawns—willing or unwitting—and they could act as a patron who maneuvers young adventurers to eventually gain an advantage. UNDERWORLD MASTERMIND CR 19 XP 204,800 Astrazoan (page 48) NE Medium aberration (shapechanger) Init +9; Senses darkvision 60 ft.; Perception +32 DEFENSE HP 385 EAC 33; KAC 34 Fort +18; Ref +18; Will +21 OFFENSE Speed 30 ft. Melee molecular rift dagger +30 (10d4+21 S; critical bleed 19) Multiattack 3 molecular rift daggers +24 (10d4+21 S; critical bleed 19) Ranged elite injector pistol +32 (9d6+19 P plus injection; critical injection +2) Offensive Abilities cruel bladework, deadly betrayal (19d4) STATISTICS Str +2; Dex +9; Con +1; Int +6; Wis +3; Cha +11 Skills Acrobatics +32, Bluff +37, Disguise +37, Intimidate +37, Stealth +32 Languages Common, up to 6 others Other Abilities change shape*, compression* Gear freebooter armor V, elite injector pistolAR with 40 darts, molecular rift daggers (3), hydrofluoric acidCOM (3) SPECIAL ABILITIES Deadly Betrayal (Ex) If a mastermind successfully hits an enemy during a surprise round, they deal additional damage with the attack to one target equal to 1d4 per CR. Cruel Bladework (Ex) Any operative slashing weapon the mastermind wields gains the bleed critical hit effect, with the bleed damage equal to the underworld mastermind’s CR. EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


188 advanced pheromap 143 airjet (augmentation) 58 attentive guidebook (personal item) 139 Amplified Outgoing Signals (feat) 147 ancestor drone (hybrid item) 91 aqua-empathic lobe (augmentation) 58 artificial geyser (spell) 115 basic pheromap 143 Bear Hug (feat) 135 biohacker class options 20 bioluminescent skin (augmentation) 59 biomechanical symbiosis (spell) 111 Brutal Slash (feat) 135 change of seasons (spell) 115 Chemical Trail (feat) 71 Chitinous Wall (feat) 130 CREATURE COMPANIONS 82–83 Crescendo of Victory (feat) 98 Crescendo of Violence (feat) 98 crystal eruption (spell) 123 crystal mine (spell) 123 crystalline codex (personal item) 139 CUSTOM SPECIES BUILDER 42 deception node (augmentation) 75 Discordant Din (feat) 99 Double Trouble (feat) 67 Draconic Shot (feat) 67 Draconic Senses (feat) 67 dragonkin alternate species traits 67 Escaped Experimental Subject (feat) 147 Efficient Engineering (feat) 71 electrostatic spines (augmentation) 59 envoy class options 22 evolutionist 10 archetype 5 NPC class graft 5 FEATS 51, 67, 71, 87, 98–99, 111, 130–131, 135 Flashmorph (feat) 51 formian alternate species trait 71 Grasping LFAN (feat) 111 gambler’s risk graft (augmentation) 147 greater change of seasons (spell) 115 greater mental muscle (spell) 63 haptic database 143 Harmony of Bullets (feat) 99 Hibernate (feat) 135 Hurl Ally (feat) 67 HYBRID ITEMS 91 iceflame crystal (solarian weapon crystal)79 ink gland (augmentation) 59 Jinx (feat) 147 kvashbark cartography kit (hybrid item) 91 linnormling (creature companion) 82 localized water elemental (creature companion) 83 Lucky Guess (feat) 147 MAGIC ITEM 102 mahoi manta (creature companion) 83 Major Draconic Form (feat) 87 Masterful Imitation (feat) 51 mechanic class options 24, 127 meduza grenade 119 meduza rifle (weapon) 119 memory prism (spell) 123 mental muscle (spell) 63 mineral dye (personal item) 139 Minor Draconic Form (feat) 87 Morphing Feint (feat) 51 Multitudinous LFAN (feat) 111 nanocyte class options 26 nematocyst spear (weapon) 119 Operatic Shatter (feat) 99 operative class options 28 panic grenade 55 Perpetual Polymorph (feat) 87 INDEX


189 INTERSTELLAR SPECIES PERSONAL ITEMS 139 phantasmal maze (spell) 95 Pincered LFAN (feat) 111 Pinpoint Hearing (feat) 99 Polymorphic Titan (feat) 87 precog class options 30 preserved path (spell) 95 pressure filter (augmentation) 59 psychic sonar (spell) 63 Psychic Stalking (feat) 147 psychic strike node (augmentation) 75 pyrespike crystal (solarian weapon crystal) 79 Rallying Roar (feat) 135 Rending Slash (feat) 135 researcher’s helper (personal item) 139 Righteous Frenzy (feat) 130 Shifter’s Eye (feat) 51 singing stinger (weapon) 55 soldier class options 32 sonic vocalizer (augmentation) 59 Soothing Focus (feat) 147 speech encoder (personal item) 139 spell amulets (magic item) 102 spell redirection (spell) 131 starlight flute (hybrid item) 91 Startling Charge (feat) 135 storm-deflecting sphere (spell) 123 sure collector (personal item) 139 Terrifying Presence (feat) 67 thermal-sensitive eyes (augmentation) 59 SPELLS 63, 95, 111, 115, 123, 131 TECHNOLOGICAL ITEM 143 Toxic Strike (feat) 71 Trading Places (feat) 147 True Dragon Form (feat) 87 Tunneling Vanguard (feat) 131 valai band (tech item) 143 Vali water (hybrid item) 91 Vestigial Vigor (feat) 131 vivara rifle (weapon) 55 volcanic wrath (spell) 115 WEAPONS 55, 79, 119 witchwarper class option 107 EVOLUTIONIST NPC GALLERY CLASS OPTIONS INDEX SPECIES SPECIES BUILDER PLAYABLE SPECIES SPECIES PROFILES CLASSES OVERVIEW 3


190 Open Game License Version 1.0a Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt. Starfinder Interstellar Species © 2022, Paizo Inc.; 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. This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, organizations, plots, storylines, trade dress, the historical period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game Content term for which is “dreaming barathu”), and the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that have previously been designated as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the public domain are not included in this declaration.) Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Starfinder Interstellar Species © 2022, Paizo Inc. All rights reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Flip-Tiles, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc. Printed in China. PAIZO INC. Creative Director • James Jacobs Director of Game Design • Jason Bulmahn Director of Visual Design • Sonja Morris Director of Game Development • Adam Daigle Development Managers • Jason Keeley and Linda Zayas-Palmer Senior Developers • Eleanor Ferron, Thurston Hillman, Luis Loza, and Patrick Renie Developer • Jenny Jarzabski Starfinder Lead Designer • Joe Pasini Starfinder Senior Developer • John Compton Organized Play Line Developers • Jessica Catalan and Mike Kimmel Pathfinder Lead Designer • Logan Bonner Senior Designers • James Case and Michael Sayre Managing Editor • Leo Glass Lead Editor • Avi Kool Senior Editors • Patrick Hurley and Ianara Natividad Editors • Solomon St. John and Shay Snow Art Directors • Kent Hamilton, Kyle Hunter, and Adam Vick Senior Graphic Designer • Emily Crowell Production Designer • Justin Lucas Director of Brand Strategy • Mark Moreland Paizo CEO • Lisa Stevens President • Jim Butler Chief Creative Officer • Erik Mona Vice President of People & Culture • Maggie Gallagher Vice President of Sales & Operations • Mike Webb Vice President of Technology • Rei Ko Controller • Mary Webb Sales Manager • Cosmo Eisele Sales & E-Commerce Assistant • Mika Hawkins Director of Licensing • John Feil Marketing and Media Manager • Aaron Shanks Marketing and Licensing Coordinator • Raychael Allor Director of Community • Tonya Woldridge Organized Play Coordinator • Alex Speidel Director of Project Management • Glenn Elliott Project Manager • Lee Aula Senior Accountant • William Jorenby Finance Operations Specialist • B. Scott Keim Front End Engineering Lead • Andrew White Senior Software Developer • Gary Teter Software Architect • Brian Bauman Software Developer • Robert Brandenburg Software Test Engineer • Erik Keith System Administrators II • Whitney Chatterjee and Josh Thornton Web Content Manager • Maryssa Mari Webstore Coordinator • Katina Davis Customer Service Team • Logan Harper, Jonathan Morgantini, James Oakes, and Austin Phillips Warehouse Manager • Jeff Strand Logistics Coordinator • Kevin Underwood Warehouse Distribution Lead • Heather Payne Warehouse Team • Alexander Crain, James Mafi, Zac Moran, and Evan Panek


Unravel the eldritch mysteries of the galaxy with Starfl nder Galactic Magic! This book demysti es Star nder’s magical possibilities, providing your characters fantastic abilities to overcome any challenge. Whether you master the secrets of arcane academies, steal spells with supernatural  nesse, or draw power from the gods themselves, Starfl nder Galactic Magic rede nes what you thought possible! AVAILABLE NOW! © 2022, Paizo Inc. Paizo, the Paizo golem logo, Star nder, and the Star nder logo are registered trademarks of Paizo Inc.; Star nder Flip-Mat, Star nder Pawns, and Star nder Roleplaying Game are trademarks of Paizo Inc. MSRP $39.99 UNLEASH COSMIC POWER! GALACTIC MAGIC Unravel the eldritch mysteries of the galaxy with demysti es Star nder’s magical possibilities, providing your characters fantastic abilities to overcome any challenge. Whether you master the secrets of arcane academies, steal spells with supernatural  nesse, or draw power from the gods themselves, paizo.com/star nder


Hyperspace is broken! Faster-than-light travel, made possible by the Drift, fails in a catastrophic instant. Travelers vanish mid ight, communications scramble, and the Drift’s progenitor-god, Triune, falls mysteriously silent. In the aftermath, empires cling to far- ung holdings, opportunists exploit the chaos, and everyone demands to know how this crisis can be resolved. With Starfl nder Drift Crisis, you can dive right into this galaxy-spanning emergency and determine what happens next! AVAILABLE NOW! © 2022, Paizo Inc. Paizo, the Paizo golem logo, Star„ nder, and the Star„ nder logo are registered trademarks of Paizo Inc.; Star„ nder Flip-Mat, Star„ nder Pawns, and Star„ nder Roleplaying Game are trademarks of Paizo Inc. MSRP $44.99 COSMIC CATASTROPHE! DRIFT CRISIS Hyperspace is broken! Faster-than-light travel, made possible by the Drift, fails in a catastrophic instant. Travelers vanish mid ight, communications scramble, and the Drift’s progenitor-god, Triune, falls mysteriously silent. In the aftermath, empires cling to far- ung holdings, opportunists exploit the chaos, and everyone demands to know paizo.com/star„ nder


paizo.com/starfinder Printed in China. PZO7120 TENDRIL, WING, AND SCALE Starfinder isn’t just a game about hackers, telepathy, and laser pistols—it’s an intersection of the many delightfully unique aliens that you can play! Interstellar Species presents an eclectic array of strange creatures, from extradimensional kobolds and tiny raxilite plant people to mighty dragonkin and crystalline, silicon-based urogs. Be prepared not only to uncover all-new cultures, histories, and character options, but also to learn how you don’t need a spine to pilot a starship! In this book, you’ll find: D The new evolutionist character class, able to transform their body to overcome any challenge! D An in-depth look at 25 fan-favorite playable species, all with exciting character options like feats, spells, and gear innovated by those species. D Tools for creating your own playable species, including their appearance, culture, and abilities! D A vast gallery full of versatile NPCs like assassins, explorers, investigators, and sports stars—each ready to be included in any campaign.


Click to View FlipBook Version