Or incorporate technologies directly into yourself, whether you're installing advanced cybernetic augmentations or playing Starfinder's newest class: the nanocyte, whose body hosts an army of robotic nanites that obey her commands! Outrace the speediest threats by customizing your own space-age vehicles, and overcome even the toughest foes by piloting powerful battle robots using the all-new mech combat system!
Seize the future with additional options for every class and articles exploring every aspect of science-fantasy tech from advertising and music to virtual intelligences and security systems. Join in the Starfinder Tech Revolution! Trapped on the Shadow Plane, the heroes' only hope of returning to the Material Plane is to find and destroy the mad scientist whose machinations put them in this predicament.
At a creepy spacedock controlled by worshipers of a god of darkness and pain, the PCs are able to retrieve a shadow version of their starship to fly back to the asteroid where the campaign began. Fighting past disturbing vessels piloted by shadowy fiends who want to flay them alive, the heroes arrive at a twisted place where the moans and screams of unseen beings echo through unfamiliar halls. At the center of this web, the heroes confront the evil scientist, who has been transformed through her experimentation with pleasure and pain.
With her notes and the use of partially living machinery, the PCs can cure themselves of their corruption and find a way home! The adventure concludes the Signal of Screams Adventure Path, a 3-part, monthly campaign in which players race to find the source of a mystical signal that warps both minds and bodies.
It also includes advice for how to continue the campaign, an exploration of the Shadow Plane, and a selection of horrifying new monsters. Each monthly full-color softcover Starfinder Adventure Path volume contains a new installment of a series of interconnected science-fantasy quests that together create a fully developed plot of sweeping scale and epic challenges. Each page volume of the Starfinder Adventure Path also contains in-depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more!
Unravel the eldritch mysteries of the galaxy! The new Galactic Magic hardcover rulebook for the Starfinder Roleplaying Game adds magical flair to any hero with a wealth of fantastical magic-infused character options for starfarers of any class! More than spells, a host of powerful rituals, and an array of magic gear, hybrid items, and artifacts give you the edge to survive in a weird universe with lurking dangers at the end of every jump.
The brand-new precog class allows you to see and change the future, relying on predictive prerolls to navigate clutch situations and quick reflexes to manipulate combat. Study arcana among the stars with a host of new magical organizations and spellcasting schools or petition higher powers using new faith-based options tied to the galaxy's gods and philosophies.
A creature hit by sun hurl must succeed at a DC 16 Reflex save or gain the burning condition 1d6 fire damage. The periastra cannot use sun hurl two turns in a row. If the periastra makes a full attack using sun hurl, it must use sun hurl for both attacks. Perfect Alignment Su An apastra is always both fully graviton attuned and fully photon attuned. Solar Manifestation Su This functions as the solar manifestation solarian class feature.
Solar Storm Su Once a day, an apastra can give in to the gravitonic and photonic forces that rage within it, expelling this energy in a cataclysmic storm. The solar storm has a range of 60 feet and a foot radius.
The storm is difficult terrain and obscures all sight beyond 5 feet. Creatures within 5 feet of an attacker while in the storm have concealment. When the apastra uses solar storm, it can maintain the storm for up to an additional 1d3 rounds. An apastra must take a full action each round to maintain the storm, and it can move the storm up to 30 feet as part of that full action. Stellar Revelations Su An apastra can use the black hole and supernova solarian stellar revelations.
It can use either stellar revelation once before that revelation needs to recharge. Once it has used each stellar revelation once, they both recharge in 1d4 rounds. Throw Solar Weapon Ex An apastra can throw its solar weapon at a foe as a ranged attack with a foot range increment.
This does not cause the weapon to be dismissed. As equinoxians age and their connection to the Cycle grows, they must learn to master the perfect balance of the contradictory powers within themselves, lest they lose control of those forces. Equinoxian periastras are masters of the Cycle, perpetually balancing the gravitonic and photonic forces comprising their bodies, and they are legendary for their fighting prowess.
They oppose forces of chaos and guard sites holy to solarians, allowing visitors to enter only after they have proven their mastery of the Cycle in combat. Those equinoxians who cannot maintain balance are driven mad, becoming the tragic and powerful figures known as apastras. Apastras seek to cause imbalance and collapse wherever they can, and solarians justly fear the enraged creatures.
Periastra Training Through sheer force of will, you can gain the effects of being fully attuned to your current stellar mode. D Prerequisites: Cha 13, Mysticism 5 ranks, stellar mode class feature. D Benefit: When you have 1 or 2 attunement points and use a stellar revelation, you can spend 1 Resolve Point to use that revelation as if you were fully attuned to your current mode.
You cannot benefit from this feat if you have disproportionate revelations. Snatch Ex This functions as the grab universal creature rule, except the espraksa must hit with two talon attacks during the same turn to grab.
Snatch Ex See above. The avian espraksas originated from the Near Space planet of Neeroon. A small, frigid planetoid at the farthest reaches of its star system, Neeroon is a rugged world with a variety of biomes, from taigas to rocky badlands, and sky-scraping mountains to ice-filled canyons.
Espraksas who adapted to the taigas of Neeroon developed deep-brown or russet feathers, while those who live in the snowy peaks have white or gray feathers lightly speckled with black or a mossy green. Espraksas have a thick collar of feathers to keep their long, slender necks warm. They also have lengthy antennae-like feathers that extend from the inner corners of their eyes. Males have crests of feathers that extend from the crowns of their heads and are expressive enough to communicate emotion.
Espraksas stand about 7 feet tall and weigh pounds. Espraksas consider themselves the offspring of the deities Desna and Weydan, unified in a pairing called the Wings. Their open, sociable, and free-spirited society reflects this origin story. Though the rule of law is important to espraksas, the application of wisdom and compassion is equally so. Espraksa settlements often have shrines dedicated to the Wings.
Espraksa settlements also emphasize harmony with nature. They avoid razing the environment to make way for their settlements, instead incorporating their towns and homes high up in the surrounding trees and terrain. This architecture has left few means for land-bound creatures to enter from the ground.
As tourism to Neeroon has grown more common, the espraksas have had to accommodate flightless creatures. Wanderlust and gregariousness are intrinsic to espraksa society on Neeroon despite individual regions having many quirks, which it seems their peoples took pains to preserve. Espraksas revel in exploration, whether literal, interpersonal, or spiritual. They often embark on a journey of self-discovery in an unofficial coming-of-age ceremony, traveling the galaxy and immersing themselves in other cultures.
Espraksas love to make friends, even with the surliest of folk, establishing positive emotional connections that are passionate and enduring. Most espraksas can proudly recollect every friend made on their journeys and find enemies only under extreme circumstances.
However, once an espraksa has decided another creature is a foe, the hostility can be just as fervent and lasting. Due to their exposure to many cultures and fields, espraksas fill many vocations. They take whatever odd jobs are available to fund their ongoing adventures. Many seek occupations that facilitate exploration, from field scientists to mercenaries.
Diversity in skill is a virtue among espraksas, so much so that being good at one skill at the expense of others is seen as a character flaw. Most return to Neeroon when they feel their travels have provided enough novelty. Then, such espraksas settle down on their icy world, find mates, and start families. Older espraksas are highly valued leaders, philosophers, and teachers, their know-how honed over a lifetime of exploration. Some elder espraksas are celebrated experts even beyond Neeroon, renowned across the galaxy for their breadth of experience.
Espraksa Movement: Espraksas have a land speed of 30 feet and an extraordinary fly speed of 30 feet with average maneuverability. Cold Inured: See page They take a —2 penalty to saving throws against mind-affecting effects, but the DC of any mind-affecting effect they create is increased by 1.
Multicultural: Esprakas learn an additional language for every even-numbered rank gained in the Culture skill. Natural Weapons P : See page Snatch: See page Magnetic Field Ex A ferrofluid ooze is surrounded by a constant magnetic field that interferes with nearby technological equipment. Magnetic Leap Ex As a move action every 1d4 rounds, a ferrofluid ooze can move adjacent to a creature within its magnetic field that is either a technological construct or wearing or wielding technological equipment.
This movement does not provoke attacks of opportunity. The ooze then automatically attaches to that creature, as per the attach universal creature rule. Magnetic Field Ex See above. Magnetic Leap Ex See above. If the target creature is at least one size smaller, the ooze automatically engulfs the target as per the engulf universal creature rule instead of attaching to it.
Each creature must attempt a DC 19 Reflex save for each technological item it is holding to avoid dropping it in an adjacent square. In addition, each creature that is a technological construct or wearing technological armor must succeed at a DC 19 Fortitude save or be knocked prone. Ferromagnetic fluid, or ferrofluid, has long been a staple of spacefaring technology. Societies across the galaxy originally created this utilitarian substance by suspending coated nanometer-sized particles of magnetite in viscous liquid.
As necessity demanded invention, later iterations of the magnetic liquid began to take on an almost lifelike temperament. The substance increasingly exhibited erratic behavior as engineers tinkered with heavily magnetized liquids, using experimental bioengineered substances to suspend magnetic particles.
The final result of these developments was an emergent, though limited, sentience within certain pools of ferrofluid—a consciousness solely consumed with the search for ever-stronger magnetic fields.
Ferrofluid oozes can form virtually anywhere, but they are drawn to urban areas filled with magnets and ferrous metals and find solace in any place that thrums with electromagnetism.
Their dark, aqueous bodies skulk low to the ground, and they often hide away beside magnetic machines in industrial districts or aboard starships and space stations. A few lucky oozes find caverns of naturally magnetized ore. Wherever the oozes travel, their magnetic properties reduce the vibrations of their movement, making them difficult to detect until their magnetic fields and unmistakable magnetic pull betray their presence.
Ferrofluid oozes are usually about 3 feet in diameter. While not inherently ill meaning, ferrofluid oozes often are at odds with the owners of the magnetic objects they covet.
Usually utterly indifferent to organic life, ferrofluid oozes seek only to collect magnetic material— though they do defend themselves, and can attack when stubborn life-forms refuse to relinquish their magnetic goods. Ferrofluid oozes that collect a large amount of debris are even on occasion mistaken for scavenger slimes.
As ferrofluid oozes skulk around places profuse with magnetized materials, they occasionally leave behind droplets of magnetic fluid. So long as these droplets remain in the magnetized environments provided by their parent, their size and magnetic power grow in parallel with their access to additional magnetized material.
Due to this propagation, it is not unusual to see several ferrofluid oozes enjoying the same magnetically charged environment, so experienced adventurers are wary when they find only a single ooze in such a place. Given enough time and magnetic material, multiple oozes can form into a single, much larger ferrofluid magneto-cluster around 8 feet in diameter.
Armor upgrades incorporating the substance are becoming more common among military forces facing attack from the Swarm. In addition, the DC of Perception checks against you is increased by 5 for creatures using blindsight vibration or blindsense vibration. Mandible Dance Su As a full action, a flayer leech can stand its body vertically, opening each of its five petal-like jaws and gesticulating with its vast array of complex mouth parts and hooked teeth in a strange performance.
Each creature within 30 feet of the flayer leech must succeed at a DC 13 Will save or be fascinated for as long as the flayer leech continues its dance and for 1 round thereafter. This is a sense-dependent, mind-affecting effect. A flayer leech can move toward a fascinated creature, enter its space, and attempt an attach attack without ending the condition. However, if the flayer leech attempts to bite a fascinated creature, the condition ends as normal. Phonophobia Ex When a flayer leech effigy is dealt sonic damage or comes within 30 feet of the source of an extremely loud noise such as that produced by a starship thruster or the explosion of a grenade , it must attempt a DC 21 Will saving throw.
Rapid Strikes Ex When a flayer leech effigy makes a full attack with its wrist proboscis, it makes up to three attacks instead of two, taking a —6 penalty to each attack instead of the normal —4 penalty. Uncanny Impersonation Su A flayer leech effigy can impersonate the creature whose skin it is wearing to a striking degree.
If the effigy attacks with its wrist proboscis, its disguise is automatically ruined for all who witness the attack. Verminlike Ex For effects targeting creatures by type, a flayer leech effigy counts as both monstrous humanoid and vermin whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types. As a move action, an effigy can concentrate on the creatures it has wounded.
A flayer leech is a tiny invertebrate with a semitranslucent body and what appears to be a head that tapers to a point. This head is actually a segmented mouth that unfolds into five petal-like jaws, each lined with row upon row of curved, barbed teeth. A flayer leech is approximately 1 foot long and weighs only a few pounds. A flayer leech is a mindless, opportunistic predator that preys on all living creatures, but when it kills a humanoid or monstrous humanoid, it can wear the skin of its victim like a suit of clothes after a process of metamorphosis.
Once full, the flayer leech returns its attention to the pieces of skin, using its spinnerets to create a nearly invisible filament and its proboscis like a needle to stitch the tatters back together, exactly as they once were.
This filament is coated with a regenerative wax that fuses the flayed skin back together, leaving only barely visible lines.
The flayer leech crawls into this fleshy cocoon and pupates within for 2d6 days, developing a bone structure and vocal organs, as well as respiratory, circulatory, and nervous systems similar to that of the victim. After this period, a flayer leech becomes a flayer leech effigy, a convincing simulacrum of the dead creature. When threatened, an effigy can protrude larger versions of its pharyngeal proboscis from small slits just below its wrists to defend itself.
It also uses these tubes to extract the marrow it needs to reproduce—a disgusting parthenogenesis wherein the effigy belches forth fully grown flayer leeches. Use the following template graft to create a unique flayer leech effigy. Required Creature Type: Monstrous humanoid. Each affected formian gains the benefits of haste for 1 minute. Hive Mind Ex Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised.
If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect.
Possess Formian Su As a full action, a formian queen can transfer her consciousness to the body of any formian within range of her telepathy that she has line of effect to. Telepathic Feedback Su As a standard action, a formian queen can unleash a blast of debilitating telepathic feedback. Each non-formian creature within range of her telepathy must succeed at a DC 24 Will save or take a —2 penalty to ability checks, attack rolls, saving throws, and skill checks for 1 minute.
This is a mind-affecting effect. The queen is the center of a formian hive, figuratively and literally. In emergencies, some queens resort to extreme hormonal treatments to suppress their laying, but such drastic means are rarely employed.
Once they start laying, most queens never physically move more than a few feet at a time; in the rare event that they must be relocated, they are carried upon massive palanquins by members of the hive or are installed on hovering thrones.
A queen has defensive capabilities unparalleled in the hive, including the ability to teleport herself away from danger if overwhelmed.
In the distant past, this loyalty led to tremendous conflict between hives, as each queen and hive pursued its own agenda and perceived the others as threats. The directives established by the Overqueen are purposefully broad suggestions promoting the well-being of the formian race, so as to avoid infighting between queens trying to set more specific goals.
Within a hive, the queen is the absolute authority: she establishes the overall direction and goals for the hive, which the various hive members—from the powerful myrmarchs Starfinder Alien Archive 2 52 down to the countless workers Starfinder Alien Archive 50 —strive to carry out.
Both sides developed countless new kinds of weapons to defeat their foes, but shortly after the Gap, a ruthless formian hive developed psychic inhibitors, which can debilitate anyone with psychic abilities. You can hold a psychic inhibitor in one hand and activate it once per day as a standard action by picturing a complex series of geometric shapes in your mind.
Each affected creature loses its limited telepathy or telepathy ability and takes a —2 penalty to attack rolls, a —4 penalty to Will saving throws, and a —8 penalty to Intelligence-, Wisdom-, and Charisma-based skills for 1 hour. A psychic inhibitor comes with four attuned psychic disinhibitors these are created at the same time as the psychic inhibitor and are included in the price.
A psychic disinhibitor counts as a worn magic item. It has no crew, but it can still take crew actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a giant space tardigrade takes critical damage.
Condition applies to all pilot actions. Condition applies to all engineer actions except hold it together and patch. It is unaffected by starship weapons with the EMP special property and suffers no effects of radiation from irradiating starship weapons.
Among the most durable creatures in existence, giant space tardigrades are truly enormous relatives of the microscopic water-dwelling tardigrades found on many worlds. Like their smaller cousins, giant space tardigrades resemble lumbering bear-like creatures with a segmented body and eight legs. Although all tardigrades can withstand the vacuum and radiation of space for a time, giant space tardigrades are at home in airless environments, drifting through space to find food.
Due to the rarity of sustenance in the vast gulfs of space, giant tardigrades can eat nearly anything and are often aggressive in their attempts to destroy and consume starships they encounter. Some trade corporations and stationmasters put bounties on giant space tardigrades that have proven to be a nuisance, and a popular joke among spacers is that the best thing to devour or chase away a giant space tardigrade is a bigger one. Giant space tardigrades are notorious for their durability and ability to survive even the most extreme conditions.
Even a badly wounded giant space tardigrade can completely recover in only a few days. They are not biologically complex, but their pudgy bodies contain several supplementary systems—such as duplicate nerve clusters and redundant brain lobes—to help ensure their survival. Giant space tardigrades are particularly resistant to dehydration and starvation, as they can temporarily replace the water in their bodies with a durable protein, which causes them to shrivel slightly but allows them to survive in a state of quasi-hibernation for decades.
Although not much more intelligent than animals, giant space tardigrades can develop distinctive personalities that some starship crews have learned to recognize. Although most giant space tardigrades tend to be aggressive from hunger, some are playful and curious. Some giant space tardigrades express obvious preferences, such as a tendency to nuzzle smooth kasathan starships or flee from bony Eoxian vessels.
When angry, a giant space tardigrade can pose a serious threat, particularly to smaller starships or those with novice crews. A giant tardigrade is equipped with several natural weapons, and is able to draw upon its inner energy reserves to emit powerful beams of plasma.
Veteran starship crews know that giant space tardigrades are resistant to several types of common starship weapons. A giant space tardigrade will sometimes feign defeat to lure attackers closer, and canny crews know to watch for tricks. After a giant space tardigrade is finally vanquished, such crews sail in to harvest the most precious parts of the creature, much like ancient whalers converging on a defeated whale.
Giant space tardigrades have components valuable in certain industries; their hides are remarkably durable, and researchers study their nerve clusters in search of medical breakthroughs. Although most giant space tardigrades are around to feet long and weigh tons, there have been sightings of creatures at least twice this size.
A giant space tardigrade can live for centuries, or even longer if forced into many long periods of hibernation. WATER BEARS Lucky salvagers sometimes find a dead giant space tardigrade that has shrunk to nearly a third of its original size after succumbing to a period of starvation or dehydration so lengthy as to overcome its remarkable durability.
Such a carcass can be fashioned into a distinctive submersible vehicle—called a water bear—suitable for extreme underwater environments. On a failure, the golem goes berserk.
While berserk, the golem uses its actions to make a full attack or to move and attack. The golem can attempt a DC 13 Will saving throw at the end of each of its turns to end the berserk state. Comm Ex A golem can receive wireless communications and thus commands from its creator at planetary range.
Light Immunity Ex A neutronium golem does not interact with visible light, so it is immune to laser weapons or any other attack based on visible light. In any area of dim, normal, or bright light, a neutronium golem is invisible.
Magic Immunity Ex A neutronium golem is immune to any spell or spell-like ability that allows spell resistance, unless the spell specifically lists constructs in its Targets entry. In addition, certain spells and effects function differently against the golem, as follows.
D If the golem is inside the area of a control gravity spell used to reverse gravity or create an area of zero-g and fails its saving throw, in addition to the normal effects of the spell, it partially loses its humanoid shape as it becomes Huge increasing its size and reach to 15 ft.
These unusually pallid ixtangis live and work beneath the shadows of the island-countries hovering above. Mostly industrial workers, duskdwellers live their lives gathering resources not only for their own shadowed settlements, but for the island-countries above who depend on duskdwellers to collect water, wood, stone, and other organic resources. Moonlily brewers then grind this flower into a thick paste, which they distill into an alcoholic drink that intoxicates consumers and grants them euphoric visions.
Puff Up Ex As a move action, a jububnan can increase to Large size and gain a reach of 10 feet. The jububnan can maintain this size for up to 10 minutes before they must revert to their normal size; this does not take an action. Puff Up Ex See page Jububnans resemble human-sized toads that stand on a single stout leg.
Their coloration varies widely, often with neon splashes and splotches of darker colors. They maneuver by deftly hopping at the speed at which many humanoids walk, and they rarely remain motionless, instead preferring to gently sway when they must stay in a single spot for prolonged periods.
Jububnans can inhale deeply, expanding their bodies to almost three times their normal size. Most jububnans stand between 5 and 6 feet tall and weigh about pounds, though puffed jububnans can be as tall as 10 feet. The jububnan homeworld, if it still exists, remains a mystery to the broader galaxy.
Though many jububnans have visited both the Pact Worlds and Veskarium, none have been known to disclose details about a homeworld. When directly confronted about their history, most simply state that their ancestors were starfaring wanderers. Today, jububnans travel as solitary wanderers, rarely meeting others of their kind. Luckily for their species, a jububnan can reproduce via parthenogenesis, allowing them to spawn dozens of eggs several times during their lifespan. During the periods leading up to their egg-laying, a jububnan remains in its larger puffed-up state for weeks; scientists believe that this is to properly gestate the necessary egg clutches, as well as a remnant behavior from less sapient times, when jububnans likely intimidated would-be predators with their increased size.
Since most jububnans have no societal cohesion, the beliefs and moral outlooks of these toad-like beings are more varied than those of many species. Likely as a result of their nomadic lifestyles, jububnans often veer away from exceptionally lawful institutions, though those who grow up under the dominion of larger civilizations tend to embrace order and authority.
Darkvision: Jububnans have darkvision with a range of 60 feet. Astonishing Balance: See page Jububnan Movement: Jububnans have a land speed of 30 feet and a swim speed of 30 feet. Puff Up: See page In other cases, jububnan explorers who come across sites of extreme value or danger may birth a new generational line whose existence is based on protecting such locations from outside interference.
However, even when these larger groups of jububnans—known as tangles—form, the elders commonly encourage some of their offspring to depart and travel the galaxy, spreading their species throughout the reaches of space.
As a result, members of jububnan tangles can often be found across several different planets, watching over specific sites of interest.
Polarity Pulse Ex As a standard action, a kaion can release a magnetic pulse in a foot-radius spread. If a creature is affected only because of an object it holds, it can drop the object to cease being pulled; this does not require an action. Unsecured metallic objects in the area are automatically pulled 60 feet toward the kaion. Sclerites Ex As a standard action, a kaion can fire a sclerite as a ranged attack with a range increment of 60 feet that targets KAC. The sclerite lodges in or sticks to the target on a hit, causing the target to become entangled as long as the sclerite remains.
An entangled creature can remove a sclerite as a move action by succeeding at a DC 13 Athletics or Acrobatics check. Polarity Pulse Ex As a standard action, a kaion multipole can release a magnetic pulse that creates a foot-radius spread centered at a point within 60 feet.
Unsecured metallic objects in the area are automatically pulled 60 feet toward the center of the pulse. Sclerites Ex See page 58; the DC is Sclerite Shower Ex Once every 1d4 rounds, a kaion multipole can shoot a cluster of sclerites in a foot cone or foot line burst.
An affected creature can attempt a DC 18 Reflex save to take half damage and ignore the entangled effect. As space travel has increased, kaions have expanded far beyond their native habitat of the Diaspora by hitching rides on unsuspecting starships.
By creating a magnetic gradient down its arms, a kaion can detach one of its sclerites and accelerate it to railgun speeds. These projectiles lodge in or adhere to targets; subsequent magnetic pulses can reel prey back as though they were harpooned. Kaions are a social species organized into a pod structure, and whole pods cooperate to bring down larger prey. When multiple kaions in a pod have reached a sufficient level of size and strength, they can instead become magnetically aligned with each other and form a single multichambered chimeric organism called a multipole, that can fly through space unaided.
A sclerite harpooner is inlaid with spirals of kaion shell and magnetically fires either harvested or manufactured kaion sclerites along two rails; this ammunition is available in the same quantities and at the same price as darts.
As a reaction, the weapon can be activated to reel in a target affected by its embed critical hit effect.
Huge or larger creatures are not affected. These mollusk-like creatures produce their own energy via chemosynthesis. As a kaion scrapes up inorganic minerals from nearby rock with its radula, symbiotic bacteria in its shell produce energy and excrete any unwanted metals as a metabolic byproduct. Leeching Touch Su As a standard action, a khulan can strike with their incorporeal limbs, making an attack that targets EAC.
On a hit against a living creature, this attack deals 3d6 cold damage, and the khulan regains a number of Hit Points equal to half the damage dealt. Leeching Touch Su See above; this attack deals 5d6 cold damage. These ghostly fey spend most of their time deep belowground, drifting through the mantles and blazingly hot metallic cores of many rocky planets. On occasion, a khulan adopts a surface settlement or population under threat, most often one at risk from environmental degradation or unnatural weather.
Enough of these stories survive to suggest the fey are benign or even benevolent. There the fey attack anyone who engages in theft or attempts to seize control of the site by force, yet they almost never stop legitimate business, no matter how heinous the transaction. The art depicts khulans with faint digitigrade legs bearing stout fins for swimming, and rare sightings of khulans on younger planets report similar findings.
Electromagnetic Deflection Ex : When you activate your energy shield, choose two of the following damage types: cold, electricity, or fire. While your shield is active, you gain resistance to the chosen damage types equal to half your mechanic level. You must have the energy shield mechanic trick to learn this trick. The next time you hit with that weapon before the end of your next turn, you deal additional damage equal to the reduction provided by your electromagnetic deflection. You must be at least 8th level and have the electromagnetic deflection and energy shield mechanic tricks to learn this trick.
This gives the target the staggered condition for 1d4 rounds. The target can attempt a DC 12 Fortitude save to negate the effect.
Their front two limbs have three grasping, finger-like appendages for manipulating objects. Their back limbs have several jagged claws, and they can rear up on their two hindmost limbs to reach their full height of 3 to 4 feet. Kiirintas can live up to years and reach adulthood at Stabrisis is a verdant jungle planet that experiences frequent influxes of planar energy from the First World, influencing its landscape and inhabitants.
Though there are currently no active portals to the wild plane, kiirintas pass down legends of how their ancestors migrated to their planet via a now-lost planar breach. Traditionally, kiirintas work as nomadic hunter-gatherers who venerate a pantheon of nature deities. Across the planet, they are organized into various groups, each with its own territory. Each group has multiple small settlements across the jungles that members rotate between based on the season and their mood.
The majority of kiirintas divide themselves into two castes: the Reflectors and the Builders. The Builders focus on physical pursuits and serve as warriors and hunters, whereas the Reflectors focus on mental pursuits, studying magic and strategy. The castes are equal in terms of status, and individuals in either can rise to positions of power within a tribe.
While impressive parentage can be influential, most kiirintas believe in judging others by their deeds. Kiirinta culture prizes storytelling—the more outlandish the tale, the better. Though still somewhat localized, word of the life forms and technologies on other planets is spreading quickly among kiirintas, and their natural curiosity is encouraging many to find their way off Stabrisis to explore the universe. Kiirintas of both castes have taken an eager interest in newly discovered technologies and peoples.
Fluttercloud: See page Kiirinta Movement: Kiirintas have a land speed of 30 feet and an extraordinary fly speed of 20 feet with average maneuverability. Limited Telepathy: Kiirintas have limited telepathy with a range of 30 feet. Low-Light Vision: Kiirintas have low-light vision. This scream imposes the staggered condition for 1d4 rounds.
A kiirinta can use this ability once per day plus one additional time for every 5 character levels they have. Mutations Ex The klikharp has a mutable genetic code resulting from of once being a part of the Swarm. Each klikharp starts with two mutations from the list below; they can add an additional mutation at 7th level and another at 13th.
At each level they can slip into their chrysalis for a week and switch out the mutations they previously selected.
The exception to this is the growth option, which is permanent. Bioluminescent: As a move action, the klikharp can increase the light level two steps to a maximum of normal light in a foot radius centered on itself for 1 minute. Burrowing: The klikharp has a burrow speed of 30 feet. Discordant: The klikharp can make a shriek ranged attack that deals sonic damage, targets EAC, and has a range increment of 30 feet.
Growth: The klikharp grows one size category. It can choose this option twice to become Huge. The target must have the klikharp as its bonded creature companion. Sealed Carapace: The klikharp gains the void adaptation universal creature rule page Springy: The klikharp can take 20 on Athletics checks to jump and the DC is not doubled for lacking a running start.
Winged: The Klikharp has a flight speed of 30 feet Ex. The klikharp must be 7th level or higher to select this mutation. Gentle Thrum Su See page Klikharps are brightly colored cricket-like insects with six legs, long antennae, and a shiny carapace. They are affectionate and musical pets with a mind of their own.
Like the shirrens, klikharps were once components of the Swarm. Did the gentle thrum once reinforce the hive mind? Was the music a way of keeping tempo for military operations? As the Swarm churned in sudden confusion and disorientation, so the story goes, the klikharps thrummed in a single chorus and shifted their genetic code, breaking off from the hive mind as well. This break seems to have come at a terrible price; klikharps lost their native telepathic gifts and some of their functional ability to easily communicate.
Now, most shirrens feel a cultural duty to protect these loyal creatures. That a species on the run would take pets with them says much, not only about the shirrens, but also the early klikharps, who served as guardians and protectors, fighting and dying alongside their new friends.
When the glowing form of Hylax arrived at the Forever Reliquary to bless the shirren species, she offered the klikharps a blessing too.
Although she could not return all that they had sacrificed, she enhanced their musical gifts, their sense of joy, and their love of choice in all forms. All klikharps chirp, but now they could echo the sounds of musical instruments, and some could take their musical gifts even further.
Shirrens cherish klikharps not just for the history of their loyalty, but also for their endless love of choice. Klikharps rarely blend in meekly to their surroundings, instead choosing to constantly shift their jewel-like coloration in order to attract attention. All klikharps are natural aural mimics, often changing their chirps to match the sounds of different musical tones.
Although these charming pets were the very first companions of the shirren species, until recently they were a rare sight in most of the Pact Worlds.
Their mutable genetic code lets them fill many sorts of pet niches from charming entertainers to guards, mining assistants, pack animals, and even flying mounts. Klikharps endlessly shift themselves into helpful forms to work alongside their chosen friends. Feral klikharps are uncommon, as they have never been a truly wild species. If abandoned or neglected, they focus most on the mutations that will help them survive. Their songs never go completely silent; they instead shift from instrumental music to soft, plaintive sounds that echo their environment.
Rescue groups that specialize in retrieving feral klikharps have found music to be key in both luring klikharps out of their hiding spaces but also teaching them to trust again. Melee Attack bite P Space 5 ft. Mutations Ex See page This process takes 10 minutes per level of the augmentation; the lacunal initiate can have one such augmentation at a time.
Memory Extraction Su As a standard action, a lacunal initiate can extract memories from an adjacent creature, causing the target to become fatigued unless it succeeds at a Will saving throw. This is a mind-affecting gaze attack. Spontaneous Reincarnation Su A lacunal initiate carries a reminder of their prior incarnation in the form of a severed head. When a lacunal initiate is reduced to 0 Hit Points, instead of being destroyed, their consciousness is immediately transferred into this head.
If all of their heads are destroyed, the lacunal initiate is also destroyed. Collection Dependency Su Each time a lacunal collector transfers their consciousness into a new body, their previous head sloughs off and is replaced by a new one. Lacunal collectors keep their decaying heads and often wear them as ornamentation. A creature can target one of these grisly trophies with a melee or ranged attack with the same AC as the lacunal collector ; if the attack hits, that head is destroyed.
Memory Extraction Su See page Spontaneous Reincarnation Su See page Long before the Gap, a monastic sect on lost Golarion devoted to Casandalee known as the Created worked tirelessly to collect the living memories of other sentient beings in the service of their goddess.
These monks vowed to continuously return to the mortal realm through reincarnation until they assembled a complete archive of all conscious experience. The lineage of this ancient order presumably vanished with Golarion, but after Casandalee merged with Brigh and Epoch to form Triune, a new incarnation of the sect emerged with new horizons—the vastness of space—in its sights. A group of devout androids embarked from Absalom Station on a voyage to the far corners of the Vast, determined to chronicle and preserve the experiences of all alien species.
Now, these former followers of Casandalee circumvent the natural reincarnation cycle in favor of artificially perpetuating their own consciousnesses. A new living prophet, Novani of the Lacunal Visage, rose to prominence in the order. Novani oversees the Lacunal disciples from her holy vessel, Eternal Remembrance, a colossal and heavily armed starship that carries hundreds of her followers as they scour systems for memories to add to their catalog. Members of the order, however, see themselves as caretakers of knowledge dedicated to an incorruptible cause.
Upon initiation, a Lacunal pledge willingly partakes in a ritual to become undead. Before the initiate abandons their mortality, they construct a new body from scavenged organic and technological parts.
The crowning glory of this second form is a secondary head that serves as a receptacle for their consciousness. Once the ritual is complete, their old head shrivels and dies as their soul transfers to the new form. Lacunal disciples carry their old heads as sacred reminders of their previous incarnations, often wearing the heads as intricate garlands around their necks.
Required Creature Type and Subtype: Undead android. Suggested Array: Spellcaster. A creature adjacent to the lumocantha who hits it with a melee attack takes 1d4 acid damage and is stained by dye. An affected creature can attempt a DC 11 Reflex save to take half damage and avoid being stained. This is a ranged attack that targets EAC, has a range increment of 60 feet, and does not provoke attacks of opportunity. Laser Spines Ex See above; as a full action, the ancient lumocantha can attack three times with its laser spines with a —6 penalty to each attack.
Lumocanthas are a beautiful sight from a safe distance. Their enormous blossoms have a central stamen composed of numerous ruby-red capsules, pulsing with activity. These organic lasers are surprisingly powerful, and unaware observers can easily find themselves running for their lives from the laser-shooting plants. Younger lumocanthas measure 2 to 3 feet across and 5 feet high, while flowers that are hundreds of years old grow to 10 or even 20 feet high.
The plants are not sentient, and the laser reaction is an instinctive response. They do not fire on each other or other plants. Very small creatures can usually escape their notice, and squoxes or birds often perch atop them.
The flowers are surprisingly mobile, though they move very slowly, padding forward on tangles of roots pulled from the ground. Based on 2 ratings Add Print Edition The pages of Starfinder Alien Archive 3 are packed with creatures designed for use with the Starfinder Roleplaying Game. Temple of the Twelve Dead Suns 2.
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