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The document provides an overview of the Starfarer Species Reforged preview and introduces kitsune as a playable species with shapechanging abilities. It also advertises other products from Everybody Games related to Starfinder rules.

Kitsune are vulpine humanoids with the ability to change shape. Their species traits include the change shape universal monster rule and keen senses. They have a reputation for mischief but most work hard in their communities.

The document mentions a product called Occult Skill Guide: Sizechanging Rules that provides rules for PCs and monsters of different sizes, including shrink rays and rituals. It allows running a Starfinder campaign at any scale.

Starfarer Species

Reforged
Preview
Author: Alexander Augunas
Cover Artist: Jacob Blackmon
Development: Alexander Augunas

Designation of Product Identity


All company names, logos, and artwork, images, graphics, illustrations, trade dress, and
graphic design elements and proper names are designated as Product Identity. Any rules,
mechanics, illustrations, or other items previously designated as Open Game Content
elsewhere or which are in the public domain are not included in this declaration

Declaration of Open Game Content


All content not designated as Product Identity is declared Open Game Content as
described in Section 1(d) of the Open Game License Version 1.0a.

Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying
Game from Paizo Inc. See http://paizo.com/starfinder for more information on the
Starfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does
not endorse this product.

Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and
the Starfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are
used under the Starfinder Roleplaying Game Compatibility License. See http://paizo.
com/starfinder/compatibility for more information on the compatibility license.

Starfarer Species Reforged: Preview © 2021 by Everybody Games.

About Everybody Games


Everybody Games began as the blog of Alexander Augunas in January 2014 under
the name Everyman Gaming, where he wrote about Pathfinder Roleplaying Game
tips, tricks, and techniques for both players and GMs. In May of 2014, Alex began
talks with the Know Direction Network about bringing his blog to their site under
the name Guidance. At the same time, Alex transformed Everyman Gaming into the
company it is today so he could begin self-publishing his works. In 2016, he teamed
up with Rogue Genius Games to release Ultimate Occult and has remained with them
since. In 2019, the company’s name changed to Everybody Games in order to reflect
our mission to get everyone gaming.

Want to check out a full listing of Everybody Games’ products and stay up-to-date with
Everybody Games’ announcements? Visit http://www.everybodygames.net!
You can also follow Everybody Games on Facebook at https://www.facebook.
com/ttrpgeverybodygames or on Twitter using our handle, @EBGamesLLC.

02
A Preview For YOu!
Everybody Games and Rogue Genius Games have a long tradition of bringing our fans exactly the kind of quality Starfinder RPG
products they want. We successfully Kickstarted the Advanced Skill Guide in 2018, the Advanced Occult Guide in 2020,
and now we’re doing it again in 2021 with our latest crowdfunding project, Starfarer Species Reforged!
In Starfarer Species Reforged, we’re looking to completely redefine your characters and how you build them. When you use
Starfarer Species Reforged, race becomes an antiquated relic of a bygone era. Don’t believe us? Check out our rules for FREE
here, in the Starfarer Species Reforged Preview. And if you like it, be sure to pledge on our Kickstarter before July 1st, 2021
before the bright future that awaits you fades into what could have been.

~ Alexander Augunas
Publisher & Crunchmaster of Everybody Games

Want to Pledge? Go to Everybody Games’s Website For a Link to the Kickstarter Page!

03
Kitsune
Gregarious shapechangers, kitsune are vulpine humanoids with shapechanging abilities,
a trait they’ve used to live quietly in the midst of other species across the galaxy. A
kitsune’s shapechanging is hereditary, their alternate form passed from parent to child
in the same way as their hair color or eye color, further assisting their ability to
live among members of other species. Kitsune have a somewhat deserved reputation for
gregarious mischief, but most are hard-working people who work tirelessly to ensure
that their communities and stories have a lasting place among the stars.

Species Statistics
Kitsune characters have the following statistics.
D Hit Points: Kitsune gain 4 Hit Points at 1st level.
D Size and Type: Kitsune are Medium humanoids with the
kitsune and shapechanger subtypes.

Species Traits
Kitsune characters gain the following species traits at 1st level.

Change Shape (Su) Inherent


Kitsune gain the change shape universal creature rule. A
kitsune can only use this ability to assume a single specific
form, which must be a Medium humanoid of the same age and
gender, called their shifted form. A kitsune’s humanoid form
is hereditary and has the same physical traits as the kitsune
wherever possible, such as build and pigmentation. While
transformed, a kitsune replaces their physiology species traits
with that of a member of their shifted form’s species.

Kitsune Form Physiology


Kitsune have a base speed of 30 feet and gain the air breathing
and low-light vision universal creature rules.

Magical Tails Inherent


A kitsune can grow one additional tail for every kitsune talent
they have beyond their first two, plus a number of additional
tails equal to the highest-level spell or spell-like ability they can
cast. The total number of tails a kitsune has cannot exceed nine.
A kitsune with two or more tails increases their maximum
age dice to 1d4 × 10 per tail they possess, up to 9d4 × 90.
Additionally, they use the values on the accompanying table to
determine their age category beyond Young Adulthood.

Tails Mature Old Venerable


2 60 90 120
3 100 150 200
4 180 270 360
5 340 510 680
6 600 990 1,320
7 1,100 1,650 2,200
8 1,745 2,325 3,100
9 2,000 3,000 4,000

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Kitsune Heritages additional tails, you not only have an innate potential for kyubi
The following heritages are only available to kitsune characters. ascension, but you can weave your chakra into potent spells.
You gain Kitsune Magic as a bonus talent and can choose
Feral Kitsune Heritage Kitsune Magic as a replacement class feature.
Unlike most kitsune, whose lineages have lost the ability to wield
tooth and claw as weapons without training or augmentation, Lithetail Heritage
your family prides themselves on your natural skill at unarmed Few kitsune have true prehensility with their tails, but
combat.You gain Kitsune Natural Weapons as a bonus talent. whether through years of honing your tail’s muscles or guiding
chakra through your tail to replicate fine dexterity, you’re able
Foxfire Adept Heritage to use your tail as easily and as precisely as your hands. You
The art of manifesting one’s inner stores of chakra as bolts gain Prehensile Tail as a bonus talent. In addition, if you have
of kitsunebi, or foxfire, that can be used to lash at foes are as Foxfire or Kitsune Natural Weapons, the unarmed attacks
common among kitsune as non-kitsune, and you mastered the granted by those talents gain the tailSA weapon property as a
art of brandishing foxfire as a kit either due to an inherited bonus weapon property.
knack for the talent or from training to build and release
your chakra.You gain Foxfire as a bonus talent and can choose Obake Heritage
Foxfire as a replacement class feature. In the kitsune tongue, an obake is an individual with true
mastery over their form. Kitsune don’t use the term to refer
Hitogitsune Heritage exclusively to members of their species, as most kitsune refer
The term “hitogitsune” is usually used for kitsune born as to foreigners such as astrozoans and doppelgangers who can
the result of a tryst between a kitsune and a non-kitsune, the effortlessly shift between a multitude of forms as obake as
latter of whom bore the hitogitsune into the world, but also well. As an obake kitsune, shapeshifting is your birthright, and
for kitsune who did not come of age within a kitsune culture your shapeshifting powers are significantly more developed
because they were orphaned, kidnapped, stranded, or any than those of an average kitsune. You gain a bonus talent of
similar reason. Regardless, you never knew kitsune culture your choice from among the following: Fox Shape, Flawless
or community until you were an adult, if ever, and your Likeness, or any talent that lists the shapechanger subtype
experiences with kitsune culture are those of an outsider.You as a prerequisite, and can choose any of these talents as a
gain Adopted as a bonus talent. replacement class feature.

Jewel Crafter Heritage Shrine Fox Heritage


Your family are artisans among kitsune, crafting the mystical Your family grew up as guardians of a shrine to a deity or
star jewels that many kitsune possess.You possess such a jewel, a kami lord, and you’ve been exposed to religious teachings
either because you crafted it yourself using lessons learned regarding this faith for your entire life. You add Mysticism
from your family or inherited one from a deceased ancestor. to your list of class skills and gain a +2 species bonus to
You gain Kitsune Star Jewel as a bonus talent. Mysticism checks. Additionally, reduce the DC of Culture
and Mysticism checks to recall knowledge about religious
Jigitsune Heritage traditions, religious symbols, and famous religious leaders
While relations between kitsune and nogitsune are rightfully involving your shrine’s deity or okami by 5. This stacks with
taboo, the oni blood of a nogitsune runs in your veins. Although any theme knowledge benefits you possess.
not inherently evil, you likely have a penchant for chaotic
mayhem and a taste for personal vice that puts you at odds Skulkpaw Heritage
with your kitsune community. You gain Lithe Grace as a bonus Your family has always stuck close to the shadows, and you had
talent and add Intimidate to the list of skills that you can choose stealth and subterfuge drilled into your head at an early age.
anytime you gain Lithe Grace. Additionally, at 1st level you You gain Skulker’s Prowl as a bonus talent.
choose to gain the planar scion universal creature rule. If you
do, the Planar Resistance talent allows you to spend 1 Resolve Yokai Heritage
Point as a standard action to gain fast healing equal to one-third The term “yokai” refers to any creature with innate supernatural
of your level for a number of rounds equal to your key ability powers, and many consider most dragons, magical beasts,
while the Planar Skill talent applies to Bluff and Intimidate. undead, and even kitsune to be yokai.While kitsune communities
differ in opinion, most agree that a yokai kitsune is an individual
Kyubi Scion Heritage born with supernatural powers that allow them to transform
Perhaps the best-known tales surrounding kitsune are those the world around them just as they transform themselves. As
involving their mystical tails, which are said to house their a yokai, your supernatural powers allow you to impart omens
immense magical chakras. Although not all kitsune manifest upon others.You gain Fox Omen as a bonus talent.

05
Kitsune Talents per kitsune talent you possess beyond two, up to a maximum
The following talents are only available to kitsune characters. of nine rolls or checks. If you gave the target a blessing, they
add a +2 circumstance bonus to affected rolls. If you gave the
Divine Providence Talent target a bane, they take a -2 penalty to affected rolls. Once
Kitsune are believed to be descended from Inari’s divine avatars you’ve placed a boon or a blessing upon a creature, you can’t
to the Material Universe, a claim seemingly backed by their place a new blessing or boon onto a creature until the next
ability to invoke celestial privilege. Before attempting a saving time you recuperate unless you spend 1 Resolve Point as part
throw, you can spend 1 Resolve Point as a reaction to roll your of the action to use this ability.
saving throw twice and use the better result. Once you’ve used
this ability, you can’t use it again until after you recuperate. Fox Shape Talent
You’re able to use your innate shapeshifting to assume the form
Fibcunning Talent of an ordinary fox. You can use your change shape inherent
Lying quickly becomes second nature to kitsune, not because you species trait to assume the form of a specific fox of the same age
or your kin are particularly duplicitous but because you spend and gender as you.Your fox form is hereditary and has the same
so much time covering your shapeshifting nature that you’ve physical traits as your true form wherever possible, including
learned to see similar patterns of behavior in others.You gain a body build and pigmentation. As a fox your size is adjusted to
+2 species bonus to Sense Motive checks to detect deception. Tiny, your space is 2-1/2 feet, and your reach is 0 feet. You
The GM rolls a Sense Motive check to detect deception for you retain all your kitsune species traits assuming your fox form.
in secret whenever someone you’re actively attending to lies,
whether or not you’re actively scrutinizing them. Fox’s Cunning Talent
Whether because you’re skilled at staying one step ahead of
Flawless Likeness Talent those who would oust you as a shapechanger or because you
Your mastery over your physical form allows you to change have a keen mind and value learning, you’re incredibly skilled.
shape into virtually anything you want. You can use your You gain additional skill ranks equal to your level and gain 1
change shape inherent species trait to assume the form of additional skill rank at each level thereafter.
any Medium creature that you have seen before, including You can learn this talent twice.
creatures of a different age or sex. Your appearance in this
form can be that of a generic creature or a specific one, and Foxfire Talent
you can use this ability to assume a hybrid appearance that Many kitsune can draw forth their innate stores of chakra into
mixes aspects of one or more Medium creatures together.You a supernatural blast of energy that their kind calls foxfire, a
don’t gain any species traits when using this talent to assume technique that you’re able to employ. You gain the natural
a creature’s form except for the ability to breathe whatever weapons universal creature rule. Your foxfire natural weapon
substances (or lack thereof) that creature can breathe while deals cold, electricity, or fire damage and you can wield it as a
transformed, but you don’t lose any of your kitsune traits basic melee weapon or as a small arms weapon with a range of
either. You can use this ability to change aspects of your true 30 feet. Once you’ve chosen the type of damage your foxfire
form or your specific human form, and you have the Fox deals, it cannot be changed.
Shape Talent, you can also use this ability to assume the form You can select this talent twice. The second time you select
of any Small or Tiny creature that you have seen before. Foxfire, your foxfire natural attacks gain the auroraSA, bright,
You can learn this talent multiple times. Each time you weapon special properties. Unlike most thrown weapons,
learn it after the first, you can choose one species other than you don’t need to draw foxfire before you can throw it; you
the species associated with your shifted form. When you use manifest the supernatural energy used to make the attack as
Flawless Likeness to assume the appearance of a creature of part of every thrown foxfire attack you make. Each additional
this species, you replace their sensory and speed species traits time you take Foxfire beyond the second, your foxfire
with those of a member of their shifted form’s species. unarmed strike gains an additional weapon special property
from the following list: automatic, deflectSA, feint, forceSA,
Fox Omen Talent harryingSA, sniper 500 ft., stun, tailSA.
You possess supernatural powers that allow you to influence
the people around you. As a standard action, you can place Kitsune Magic
a blessing or a bane upon one target within 30 feet. If you Kitsune mythology is steeped in their people’s possession of
impart a bane upon a target, they can attempt a Will save to supernatural powers, a legacy that you embody thanks to the
negate the effect. An affected creature is affected by your abundance of chakra within your body. You gain the spells
blessing or your bane until it attempts a number of ability witchwarper class feature with the following exceptions.
checks, attack rolls, saving throws, or skill checks equal to Instead of spell slots, you have a pool of chakra energy (CE)
the highest level of spell or spell-like ability they know + one with 2 Points. To cast a Kitsune Magic spell, you must expend

06
CE equal to the spell’s level; 0-level spells cost 0 CE, and Radiant Imperium Kitsune
therefore can be cast at will. Your spells known are dancing Kitsune have been present in the Radiant Imperium since
lights (0 CE), token spell (0 CE), and two 1st-level Kitsune its early years, as kitsune are native to the imperial home
Magic spells of your choice. The Kitsune Magic spell list world of Azan. While kitsune clans that progenated on other
consists of all spells on the witchwarper spell list, plus all worlds have shifted forms resembling other humanoids,
enchantment, illusion, and transmutation spells from non- every kitsune clan native to the Radiant Imperium assumes
witchwarper spell lists at the listed spell level. If a spell is a specific human appearance from birth. Centuries before
on multiple class spell lists at different levels, use the highest the Radiant Imperium discovered space travel, kitsune were
possible level when determining its Kitsune Magic spell level. heavily othered by humans, as old prejudices and a sense of
You can learn this talent up to eight times. Each time you Imperial exceptionalism led Imperial humans to believe that
learn this talent beyond the first, you increase your total CE their kitsune neighbors sought to supplant their dominance
by 2 and you learn two additional 1st-level Kitsune Magic in the Xa-Osoro System by tricking right-minded humans
spells. The maximum Kitsune Magic spell level that you into mating with kitsune seductors. This belief, born from
can learn using selections of Kitsune Magic beyond the first the fact that couplings between kitsune and non-kitsune
increases to 2nd-level at 4th level, 3rd-level at 7th level, 4th- overwhelmingly result in kitsune children and tainted by
level at 10th level, 5th-level at 13th level, and 6th-level at bigotry, led the Radiant Imperium to commit unspeakable
16th level. You cannot learn a spell whose spell level exceeds atrocities upon kitsune for generations, and even though the
the total number of times you’ve learned the Kitsune Magic kitsune condition within the Radiant Imperium has steadily
talent, and you can swap one Kitsune Magic spell that you’ve progressed, kitsune only received governmental protections
learned from a selection of Kitsune Magic beyond your first within the Radiant Imperium in 247 AN, less than a century
for a different spell of any Kitsune Magic spell level that ago. Relations between some humans and kitsune remain
you can learn, otherwise functioning as described by the tense as a result, especially as more kitsune seek to brandish
witchwarper’s spells class feature. the freedoms given to them by the Kitsune Rights Act.
Kitsune families within the Radiant Imperium are organized
Kitsune Natural Weapons Talent into 47 clans, each of which possess unique traditions and
Whether hereditary or through extensive training or culture that trace their roots back to one of the mythical
augmentation, you’ve learned to use your jaws and sharp, Nine Clans of Azan. Kitsune folklore claims these legendary
retractable nails as a form of self-defense.You gain the natural clans were founded by the Nine Avatars of Inari, powerful
weapons universal creature rule. You can deal piercing or kitsune mystics who used Inari’s gifts to protect and unite the
slashing damage with your natural weapons. otherwise disparate kitsune of Imperial Azan. The best-known
clan is the Lumian clan, who calls the megacity of Mount
Kitsune Senses Talent Lumia their home. According to legend, Lumian clan founder
Whether through disciplined training or a quirk of feral blood Shigerata Fushimi ascended Mount Lumia, one of Tor’s polar
that courses through your veins, you possess sensory abilities Whitehorn Mountains, in the dead of winter to request aide
comparable to those of an animal. You gain the blindsense from the Kami of the Full Moon Over Mount Lumia. The
(scent) 30 feet universal creature rule. If you already have kami, Tsukukitsu, agreed and took Shigerata and his followers
blindsense (scent), you instead gain the tracking (scent) as their ward, transforming Shigerata into a kyubi mystic,
universal creature rule. Tsukukitsu into an okami, and founding the clan proper.
You can select this talent twice.

Kitsune Star Jewel Talent


You possess a mystical sphere roughly the size of your fist that form, otherwise acting as your change shape inherent species
grows alongside you, becoming more elaborately beautiful as trait. If you have any kitsune or shapeshifter talents that add
your chakra develops.Your star orb has light bulk and an item additional forms to your change shape, your star jewel creature
level equal to your level. Once per day when you recuperate companion also has those traits. You can substitute your ranks
while meditating with your star jewel, you regain CE equal to in Mysticism for your ranks in Survival for the purpose of
the total number of Kitsune Magic talents you possess, up to meeting the prerequisites of the Creature Companion Adept
a maximum of 6 CE. feat and any feat that lists it as a prerequisite, but if you do so you
If you gain Creature Companion Adept, you can choose your can only choose your star jewel as your creature companion.
star jewel as your companion. The star jewel is a Tiny construct If your star jewel is destroyed, you become exhausted and
with a 30 ft. fly speed, a slam (B) melee attack, Dex and Cha as sickened for 24 hours. Effects that remove these conditions
its ability modifiers, and the change shape and low-light vision unless surprise them for 1 minute, after which the condition
universal creature rules. A star jewel creature companion can returns. You can replace your star jewel after 24 hours of
use their change shape to assume a specific human or kitsune uninterrupted work. You can take a single 8-hour rest during

07
each 24 hours spent working, but any other interruption command, even obviously dangerous or suicidal ones. When
greater than a moment of conversation requires you to add 12 you cast the spell, your senses shift out from your body and
hours to the time required to restore your star jewel. into your kitsunebi, allowing you to perceive your kitsunebi’s
environment using your own senses while rendering your
Kitsunebi Eye Talent body’s senses nonfunctional.You can command your kitsunebi
You’re able to manifest your foxfire into a scryer that you to shed dim light (as token spell), manipulate objects (as
can use to view the world from afar. This functions as a 1st- psychokinetic hand), or attack using its statistics. Your senses
level summon creature spell that summons a single Tiny air resume their normal functioning when you stop casting the
elemental, except the duration is concentration, up to 1 spell or your kitsunebi is destroyed.
hour/level (D) and concentrating on the effect is a full action. You must have the Foxfire talent to learn this talent.
Your kitsunebi is a mindless automaton that obeys your every
Kitsunebi Shape Talent
You transform yourself into a mote of foxfire that vaguely
resembles a will-o-wisp. While transformed, you become a
Tiny elemental, replacing your kitsune movement species
trait with a 30 foot fly speed (Su, perfect) and gaining the
ability to produce 20 feet of dim light centered on yourself as
a move action. This illumination lasts until you use this action
again to end it.
You must have the Fox Shape and Foxfire talents to learn
this talent.

Lithe Grace Talent


Kitsune prides itself on agility and gregariousness, and
your culture has inspired you to refine your abilities in such
areas. Choose two skills from the following list: Acrobatics,
Athletics, Bluff, Diplomacy, Disguise, Piloting, Sleight of
Hand, or Stealth. Add that skill to your list of class skills. If the
chosen skill is already on your list of class skills, you gain a +2
species bonus to checks with that skill instead.
You can learn this talent multiple times.

Mischief Managed Talent


Most kitsune find uproarious fun in a good prank, and you’re
invigorated when other succumb to your mischief. Whenever an
effect for which you are the source causes a creature to gain the
blinded, deafened, frightened, entangled, nauseated, off-target,
panicked, prone, shaken, or sickened condition, you can regain
a number of Stamina Points equal to 2 × your level as a reaction.
You can likewise trigger this reaction when a target fails a saving
throw against a conjuration, enchantment, illusion, necromancy,
or transformation effect for which you are the source. Once you
use this ability, you can’t use it again until after you recuperate.

Mischievous Maneuver Talent


True to the stories and tall tales about your people, you’re
a skilled trickster and effortlessly pull the wool over your
enemies’ eyes. Choose one of the following combat maneuvers:
dirty trick, disarm, reposition, or trip. You gain Improved
Combat Maneuver for the chosen combat maneuver.
You can learn this talent multiple times.

Mystic Chakra Talent


You’re able to manifest your innate chakra to augment your

08
martial arts.You gain Mystic Strikes as a bonus feat.You count Kyubi and Many-Tailed Kitsune
as having the ability to cast spells for the purpose of meeting Although the term literally translates to “nine-tailed kitsune”
the prerequisites of Mystic Strikes and all feats that list Mystic in their native tongue Senskirt, modern kitsune commonly
Strikes as a prerequisite. use the word “kyubi” to refer to any kitsune who possesses
two or more tails, as the possession of a single additional tail
Nimble Paws Talent is uncommon among their kin despite theories that ascension
Kitsune possess a lightweight gait that allows them to tread is possible for any kitsune who develops or acquires enough
across semisolid surfaces with ease.You gain Nimble Moves as chakra. Traditionalists believe that ascension is a gift from a
a bonus feat, ignoring its prerequisites. higher power, while others believe that it takes a special kind
of eldritch spark or genetic mutation to ignite the latent kyubi
Nose for Trouble Talent genome within a kitsune. In the Radiant Imperium, roughly
Kitsune throughout history have constantly found themselves one-millionth of the approximately one billion kitsune living
in danger due to their shapechanging nature, and it’s common in the system are kyubi, with some of the better-known kyubi
for kitsune communities to teach their younger members being nine-tailed Takashi Tomoshiba (N male kitsune High
helpful tips for avoiding trouble. When you are targeted by Sage of the Arcana Lavos), five-tailed Satoru Yamawata (N
an attack or an effect, you can choose one of the following male kitsune CEO of Okami), and Qo Fushimi (LN female
actions and use that action as a reaction by spending 1 Resolve kitsune heir to Mount Lumia’s founder, Shigerata Fushimi), a
Point: activate an item you’re holding; crawl, draw or stow deceased nine-tailed kyubi. Qo’s descendants, brothers Setsu
an item; drop prone; or guarded step. Alternatively, you can and Yoko Fushimi, recently came into the spotlight as two of
choose the total defense action by spending a number of the Radiant Imperium’s youngest kyubi after they assisted the
Resolve Points equal to 1/4 your total Resolve Points. Once Imperial Armed Forces in rescuing the Bantosian electorate
you use this ability, you can’t use it again until you recuperate. from a terrorist attack perpetrated by the Pure Light
Movement. Despite the buzz regarding the pair of teenaged
Shapecunning Talent kyubi, Setsu and Yoko are hardly unique, as Imperial census
You’ve spent most of your life living as a fox among hens and data not only indicates that the number of kyubi registered
have a good idea of when someone’s not what they seem to in the Radiant Imperium has steadily risen since the end of
be, especially when shapechanging is involved. You gain a the Nova Age, but also that the majority of these new kyubi
+2 species bonus to Perception checks to pierce disguises are children, teenagers, and young adults born within the last
including magical disguises, such as a shapechanger using two decades.
change shape. The GM rolls a Perception check to pierce
disguises for you in secret whenever you pass within 10 feet of
a disguised creature, whether or not you’re actively looking.
of a bite and two claws; half the damage from these attacks is
Skulker’s Prowl Talent kinetic (piercing for your bite and slashing for your claws) and
You’ve learned to use your deft paws and lithe body to the rest is the same damage type as your Foxfire. If you already
supplement your skill at moving and acting unseen. You gain have the natural weapon universal creature rule, you gain a
Skulker’s Step as a bonus talent. Additionally, you gain a +5 +2 bonus to damage rolls with these weapons instead. When
species bonus to Stealth checks while within an environment calculating your attack bonus for these attacks, use your level
where your fur coat would be considered an appropriate form as your base attack bonus; if your base attack bonus is equal
of camouflage, as determined by your GM. For example, a red to your level, you gain a +1 insight bonus to attack rolls with
coat of fur would assist you in a temperate forest while a white each of your natural weapons instead.
coat would assist in a snowy field. You must have the Fox Shape and Foxfire talents to learn
this talent.
Vulpine Battle Form Talent
You transform into a massive vulpine creature formed for Vulpine Pounce Talent
battle. You can use your change shape inherent species trait You combine swift, silent strides with springy movements
to assume a specific vulpine battle form of the same age and to quickly get the jump on your foes. You gain the ferocious
gender as you. Your vulpine battle form is hereditary and has charge universal creature rule.
the same physical traits as your true form wherever possible,
including body build and pigmentation.While in vulpine battle Vulpine Reflexes Talent
form, your size either remains Medium or increases to Large, Kitsune are known for their exceptional reflexes, and you’ve
the latter of which increases your space and reach to 10 feet. learned to combine your springy gait and grace into an
You retain all your kitsune species traits and gain the natural unmatched response time. You gain a +1 species bonus to
weapon universal creature rule. Your natural weapons consist Reflex saves and a +2 species bonus to initiative checks.

09
Gray
Enigmatic psychic, grays are disturbing alien humanoids with bulbous heads, glassy
black eyes, glossy gray flesh, and emotionless miens once believed to exist only in
the imaginations of conspiracy fanatics and horror afficionados. Telepathic and able
to effortlessly sift through the minds of other creatures, grays commune silently with
others, their alien mindsets often causing them to appear sinister or negligent even
when they don’t intend to be. Little is known about the grays or their society, as most
encounters with grays are psychically erased from the minds of the abducted.

Species Statistics
Gray characters have the following statistics.
D Hit Points: Grays gain 2 Hit Points at 1st level.
D Size and Type: Grays are Small humanoids with the gray
subtype.

Species Traits
Gray characters gain the following species traits at 1st level.

Gray Form Physiology


Grays have a base speed of 30 feet and gain the air breathing
and limited telepathy universal creature rules. A gray’s
darkvision has a range of 60 feet while their limited telepathy
has a range of 30 feet.

Gray Magic Inherent


Grays possess incredible psychic powers and are able to
manipulate the material with their mental prowess. Grays gain
the spells mystic class feature with the following exceptions.
Instead of spell slots, a gray has a pool of mental energy (ME)
with 2 Points. To cast a Gray Magic spell, you must expend
ME equal to the spell’s level; 0-level spells cost 9 ME, and
therefore can be cast at will.Your spells known are mind thrust
(1st-level; 1 CE), psychokinetic hand (0 CE), telepathic message,
and one 1st-level Gray Magic spell of your choice. The Gray
Magic spell list consists of all divination and enchantment
spells from all spell lists at the listed level. If a spell is on
multiple spell lists at different levels, use the highest possible
level when determining its Gray Magic spell level.
When determining the saving throw DC of Gray Magic
spells and whether they meet the prerequisites of a feat
that lists Minor Psychic Power as a prerequisite, grays use
their highest ability modifier from among their Intelligence,
Wisdom, or Charisma.

10
Gray Heritages 20% miss chance against one attack. Once you’ve used this
The following heritages are only available to gray characters. ability a number of times per day equal to your Constitution
modifier, you can’t use it again until after you’ve recuperated.
Captor Gray Heritage You can learn this talent once at 1st level, plus one additional
Captor grays specialize in abduction, able to effortlessly time at 5th level. The second time you learn this talent, you
render their marks unable to resist detainment. You gain can choose to empower your phasing by spending all of your
Abductor’s Expertise as a talent. daily uses of Phase. If you do, all effects that target you directly
you have a 20% miss chance and you take only half damage
Experimenter Gray Heritage from area effects, but all effects for which you are the source
Experimental grays specialize in analyzing the abducted and also have a 20% chance to fail. This doesn’t apply against force
are able to conduct all manner of insidious experiments effects, such as magic missile. Additionally, you can pass through
upon them. You gain Unseen Expertise as a bonus talent. You walls or material objects (but not creatures) while your
must choose Life Science, Medicine, Mysticism, or Psychical empowered phasing is active so long as you begin and end your
Science with this bonus talent. turn outside of any wall or obstacle.

Infiltration Gray Heritage Psychic Probing Talent


Whether to erase records of their nefarious deeds or to unravel Grays are able to use their psychic powers to probe the minds of
the highest echelons of society, many conspiracy theorists an intelligent creature, allowing them discern information from
believe that grays excel at infiltration, a sentiment accurate in that creature’s mind. As a full action, a gray can attempt a DC
regrades to your skills.You gain You gain Unseen Expertise as a 20 Perception check against one creature within range of their
bonus talent.You must choose Stealth as one of your skills. limited telepathy or telepathy. If the gray succeeds, they learn
one of the following pieces of information of their choice about
Gray Talents the target, plus one additional piece of information additional
The following talents are only available to gray characters. piece of information for every 5 by which the result of their
Perception check exceeded the DC: age, alignment, class†, feats
Abductor’s Expertise Talent or talents†, ethnicity, gender, heritage†, native language, sexual
Grays are said to constantly abduct sapient creatures for orientation, species, training in a skill of the gray’s choice†, or up
sinister experiments, and your skill set lends credence to that to 6 seconds of memory from the target’s memories that meets
theory. You can choose for any effect you use that deals lethal a topic criteria of the gray’s choice†. For items marked with a
damage to deal nonlethal damage instead. If you use this talent dagger (†), if the target has more than one piece of information
to modify an attack, you don’t take the usual –4 penalty to in that category, each one counts as one piece of information. If
your attack roll to deal nonlethal damage with a lethal weapon. the gray chooses a memory, they can choose to eliminate that
memory from their target’s mind, as modify memory.
Gray Magic Expansion Talent As a reaction, a creature being probed by a gray can spend
Grays constantly expand their mental prowess, and yours is a will 1 Resolve Point to foil the gray’s efforts to probe their mind
that cannot be denied.You increase your total ME by 2 and learn by attempting a Will saving throw (DC = 10 + 1/2 the gray’s
two additional 1st-level Gray Magic spells.The maximum Gray level + the gray’s Intelligence,Wisdom, or Charisma modifier,
Magic spell level that you can learn using Gray Magic Expansion whichever is highest). If the creature succeeds, their is a 75%
increases to 2nd-level at 4th level, 3rd-level at 7th level, 4th- chance that any information a gray gleams from that creature
level at 10th level, 5th-level at 13th level, and 6th-level at 16th is incorrect for the next 10 minutes. If the creature succeeds
level.You cannot learn a spell whose spell level exceeds 1 + the at their saving throw by 10 or more or the result is a natural
total number of times you’ve learned Gray Magic Expansion, 20 (the d20 shows “20”), that creature becomes immune to all
and you can swap one Gray Magic spell you’ve learned from a uses of Psychic Probing for 24 hours.
selection of Gray Magic Expansion for a different spell of any
Gray Magic spell level that you can learn, otherwise functioning Unseen Expertise Talent
as described by the mystic’s spells class feature. Grays hone a number of skills to enhance their dubious
You can learn this talent multiple times. Each time you deeds, and you’ve refined the art of extraction, analysis, and
increase your total ME by 2 and learn two additional Gray subterfuge to a terrifying degree. Choose two skills from the
Magic Spells, as described above. following list: Culture, Life Science, Medicine, Mysticism,
Perception, Physical Science, Sense Motive, or Stealth. Add
Phase (Su) Talent that skill to your list of class skills. If the chosen skill is already
Grays seem to exist slightly out of phase with the Material on your list of class skills, you gain a +2 species bonus to
Plane, and you use this ability to terrifying advantage.You can checks with that skill instead.
shift yourself out of phase with reality as a reaction to gain a You can learn this talent multiple times.

11
Aasimar
Formed when a mortal body is exposed to high concentrations of righteous quintessence,
such as that from Heaven or Nirvana, aasimars are often called the children of angels
despite angels being just one of the many lineages an aasimar might claim. Infused with
righteous energies, aasimars possess a haunting beauty that appears objectively perfect
and free of blemishes, giving them an uncanny beauty that is as idyllic as it is awe-
inspiring. For this reason, many aasimars find themselves isolated from their people
and burdened by the expectations of others; that they are good and will do good always.

Aasimar Heritage
Any character can choose the following universal heritage.

Aasimar Heritage
Celestial blood flows in your veins. You gain the planar scion
universal creature rule and one aasimar lineage of your choice.

Aasimar Lineage
Aasimar characters gain one of the following lineages.

Agathonian Aasimar Lineage


Descended from the agathions of Nirvanna, you gain Speak
with Animals as a bonus talent. Planar Resistance grants you
electricity resistance while Planar Skill applies to Diplomacy
and to one other skill of your choice.

Angelic Aasimar Lineage


Born of angels, you gain Bodyguard as a bonus feat. Planar
Resistance grants you acid and cold resistance while Planar
Skill applies to Diplomacy and Perception.

Archonian Aasimar Lineage


A child of the archons of Heaven, you gain Improved
Demoralize as a bonus feat. Planar Resistance grants you
electricity resistance while Planar Skill applies to Intimidate
and Sense Motive.

Azatan Aasimar Lineage


A scion of the azatas of Elysium, you gain Multilingual as
a bonus talent. Planar Resistance grants you electricity
resistance while Planar Skill applies to Acrobatics and Culture.

Aasimar Talents
Aasimar characters can select the following talents.

Shining Light Talent


You shine with the radiant glory of the celestial realms. You
gain the shed light universal creature rule with a range of 10
feet. The first time after your daily preparations that you use
this ability, it costs no Resolve Points; otherwise it costs 1
Resolve Point to use.

12
Reborn
When a person dies, their soul departs from their body and meanders into the afterlife
when they are ferried along the River of Souls and judged. Most are sorted into the
afterlife when their verdict has passed, but others are returned to the Material
Universe to live anew. Reincarnated souls are called reborn and fall into one of
several distinct categories based on the method in which they were reborn and what they
recalls of their past life. Reborn of different heritages vary immensely, and while not
a requirement, most retain a similar species throughout their incarnations.

Reborn Heritages
Any character can choose the following universal heritage.

Duskwalker Heritage
Touched by psychopomps, you were reincarnated as a young
child from the soul of a person who died maintaining the
balance between the forces of life and death, and are one of
only a handful of souls with this honor. You gain the low-light
vision and planar scion universal creature rules; if you already
have low-light vision, you gain the darkvision universal creature
rule with a range of 60 feet instead. Additionally, all attacks you
make count as magical for the purpose of harming incorporeal
undead or overcoming an undead’s damage reduction.

Samsaran Heritage
Existing beyond the cycle of life and death, when you die you
reincarnate anew until you have reached enlightenment or have
fallen so far from grace as to become irredeemable. You have
vague and indistinct memories of your past selves and have
purely white eyes and blood as clear as a babbling broke. You
can attempt to recall knowledge untrained, and when you do
you add your level to the result of your ability check to recall
knowledge. If you attempt to recall knowledge with a skill that
you’re trained in, you gain a +2 species bonus to your check.

Reborn Talents
The following talents are only available to reborn characters.

Better Luck This Time Talent


Your last life ended due to poor luck, and you wish to ensure
that never happens again. Whenever you would need to spend
Resolve Points to avoid death, reduce the number you must
spend by 1 (minimum 0). Once you use this ability, you can’t
use it again until you finish your next daily preparations.

Past Lives Talent


You possess a modicum of memory of your past life. Choose
two skills. Add both skills to your list of class skills. If either
skill is already on your list of class skills, you gain a +2 species
bonus to checks with that skill instead.

13
Universal Talents
Although every species in the galaxy is unique, there are so many evolutionary paths that
can be taken or technological answers to discern, and oftentimes evolution and innovation
alike arrive at similar solutions across different environments and ecosystems, resulting
in similar abilities and adaptations across species that are millions of light-years
apart. Sometimes these similarities are intentional, as people of different species
discover one another and intermingle, they share their stories and knowledge with each
other, making the galactic community greater than the sum of its species.
The following universal talents can be chosen by characters of any species who meet
their prerequisites.

Universal Talents beliefs, customs, and traditions. Choose one species. You
The following talents are available to all characters. can attempt Culture checks to recall knowledge about that
species’s cultures, ethnic groups, traditions, and other useful
Adopted Talent information untrained. If you are trained in Culture, reduce
You’re completely immersed in another species’ culture and the recall knowledge DC of such checks by 5.
traditions, either because you were born into them, earned You can learn this talent multiple times. Each time, choose
immersion through rite of passage, or assimilated into the a different species.
culture through a deep friendship, romance, or the simple
passage of time. Choose one species other than your own. Dual Heritage Talent
Reduce the DC of Culture checks to recall information about You possess multiple heritages. Choose one heritage. This can
the chosen species by 5 and you may do so untrained. In be a heritage that’s associated with your species or a universal
addition, you can learn the chosen species’ talents as though heritage. You gain that heritage in addition to the heritage
you were a member of that species, provided the talents don’t you gained at 1st level. At your GM’s decision, you might be
require a species trait or some other biological feature you unable to have certain universal heritage combinations, such
don’t have, as determined by your GM. as being a half-elf and a half-orc.
You can learn this talent once, plus one additional time for
every point of Charisma bonus you have (twice for +1, three Multilingual Talent
times for +2, and so on). You have a knack for learning languages and acquire them
effortlessly as you’re exposed to them. You learn 2 additional
Ageless Talent languages when you learn this talent. Additionally, you learn
Although not truly immortal, you age slowly compared an additional language for every rank in Culture you have.
to a typical member of your species. Double the minimum
age for each of your age categories beyond Young Adult. Planar Resistance Talent
When determining your maximum age, your GM rolls Your unusual heritage affords you a measure of defense. You
your maximum age dice twice and combines the results to gain resistance against the energy types specified by your
determine your character’s maximum age. You also gain a +1 heritage or damage reduction. Your resistance or damage
species bonus to saving throws against aging effects. reduction is equal to your level unless your heritage grants
you two types of resistance or one type of resistance and
Anatomical Training Talent damage reduction; in such cases, your resistance and/or
You’ve studied how to properly make use of your unique damage reduction is equal to half your level instead. Some
anatomy.You gain a bonus feat whose prerequisites you meet. heritages grant unique benefits when you take this talent, as
The feat’s prerequisites must include at least one specific noted in the heritage’s description.
anatomical requirement. For example, you could learn All You must have the planar scion universal creature rule to
Hands on Deck as a bonus feat with this talent because All learn this talent.
Hands on Deck has “four or more hands” as a prerequisite.
Planar Skill Talent
Cultural Lore Talent Your unusual heritage assists you in skillful endeavors. Add
You grew up idolizing your culture or the culture of another both skills listed by your heritage to your list of class skills. If
species, providing you with great insight regarding their either skill is already on your list of class skills, you gain a +2

14
species bonus to skill checks with that skill instead. to it for 10 minutes.
You must have the planar scion universal creature rule to D Escape (as the Acrobatics skill task), except using Disguise
learn this talent. in place of Acrobatics. Do not apply change shape’s bonus
to Disguise checks to your escape attempt.
D Feint (as the Bluff skill task), except you target all foes
Prehensile Tail Talent within 20 feet and use Disguise in place of Bluff. Do not
Your tail is as deft as one of your arms.You gain the multiarmed (3) apply change shape’s bonus to Disguise checks to your feint
universal creature rule. If you already have this universal creature attempt. Once a creature has seen you use this benefit, it
rule, the number of hands you have increases by 1 instead. becomes immune to it for 10 minutes.
You must have a tail to learn this talent. If you are a D Move up to half your Speed using any movement type your
shapechanger, at least one form that you assume must have a new form has. When moving in this way, your first 5 feet of
tail, and you only benefit from this talent while in a form that movement doesn’t provoke an attack of opportunity.
has a tail. If you have multiple tails, you can learn this talent D Stand from prone.
once for every tail that you have. You can learn this talent up to six times. Each time you
learn this talent beyond the first, choose one of its benefits.
Quick Shapechange Talent You gain that benefit when you change shape without having
Slipping in and out of different forms requires no effort for to spend any Resolve Points. You must have the shapechanger
you. You can use your change shape inherent species trait as subtype and the change shape universal creature rule to learn
a move action or as a standard action, but never more than this talent.
once per round.
You can learn this trait twice. The second time you learn Skulker’s Prowl Talent
Quick Change, you can use your change shape inherent You’re skilled at moving and striking unseen, darting back
species trait once per round as a swift action, a move action, into the shadows before anyone can respond to your presence.
or as a standard action. You must be a shapechanger and have Reduce the penalty for using Stealth while moving by 5 and
the change shape universal creature rule to learn this talent. reduce the Stealth check penalty for sniping by 10.
You must have Skill Focus (Stealth) or a species bonus to
Restorative Shapechange Talent Stealth checks to learn this talent.
You can use your natural ability to change shape to knit
together your flesh, allowing you to recover from physical
damage. If you use change shape as a full action, you can
attempt a DC 25 Medicine check to treat your deadly wounds.
You don’t need a medkit to attempt this Medicine check and
this check doesn’t count against the total number of treat
deadly wound benefits you can receive for the day. Once you
attempt to treat your deadly wounds in this manner, you can’t
do so again until after you recuperate.
You can learn this talent twice.The second time you learn it,
the Medicine DC to treat deadly wounds using change shape is
reduced to DC 20. You must be a shapechanger and have the
change shape universal creature rule to learn this talent.

Shapeshifter’s Stunt Talent


You can use your natural shapechanging ability to get out of
bad situations. Whenever you use your change shape inherent
species trait, you can spend 1 Resolve Point to gain one of the
following benefits of one of the following actions as part of the
action to change shape:
D Demoralize (as the Intimidate skill task), except you
target all foes within 20 feet and use Disguise in place of
Intimidate. Do not apply change shape’s bonus to Disguise
checks to your demoralize attempt. Creatures that your
check succeeds against are shaken for 1 round, regardless
of how much you beat their demoralize DC by. Once a
creature has seen you use this benefit, it becomes immune

15
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retain all rights, title and interest in and to that Product Identity. and Josh Vogt.

8. Identification: If you distribute Open Game ContentYou must clearly indicate which portions Starfinder Core Rulebook. © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda

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